Regardless of the type of game or display medium, hostility increased significantly post-play. The effects of playing a first-person shooter in VR on hostility were mixed, and gaming in VR was not more enjoyable than on TV. The feeling of presence thereby mediated the effects of VR on fear. Results showed that playing games in VR resulted in a stronger sense of presence, lower heart rate variability and a stronger subjective sense of fear. Two experiments were conducted among 128 students, comparing the effects of playing either a survival horror game ( N = 59) or a first-person shooter ( N = 69) on a TV or in VR on physiological and subjective fear, hostility and enjoyment. The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and whether these feelings of presence affected players’ emotional and physiological responses to the games. Findings from this study offers a richer comprehension of how, following simulated combat environments, moral competence can be influenced, and how expressive flexibility and self-control can aid in protecting mental health and wellbeing, even in judging moral dilemmas.Ĭompared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence. ![]() A main effect of self-control on moral competence indicated that an individual’s self-control directly effects an individual’s moral competence. Results revealed that following exposure to combat-like environments, an individual’s moral competence increased. Self-reported expressive flexibility, self-control, and moral competence were assessed. To simulate a combat-like environments, participants were placed in either immersive (i.e., Bravemind) or non-immersive (i.e., Virtual Battlespace 3) virtual environments. Military university to examine the impact on moral competence, including potential moderating effects of expressive flexibility and self-control, following exposure to combat-like environments. Employing a univariate design, this study recruited 107 participants (i.e., ages 18 to 22) from a private U.S. Moreover, the influence of one’s expressive flexibility and self-control on moral competence following combat-like environments is unknown. ![]() The impact on moral competence following exposure to combat-like environments can be found in soldier narratives, however, limited scientific research investigates such effects.
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