{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,10,27]],"date-time":"2026-10-27T09:38:48Z","timestamp":1793093928697,"version":"4.5.0"},"reference-count":86,"publisher":"Elsevier BV","license":[{"start":{"date-parts":[[2026,10,1]],"date-time":"2026-10-01T00:00:00Z","timestamp":1790812800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.elsevier.com\/tdm\/userlicense\/1.0\/"},{"start":{"date-parts":[[2026,10,1]],"date-time":"2026-10-01T00:00:00Z","timestamp":1790812800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.elsevier.com\/legal\/tdmrep-license"},{"start":{"date-parts":[[2026,9,18]],"date-time":"2026-09-18T00:00:00Z","timestamp":1789689600000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by-nc-nd\/4.0\/"}],"content-domain":{"domain":["elsevier.com","sciencedirect.com"],"crossmark-restriction":true},"short-container-title":["Acta Psychologica"],"published-print":{"date-parts":[[2026,10]]},"DOI":"10.1016\/j.actpsy.2026.107861","type":"journal-article","created":{"date-parts":[[2026,9,22]],"date-time":"2026-09-22T23:55:34Z","timestamp":1790121334000},"page":"107861","update-policy":"https:\/\/doi.org\/10.1016\/elsevier_cm_policy","source":"Crossref","is-referenced-by-count":0,"special_numbering":"C","title":["Why are immoral choices more immersive? The effect of moral decision-making on narrative immersion via moral emotions and the moderating role of autonomy \u2014 Evidence from Chinese gamers"],"prefix":"10.1016","volume":"270","author":[{"given":"Yilin","family":"Li","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Yuen Kuang","family":"Jun","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"78","reference":[{"issue":"6","key":"10.1016\/j.actpsy.2026.107861_bb0005","doi-asserted-by":"crossref","first-page":"404","DOI":"10.17743\/jaes.2020.0039","article-title":"Defining immersion: Literature review and implications for research on audiovisual experiences","volume":"68","author":"Agrawal","year":"2020","journal-title":"Journal of the Audio Engineering Society"},{"key":"10.1016\/j.actpsy.2026.107861_bb0010","doi-asserted-by":"crossref","DOI":"10.3389\/fpsyg.2021.666518","article-title":"How do video games elicit guilt in players? Linking character morality to guilt through a mediation analysis","volume":"12","author":"Ahn","year":"2021","journal-title":"Frontiers in Psychology"},{"key":"10.1016\/j.actpsy.2026.107861_bb0015","doi-asserted-by":"crossref","DOI":"10.3389\/fpsyg.2024.1416258","article-title":"Eliciting guilt in virtual reality games: Interplay of self-attribution, presence, and morality","volume":"15","author":"Ahn","year":"2024","journal-title":"Frontiers in Psychology"},{"issue":"12","key":"10.1016\/j.actpsy.2026.107861_bb0020","doi-asserted-by":"crossref","first-page":"1679","DOI":"10.1177\/014616702237649","article-title":"Violent video games and hostile expectations: A test of the general aggression model","volume":"28","author":"Anderson","year":"2002","journal-title":"Personality and Social Psychology Bulletin"},{"key":"10.1016\/j.actpsy.2026.107861_bb0025","doi-asserted-by":"crossref","DOI":"10.1016\/j.chbr.2021.100163","article-title":"Moral distress in The Last of Us: Moral agency, character realism, and navigating fixed gaming narratives","volume":"5","author":"Anderson","year":"2022","journal-title":"Computers in Human Behavior Reports"},{"issue":"6","key":"10.1016\/j.actpsy.2026.107861_bb0030","doi-asserted-by":"crossref","first-page":"1423","DOI":"10.1037\/0022-3514.83.6.1423","article-title":"The self-importance of moral identity","volume":"83","author":"Aquino","year":"2002","journal-title":"Journal of Personality and Social Psychology"},{"key":"10.1016\/j.actpsy.2026.107861_bb0035","series-title":"Proceedings of the 2022 CHI conference on human factors in computing systems","first-page":"1","article-title":"\u201cI don\u2019t want to shoot the android\u201d: Players translate real-life moral intuitions to in-game decisions in Detroit: Become human","author":"Arrambide","year":"2022"},{"key":"10.1016\/j.actpsy.2026.107861_bb0040","doi-asserted-by":"crossref","first-page":"7","DOI":"10.1016\/j.chb.2016.06.043","article-title":"How do presence, flow, and character identification affect players\u2019 empathy and interest in learning from a serious computer game?","volume":"64","author":"Bachen","year":"2016","journal-title":"Computers in Human Behavior"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107861_bb0045","doi-asserted-by":"crossref","DOI":"10.1371\/journal.pone.0055341","article-title":"How does fiction reading influence empathy? An experimental investigation on the role of emotional transportation","volume":"8","author":"Bal","year":"2013","journal-title":"PLoS One"},{"key":"10.1016\/j.actpsy.2026.107861_bb0050","doi-asserted-by":"crossref","first-page":"285","DOI":"10.1007\/s10676-015-9383-8","article-title":"Free will and moral responsibility in video games","volume":"17","author":"Bartel","year":"2015","journal-title":"Ethics and Information Technology"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107861_bb0055","doi-asserted-by":"crossref","first-page":"351","DOI":"10.2307\/3250921","article-title":"Understanding information systems continuance: An expectation-confirmation model","volume":"25","author":"Bhattacherjee","year":"2001","journal-title":"MIS Quarterly"},{"key":"10.1016\/j.actpsy.2026.107861_bb0060","series-title":"Proceedings of the 2018 annual symposium on computer-human interaction in play","first-page":"419","article-title":"\u2018An odd kind of pleasure\u2019: Differentiating emotional challenge in digital games","author":"Bopp","year":"2018"},{"key":"10.1016\/j.actpsy.2026.107861_bb0065","doi-asserted-by":"crossref","DOI":"10.1016\/j.entcom.2024.100766","article-title":"The effect of in-game moral choices and NPCs\u2019 identities on players\u2019 intergroup attitudes","volume":"52","author":"Chen","year":"2025","journal-title":"Entertainment Computing"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107861_bb0070","doi-asserted-by":"crossref","first-page":"947","DOI":"10.1037\/a0022641","article-title":"Introducing the GASP scale: A new measure of guilt and shame proneness","volume":"100","author":"Cohen","year":"2011","journal-title":"Journal of Personality and Social Psychology"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107861_bb0075","doi-asserted-by":"crossref","first-page":"408","DOI":"10.1177\/1555412009343575","article-title":"There is no magic circle","volume":"4","author":"Consalvo","year":"2009","journal-title":"Games and Culture"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107861_bb0080","doi-asserted-by":"crossref","first-page":"216","DOI":"10.1177\/1555412016677449","article-title":"Playing a better me: How players rehearse their ethos via moral choices","volume":"14","author":"Consalvo","year":"2019","journal-title":"Games and Culture"},{"key":"10.1016\/j.actpsy.2026.107861_bb0085","series-title":"Intrinsic motivation and self-determination in human behavior","first-page":"43","article-title":"Cognitive evaluation theory","author":"Deci","year":"1985"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107861_bb0090","first-page":"249","article-title":"Consistent killers, benevolent balancers, or contextually moderated moralists? Sequential moral decision-making in a video game context","volume":"38","author":"Eden","year":"2025","journal-title":"Journal of Media Psychology: Theories, Methods, and Applications"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107861_bb0095","doi-asserted-by":"crossref","first-page":"101","DOI":"10.1386\/jgvw.11.2.101_1","article-title":"It\u2019s my choice: The effects of moral decision-making on narrative game engagement","volume":"11","author":"Ferchaud","year":"2019","journal-title":"Journal of Gaming & Virtual Worlds"},{"key":"10.1016\/j.actpsy.2026.107861_bb0100","series-title":"Proceedings of DiGRA 2007 Conference: Situated Play","first-page":"1","article-title":"Eight ways videogames generate emotion","author":"Frome","year":"2007"},{"key":"10.1016\/j.actpsy.2026.107861_bb0105","article-title":"To kill or not to kill \u2013 An experimental test of moral decision-making in gaming","volume":"41","author":"Funk","year":"2022","journal-title":"Entertainment Computing"},{"key":"10.1016\/j.actpsy.2026.107861_bb0110","series-title":"What video games have to teach us about learning and literacy","author":"Gee","year":"2003"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107861_bb0115","doi-asserted-by":"crossref","first-page":"479","DOI":"10.1111\/jcom.12093","article-title":"Interactive narratives: Processes and outcomes in user-directed stories","volume":"64","author":"Green","year":"2014","journal-title":"Journal of Communication"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107861_bb0120","doi-asserted-by":"crossref","first-page":"701","DOI":"10.1037\/0022-3514.79.5.701","article-title":"The role of transportation in the persuasiveness of public narratives","volume":"79","author":"Green","year":"2000","journal-title":"Journal of Personality and Social Psychology"},{"issue":"8","key":"10.1016\/j.actpsy.2026.107861_bb0125","doi-asserted-by":"crossref","first-page":"499","DOI":"10.1089\/cyber.2013.0658","article-title":"Being bad in a video game can make us morally sensitive","volume":"17","author":"Grizzard","year":"2014","journal-title":"Cyberpsychology, Behavior, and Social Networking"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107861_bb0130","first-page":"377","article-title":"Predicting media appeal from instinctive moral values","volume":"16","author":"Grizzard","year":"2013","journal-title":"Mass Communication and Society"},{"key":"10.1016\/j.actpsy.2026.107861_bb0135","first-page":"1","article-title":"An empirical framework for understanding a player\u2019s sense of agency in games","author":"Guo","year":"2023","journal-title":"International Journal of Human-Computer Interaction"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107861_bb0140","doi-asserted-by":"crossref","first-page":"814","DOI":"10.1037\/0033-295X.108.4.814","article-title":"The emotional dog and its rational tail: A social intuitionist approach to moral judgment","volume":"108","author":"Haidt","year":"2001","journal-title":"Psychological Review"},{"key":"10.1016\/j.actpsy.2026.107861_bb0145","series-title":"Handbook of affective sciences","first-page":"852","article-title":"The moral emotions","author":"Haidt","year":"2003"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107861_bb0150","article-title":"The \u201cmoral disengagement in violent videogames\u201d model","volume":"17","author":"Hartmann","year":"2017","journal-title":"Game Studies"},{"key":"10.1016\/j.actpsy.2026.107861_bb0155","doi-asserted-by":"crossref","first-page":"339","DOI":"10.1080\/15213269.2010.524912","article-title":"Just a game? Unjustified virtual violence produces guilt in empathetic players","volume":"13","author":"Hartmann","year":"2010","journal-title":"Media Psychology"},{"key":"10.1016\/j.actpsy.2026.107861_bb0160","doi-asserted-by":"crossref","first-page":"94","DOI":"10.1111\/j.1460-2466.2009.01459.x","article-title":"It\u2019s okay to shoot a character: Moral disengagement in violent video games","volume":"60","author":"Hartmann","year":"2010","journal-title":"Journal of Communication"},{"key":"10.1016\/j.actpsy.2026.107861_bb0165","series-title":"Introduction to mediation, moderation, and conditional process analysis: A regression-based approach","author":"Hayes","year":"2022"},{"issue":"6","key":"10.1016\/j.actpsy.2026.107861_bb0170","doi-asserted-by":"crossref","first-page":"1185","DOI":"10.1080\/0144929X.2020.1864018","article-title":"Perspective-taking of non-player characters in prosocial virtual reality games: Effects on closeness, empathy, and game immersion","volume":"41","author":"Ho","year":"2022","journal-title":"Behaviour & Information Technology"},{"key":"10.1016\/j.actpsy.2026.107861_bb0175","series-title":"Proceedings of the 6th international conference on intelligent virtual agents","first-page":"383","article-title":"Autobiographic knowledge for believable virtual characters","author":"Ho","year":"2006"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107861_bb0180","doi-asserted-by":"crossref","first-page":"278","DOI":"10.1002\/hbe2.189","article-title":"Moral decision-making in video games: A focus group study on player perceptions","volume":"2","author":"Holl","year":"2020","journal-title":"Human Behavior and Emerging Technologies"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107861_bb0185","doi-asserted-by":"crossref","first-page":"221","DOI":"10.1027\/1864-1105\/a000323","article-title":"Moral minds in gaming: A quantitative case study of moral decisions in Detroit: Become human","volume":"34","author":"Holl","year":"2022","journal-title":"Journal of Media Psychology"},{"key":"10.1016\/j.actpsy.2026.107861_bb0190","series-title":"Making ethical decisions","author":"Josephson","year":"2002"},{"key":"10.1016\/j.actpsy.2026.107861_bb0195","series-title":"Thinking, fast and slow","author":"Kahneman","year":"2011"},{"key":"10.1016\/j.actpsy.2026.107861_bb0200","series-title":"Judgment under uncertainty: Heuristics and biases","first-page":"201","article-title":"The simulation heuristic","author":"Kahneman","year":"1982"},{"key":"10.1016\/j.actpsy.2026.107861_bb0205","doi-asserted-by":"crossref","DOI":"10.3389\/fpsyg.2026.1815433","article-title":"Bittersweet emotion and narrative transportation in streaming drama: Cognitive and emotional routes to persuasion","volume":"17","author":"Kim","year":"2026","journal-title":"Frontiers in Psychology"},{"issue":"6","key":"10.1016\/j.actpsy.2026.107861_bb0210","doi-asserted-by":"crossref","first-page":"845","DOI":"10.1089\/cpb.2007.9942","article-title":"Effectance and control as determinants of video game enjoyment","volume":"10","author":"Klimmt","year":"2007","journal-title":"Cyberpsychology & Behavior"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107861_bb0215","doi-asserted-by":"crossref","first-page":"351","DOI":"10.1111\/j.1468-2885.2009.01347.x","article-title":"The video game experience as \u201ctrue\u201d identification: A theory of enjoyable alterations of players\u2019 self-perception","volume":"19","author":"Klimmt","year":"2009","journal-title":"Communication Theory"},{"key":"10.1016\/j.actpsy.2026.107861_bb0220","series-title":"Encyclopedia of computer graphics and games","first-page":"1230","article-title":"Narrative in video games","author":"Koenitz","year":"2024"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107861_bb0225","first-page":"167","article-title":"How gaming makes you moral: An exploratory study on the moral reasoning behind moral decisions in video games","volume":"34","author":"Krcmar","year":"2022","journal-title":"Journal of Media Psychology"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107861_bb0230","doi-asserted-by":"crossref","first-page":"224","DOI":"10.1017\/S1930297500002217","article-title":"Choice processes and their post-decisional consequences in morally conflicting decisions","volume":"7","author":"Krosch","year":"2012","journal-title":"Judgment and Decision making"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107861_bb0235","doi-asserted-by":"crossref","first-page":"27","DOI":"10.1016\/S1077-7229(05)80004-5","article-title":"Cognitive therapy for trauma-related guilt: Conceptual bases and treatment outlines","volume":"2","author":"Kubany","year":"1995","journal-title":"Cognitive and Behavioral Practice"},{"issue":"12","key":"10.1016\/j.actpsy.2026.107861_bb0240","doi-asserted-by":"crossref","DOI":"10.1371\/journal.pone.0226503","article-title":"Choosing and enjoying violence in narratives","volume":"14","author":"Lagrange","year":"2019","journal-title":"PLoS One"},{"key":"10.1016\/j.actpsy.2026.107861_bb0245","doi-asserted-by":"crossref","DOI":"10.3389\/fpsyg.2023.1233865","article-title":"Appraisal processes in moral judgment: Resolving moral issues through cognition and emotion","volume":"14","author":"Landy","year":"2023","journal-title":"Frontiers in Psychology"},{"key":"10.1016\/j.actpsy.2026.107861_bb0250","doi-asserted-by":"crossref","first-page":"317","DOI":"10.1146\/annurev.psych.58.110405.085658","article-title":"Motivational and emotional aspects of the self","volume":"58","author":"Leary","year":"2007","journal-title":"Annual Review of Psychology"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107861_bb0255","first-page":"223","article-title":"Effect of opponent type on moral emotions and responses to video game play","volume":"14","author":"Lin","year":"2011","journal-title":"Cyberpsychology, Behavior, and Social Networking"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107861_bb0260","doi-asserted-by":"crossref","first-page":"31","DOI":"10.1007\/s10676-008-9168-4","article-title":"The gamer's dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia","volume":"11","author":"Luck","year":"2009","journal-title":"Ethics and Information Technology"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107861_bb0265","doi-asserted-by":"crossref","first-page":"61","DOI":"10.1037\/ppm0000084","article-title":"Role-playing video games and emotion: How transportation into the narrative mediates the relationship between immoral actions and feelings of guilt","volume":"6","author":"Mahood","year":"2017","journal-title":"Psychology of Popular Media Culture"},{"key":"10.1016\/j.actpsy.2026.107861_bb0270","series-title":"Self-conscious emotions: The psychology of shame, guilt, embarrassment, and pride","first-page":"64","article-title":"Developmental transformations in appraisals for pride, shame, and guilt","author":"Mascolo","year":"1995"},{"key":"10.1016\/j.actpsy.2026.107861_bb0275","series-title":"The video game theory reader","first-page":"67","article-title":"Immersion, engagement, and presence: A method for analyzing 3-D video games","author":"McMahan","year":"2003"},{"key":"10.1016\/j.actpsy.2026.107861_bb0280","series-title":"The paradox of transgression in games","author":"Mortensen","year":"2020"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107861_bb0285","first-page":"44","article-title":"Narrative control and player experience in role playing games: Decision points and branching narrative feedback","volume":"6","author":"Moser","year":"2014","journal-title":"International Journal of Gaming and Computer-Mediated Simulations"},{"key":"10.1016\/j.actpsy.2026.107861_bb0290","series-title":"Hamlet on the holodeck: The future of narrative in cyberspace","author":"Murray","year":"1997"},{"key":"10.1016\/j.actpsy.2026.107861_bb0295","doi-asserted-by":"crossref","DOI":"10.1016\/j.actpsy.2024.104660","article-title":"The synergy of immersion and basic psychological needs satisfaction: Exploring gamification\u2019s impact on student engagement and learning outcomes","volume":"252","author":"Nguyen-Viet","year":"2025","journal-title":"Acta Psychologica"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107861_bb0300","doi-asserted-by":"crossref","DOI":"10.3390\/technologies10040088","article-title":"Entropy as a transitional in-game variable","volume":"10","author":"Papavlasopoulos","year":"2022","journal-title":"Technologies"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107861_bb0305","doi-asserted-by":"crossref","first-page":"175","DOI":"10.1080\/15213269.2012.673850","article-title":"Need satisfaction supportive game features as motivational determinant: An experimental study of a self-determination theory guided exergame","volume":"15","author":"Peng","year":"2012","journal-title":"Media Psychology"},{"key":"10.1016\/j.actpsy.2026.107861_bb0310","series-title":"Proceedings of the 2020 CHI conference on human factors in computing systems","first-page":"1","article-title":"A palette of deepened emotions: Exploring emotional challenge in virtual reality games","author":"Peng","year":"2020"},{"key":"10.1016\/j.actpsy.2026.107861_bb0315","series-title":"Ethical reflection and involvement in computer games","author":"Pohl","year":"2008"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107861_bb0320","doi-asserted-by":"crossref","first-page":"107","DOI":"10.1080\/10447310802546732","article-title":"Measuring player immersion in the computer game narrative","volume":"25","author":"Qin","year":"2009","journal-title":"International Journal of Human-Computer Interaction"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107861_bb0325","doi-asserted-by":"crossref","first-page":"402","DOI":"10.1111\/j.1460-2466.2002.tb02552.x","article-title":"Moral judgment and crime drama: An integrated theory of enjoyment","volume":"52","author":"Raney","year":"2002","journal-title":"Journal of Communication"},{"key":"10.1016\/j.actpsy.2026.107861_bb0335","series-title":"Avatars of story","author":"Ryan","year":"2006"},{"key":"10.1016\/j.actpsy.2026.107861_bb0340","series-title":"Narrative as Virtual Reality 2","author":"Ryan","year":"2015"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107861_bb0345","doi-asserted-by":"crossref","first-page":"68","DOI":"10.1037\/0003-066X.55.1.68","article-title":"Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being","volume":"55","author":"Ryan","year":"2000","journal-title":"American Psychologist"},{"key":"10.1016\/j.actpsy.2026.107861_bb0350","series-title":"Self-determination theory: Basic psychological needs in motivation, development, and wellness","author":"Ryan","year":"2017"},{"key":"10.1016\/j.actpsy.2026.107861_bb0355","series-title":"The ethics of computer games","author":"Sicart","year":"2009"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107861_bb0360","article-title":"\u201cThis action will have consequences\u201d: Interactivity and player agency","volume":"19","author":"Stang","year":"2019","journal-title":"Game Studies"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107861_bb0365","doi-asserted-by":"crossref","first-page":"41","DOI":"10.1024\/1421-0185.67.1.41","article-title":"Hostile and hardened? An experimental study on (de-)sensitization to violence and suffering through playing video games","volume":"67","author":"Staude-M\u00fcller","year":"2008","journal-title":"Swiss Journal of Psychology"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107861_bb0370","doi-asserted-by":"crossref","first-page":"324","DOI":"10.1177\/1077559505279308","article-title":"The relation of child maltreatment to shame and guilt among adolescents: Psychological routes to depression and delinquency","volume":"10","author":"Stuewig","year":"2005","journal-title":"Child Maltreatment"},{"key":"10.1016\/j.actpsy.2026.107861_bb0375","series-title":"Proceedings of the 2018 annual symposium on computer-human interaction in play companion extended abstracts","first-page":"627","article-title":"Player choices, game endings and the design of moral dilemmas in games","author":"Tancred","year":"2018"},{"key":"10.1016\/j.actpsy.2026.107861_bb0380","doi-asserted-by":"crossref","first-page":"345","DOI":"10.1146\/annurev.psych.56.091103.070145","article-title":"Moral emotions and moral behavior","volume":"58","author":"Tangney","year":"2007","journal-title":"Annual Review of Psychology"},{"key":"10.1016\/j.actpsy.2026.107861_bb0385","doi-asserted-by":"crossref","DOI":"10.1016\/j.ijinfomgt.2023.102732","article-title":"Creatability, achievability, and immersibility: New game design elements that increase online game usage","volume":"75","author":"Teng","year":"2024","journal-title":"International Journal of Information Management"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107861_bb0390","doi-asserted-by":"crossref","first-page":"103","DOI":"10.1207\/s15327965pli1502_01","article-title":"Putting the self into self-conscious emotions: A theoretical model","volume":"15","author":"Tracy","year":"2004","journal-title":"Psychological Inquiry"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107861_bb0395","doi-asserted-by":"crossref","first-page":"451","DOI":"10.1177\/13548565211014434","article-title":"\u201cIf anyone\u2019s going to ruin your night, it should be you\u201d: Responsibility and affective materiality in Undertale and Night in the Woods","volume":"28","author":"Veale","year":"2022","journal-title":"Convergence: The International Journal of Research into New Media Technologies"},{"key":"10.1016\/j.actpsy.2026.107861_bb0400","doi-asserted-by":"crossref","DOI":"10.1016\/j.entcom.2025.100976","article-title":"Testing positive mood effects of playing Gris, a eudaimonic video game","volume":"54","author":"Wagener","year":"2025","journal-title":"Entertainment Computing"},{"issue":"11","key":"10.1016\/j.actpsy.2026.107861_bb0405","doi-asserted-by":"crossref","first-page":"610","DOI":"10.1089\/cyber.2012.0235","article-title":"Mirrored morality: An exploration of moral choice in video games","volume":"15","author":"Weaver","year":"2012","journal-title":"Cyberpsychology, Behavior, and Social Networking"},{"key":"10.1016\/j.actpsy.2026.107861_bb0410","doi-asserted-by":"crossref","DOI":"10.17645\/mac.8637","article-title":"Amplifying player experience to facilitate prosocial outcomes in a narrative-based serious game","volume":"13","author":"Wei","year":"2025","journal-title":"Media and Communication"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107861_bb0415","doi-asserted-by":"crossref","first-page":"4","DOI":"10.1037\/mot0000082","article-title":"The legacy of an attribution approach to motivation and emotion: A no-crisis zone","volume":"4","author":"Weiner","year":"2018","journal-title":"Motivation Science"},{"key":"10.1016\/j.actpsy.2026.107861_bb0420","series-title":"The Oxford handbook of aesthetics","first-page":"392","article-title":"Narrative","author":"Wilson","year":"2003"},{"key":"10.1016\/j.actpsy.2026.107861_bb0425","doi-asserted-by":"crossref","DOI":"10.1016\/j.chb.2024.108424","article-title":"\u201cIt\u2019s a terrible choice to make but also a necessary one\u201d: Exploring player experiences with moral decision-making mechanics in video games","volume":"161","author":"Wright","year":"2024","journal-title":"Computers in Human Behavior"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107861_bb0430","first-page":"1","article-title":"Character-driven storytelling design for digital games: A scoping review","volume":"20","author":"Zaini","year":"2025","journal-title":"Games and Culture"},{"key":"10.1016\/j.actpsy.2026.107861_bb0435","doi-asserted-by":"crossref","DOI":"10.1016\/j.poetic.2022.101731","article-title":"Impacts of character morality on egocentric projection and identification","volume":"95","author":"Zhou","year":"2022","journal-title":"Poetics"}],"container-title":["Acta Psychologica"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/api.elsevier.com\/content\/article\/PII:S0001691826016628?httpAccept=text\/xml","content-type":"text\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/api.elsevier.com\/content\/article\/PII:S0001691826016628?httpAccept=text\/plain","content-type":"text\/plain","content-version":"vor","intended-application":"text-mining"}],"deposited":{"date-parts":[[2026,10,27]],"date-time":"2026-10-27T09:26:45Z","timestamp":1793093205000},"score":1,"resource":{"primary":{"URL":"https:\/\/linkinghub.elsevier.com\/retrieve\/pii\/S0001691826016628"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2026,10]]},"references-count":86,"alternative-id":["S0001691826016628"],"URL":"https:\/\/doi.org\/10.1016\/j.actpsy.2026.107861","relation":{},"ISSN":["0001-6918"],"issn-type":[{"value":"0001-6918","type":"print"}],"subject":[],"published":{"date-parts":[[2026,10]]},"assertion":[{"value":"Elsevier","name":"publisher","label":"This article is maintained by"},{"value":"Why are immoral choices more immersive? The effect of moral decision-making on narrative immersion via moral emotions and the moderating role of autonomy \u2014 Evidence from Chinese gamers","name":"articletitle","label":"Article Title"},{"value":"Acta Psychologica","name":"journaltitle","label":"Journal Title"},{"value":"https:\/\/doi.org\/10.1016\/j.actpsy.2026.107861","name":"articlelink","label":"CrossRef DOI link to publisher maintained version"},{"value":"article","name":"content_type","label":"Content Type"},{"value":"\u00a9 2026 The Author(s). Published by Elsevier B.V.","name":"copyright","label":"Copyright"}],"article-number":"107861"}}