{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,13]],"date-time":"2026-04-13T12:28:19Z","timestamp":1776083299795,"version":"3.50.1"},"reference-count":62,"publisher":"Hogrefe Publishing Group","issue":"1","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Journal of Media Psychology"],"published-print":{"date-parts":[[2018,1]]},"abstract":"<jats:p> Abstract. This study examines the effect of interactivity on the attribution of responsibility for the character\u2019s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character\u2019s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as \u201cliving in a violent society.\u201d By contrast, those who did not interact with the game attributed responsibility for the character\u2019s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar\u2019s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist. <\/jats:p>","DOI":"10.1027\/1864-1105\/a000168","type":"journal-article","created":{"date-parts":[[2016,4,8]],"date-time":"2016-04-08T22:08:01Z","timestamp":1460153281000},"page":"3-15","source":"Crossref","is-referenced-by-count":3,"title":["Interactive Experience and Identification as Predictors of \t\t\t\t\tAttributing Responsibility in Video Games"],"prefix":"10.1027","volume":"30","author":[{"given":"Nathan","family":"Walter","sequence":"first","affiliation":[{"name":"Department of Communication, University of Southern \t\t\t\t\tCalifornia, Los Angeles, CA, USA"}]},{"given":"Yariv","family":"Tsfati","sequence":"additional","affiliation":[{"name":"Department of Communication, University of Haifa, \t\t\t\t\t\tIsrael"}]}],"member":"101","reference":[{"key":"c1","doi-asserted-by":"publisher","DOI":"10.1016\/j.avb.2010.12.002"},{"key":"c2","doi-asserted-by":"publisher","DOI":"10.1111\/1467-9280.00366"},{"key":"c3","doi-asserted-by":"publisher","DOI":"10.1080\/0305724022014322"},{"key":"c4","doi-asserted-by":"publisher","DOI":"10.1111\/j.1083-6101.1997.tb00070.x"},{"key":"c5","doi-asserted-by":"publisher","DOI":"10.1037\/0033-2909.90.3.496"},{"key":"c6","volume-title":"Human computer interactivity: A concept for communication research","author":"Chaffee S.","year":"1985"},{"key":"c7","unstructured":"Chan,\n\t\t\t\t\t\t\tE. & \t\t\t\t\t\t\t\tVorderer,\n\t\t\t\t\t\t\t\tP. \t\t\t\t\t\t(2006). Massively multiplayer online \t\t\t\t\t\tgames. In P. Vorderer & \t\t\t\t\t\t\t\tJ. Bryant \t\t\t\t\t\t(Eds.), Playing video games: \t\t\t\t\t\t\tMotives, responses, and consequences (pp. \t\t\t\t\t\t77\u201389). New York, \t\t\t\t\t\tNY: \t\t\t\t\tRoutledge."},{"key":"c8","doi-asserted-by":"publisher","DOI":"10.1207\/S15327825MCS0403_01"},{"key":"c9","doi-asserted-by":"publisher","DOI":"10.1093\/obo\/9780199756841-0144"},{"key":"c10","doi-asserted-by":"publisher","DOI":"10.1016\/j.techfore.2013.06.007"},{"key":"c11","doi-asserted-by":"publisher","DOI":"10.1177\/1555412008317308"},{"key":"c12","doi-asserted-by":"publisher","DOI":"10.1016\/j.entcom.2011.03.012"},{"key":"c13","unstructured":"Entertainment Software Association. \t\t\t\t\t\t(2014, April). The 2014 \t\t\t\t\t\t\tessential facts about the computer and video game \t\t\t\t\t\tindustry. Retrieved from http:\/\/www.theesa.com\/wp-content\/uploads\/2014\/10\/ESA_EF_2014.pdf"},{"key":"c14","doi-asserted-by":"publisher","DOI":"10.1016\/j.jesp.2009.06.010"},{"key":"c15","doi-asserted-by":"publisher","DOI":"10.1016\/j.adolescence.2003.10.005"},{"key":"c16","doi-asserted-by":"publisher","DOI":"10.1037\/0022-3514.54.5.733"},{"key":"c17","doi-asserted-by":"publisher","DOI":"10.1037\/0022-3514.92.3.402"},{"key":"c18","doi-asserted-by":"publisher","DOI":"10.1016\/j.jesp.2012.07.001"},{"key":"c19","doi-asserted-by":"crossref","unstructured":"Greitemeyer,\n\t\t\t\t\t\t\tT. & \t\t\t\t\t\t\t\tM\u00fcgge, D.\n\t\t\t\t\t\t\t\tO. (2014). \t\t\t\t\t\tVideo games do affect social outcomes: A meta-analytic review \t\t\t\t\t\tof the effects of violent and prosocial video game play. \t\t\t\t\t\t\tPersonality and Social Psychology \t\t\t\t\t\tBulletin. doi: 0146167213520459","DOI":"10.1177\/0146167213520459"},{"key":"c20","doi-asserted-by":"publisher","DOI":"10.1080\/03637751.2014.922206"},{"key":"c21","doi-asserted-by":"publisher","DOI":"10.1080\/15213269.2010.524912"},{"key":"c22","doi-asserted-by":"publisher","DOI":"10.1111\/j.1460-2466.2009.01459.x"},{"key":"c23","volume-title":"Introduction to mediation, moderation, and conditional process analysis: A regression-based approach","author":"Hayes A. F.","year":"2013"},{"key":"c24","doi-asserted-by":"crossref","unstructured":"Hefner,\n\t\t\t\t\t\t\tD., \t\t\t\t\t\t\t\tKlimmt,\n\t\t\t\t\t\t\t\tC. & \t\t\t\t\t\t\t\tVorderer,\n\t\t\t\t\t\t\t\tP. \t\t\t\t\t\t(2007). Identification with the player character \t\t\t\t\t\tas determinant of video game enjoyment. In L. Ma, \t\t\t\t\t\t\t\tM. Rauterberg, & \t\t\t\t\t\t\t\tR. Nakatsu \t\t\t\t\t\t(Eds.), Entertainment \t\t\t\t\t\t\tComputing\u2013ICEC 2007 (pp. \t\t\t\t\t\t39\u201348). Heidelberg, \t\t\t\t\t\tGermany: \t\t\t\t\tSpringer.","DOI":"10.1007\/978-3-540-74873-1_6"},{"key":"c25","volume-title":"Economic impact of the demand for playing interactive entertainment software","author":"International Digital Software Association","year":"2001"},{"key":"c26","doi-asserted-by":"publisher","DOI":"10.7208\/chicago\/9780226388533.001.0001"},{"key":"c27","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2012.04.004"},{"key":"c28","doi-asserted-by":"publisher","DOI":"10.1177\/146144402320564392"},{"key":"c29","doi-asserted-by":"publisher","DOI":"10.1089\/cpb.2007.9942"},{"key":"c30","doi-asserted-by":"publisher","DOI":"10.1111\/j.1468-2885.2009.01347.x"},{"key":"c31","doi-asserted-by":"publisher","DOI":"10.1080\/15213269.2010.524911"},{"key":"c32","doi-asserted-by":"publisher","DOI":"10.1515\/COMMUN.2006.020"},{"key":"c33","doi-asserted-by":"crossref","unstructured":"Klimmt,\n\t\t\t\t\t\t\tC., \t\t\t\t\t\t\t\tSchmid,\n\t\t\t\t\t\t\t\tH., \t\t\t\t\t\t\t\tNosper,\n\t\t\t\t\t\t\t\tA., \t\t\t\t\t\t\t\tHartmann,\n\t\t\t\t\t\t\t\tT. & \t\t\t\t\t\t\t\tVorderer, P.\n\t\t\t\t\t\t\t\tA. (2008). \t\t\t\t\t\tMoral management: Dealing with moral concerns to maintain \t\t\t\t\t\tenjoyment of violent video games. In A. Sudmann-Jahn & \t\t\t\t\t\t\t\tR. Stockmann \t\t\t\t\t\t(Eds.), Computer games as a \t\t\t\t\t\t\tsociocultural phenomenon: Games without frontiers\u2013wars without \t\t\t\t\t\t\ttears (pp. \t\t\t\t\t\t108\u2013118). Hampshire, \t\t\t\t\t\tUK: \t\t\t\t\tPalgrave.","DOI":"10.1057\/9780230583306_11"},{"key":"c34","doi-asserted-by":"publisher","DOI":"10.1080\/19312450701434961"},{"key":"c35","doi-asserted-by":"publisher","DOI":"10.1037\/0012-1649.43.4.1038"},{"key":"c36","unstructured":"Lee, K.\n\t\t\t\t\t\t\tM., Park,\n\t\t\t\t\t\t\t\tN. & \t\t\t\t\t\t\t\tJin,\n\t\t\t\t\t\t\tS. \t\t\t\t\t\t(2006). Narrative and interactivity in computer \t\t\t\t\t\tgames. In P. Vorderer & \t\t\t\t\t\t\t\tJ. Bryant \t\t\t\t\t\t(Eds.), Playing video games: \t\t\t\t\t\t\tMotives, responses, and consequences (pp. \t\t\t\t\t\t302\u2013322). New York, \t\t\t\t\t\tNY: \t\t\t\t\tRoutledge."},{"key":"c37","unstructured":"Lee, K.\n\t\t\t\t\t\t\tM. & \t\t\t\t\t\t\t\tPeng,\n\t\t\t\t\t\t\tW. \t\t\t\t\t\t(2006). What do we know about social and \t\t\t\t\t\tpsychological effects of computer games? A comprehensive review of the \t\t\t\t\t\tcurrent literature. In P. Vorderer & \t\t\t\t\t\t\t\tJ. Bryant \t\t\t\t\t\t(Eds.), Playing video games: \t\t\t\t\t\t\tMotives, responses, and consequences (pp. \t\t\t\t\t\t383\u2013407). New York, \t\t\t\t\t\tNY: \t\t\t\t\tRoutledge."},{"key":"c38","doi-asserted-by":"publisher","DOI":"10.1111\/j.1083-6101.2008.01434.x"},{"key":"c39","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2012.09.002"},{"key":"c40","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2012.11.001"},{"key":"c41","doi-asserted-by":"publisher","DOI":"10.1111\/jcom.12044"},{"key":"c42","doi-asserted-by":"publisher","DOI":"10.1037\/0033-2909.132.6.895"},{"key":"c43","doi-asserted-by":"crossref","unstructured":"Martin,\n\t\t\t\t\t\t\tB. \t\t\t\t\t\t(2007). Should videogames be viewed as \t\t\t\t\t\tart? In A. Clarke & \t\t\t\t\t\t\t\tG. Mitchell \t\t\t\t\t\t(Eds.), Videogames and \t\t\t\t\t\t\tart (pp. \t\t\t\t\t201\u2013210). Chicago, \t\t\t\t\t\tIL: The University of Chicago \t\t\t\t\t\tPress.","DOI":"10.2307\/j.ctv36xvrh9.22"},{"key":"c44","doi-asserted-by":"publisher","DOI":"10.1207\/s15506878jobem4502_3"},{"key":"c45","doi-asserted-by":"publisher","DOI":"10.1111\/j.1460-2466.2010.01511.x"},{"key":"c46","unstructured":"Rafaeli,\n\t\t\t\t\t\t\tS. \t\t\t\t\t\t(1988). Interactivity: From new media to \t\t\t\t\t\tcommunication. In R. P. Hawkins, J.\n\t\t\t\t\t\t\t\tM. Weimann & \t\t\t\t\t\t\t\tS. Pingree \t\t\t\t\t\t(Eds.), Sage annual review of \t\t\t\t\t\t\tcommunication research: advancing communication \t\t\t\t\t\tscience (Vol. 16, pp. \t\t\t\t\t\t110\u2013134). Beverly Hills, \t\t\t\t\t\tCA: Sage."},{"key":"c47","unstructured":"Raney, A.\n\t\t\t\t\t\t\tA., Smith,\n\t\t\t\t\t\t\t\tJ. K. & \t\t\t\t\t\t\t\tBaker,\n\t\t\t\t\t\t\tK. \t\t\t\t\t\t(2006). Adolescents and the appeal of video \t\t\t\t\t\tgames. In P. Vorderer & \t\t\t\t\t\t\t\tJ. Bryant \t\t\t\t\t\t(Eds.), Playing video games: \t\t\t\t\t\t\tMotives, responses, and consequences (pp. \t\t\t\t\t\t191\u2013209). New York, \t\t\t\t\t\tNY: \t\t\t\t\tRoutledge."},{"key":"c48","unstructured":"Rodenberg,\n\t\t\t\t\t\t\tC. \t\t\t\t\t\t(2013, December 27). Grand Theft Auto V makes it cool to pick up \t\t\t\t\t\t\u2013 even kill \u2013 prostitutes. The \t\t\t\t\t\t\tGuardian. Retrieved from http:\/\/www.theguardian.com\/commentisfree\/2013\/dec\/27\/grand-theft-auto-v-prostitutes-killed"},{"key":"c49","doi-asserted-by":"crossref","unstructured":"Ross,\n\t\t\t\t\t\t\tL. \t\t\t\t\t\t(1977). The intuitive psychologist and his \t\t\t\t\t\tshortcomings: Distortions in the attribution process. In \t\t\t\t\t\tL. Berkowitz \t\t\t\t\t\t(Ed.), Advances in experimental \t\t\t\t\t\t\tsocial psychology (Vol. 10, pp. \t\t\t\t\t\t173\u2013220). New York, \t\t\t\t\t\tNY: Academic \t\t\t\t\tPress.","DOI":"10.1016\/S0065-2601(08)60357-3"},{"key":"c50","doi-asserted-by":"publisher","DOI":"10.1111\/1540-5907.00049"},{"key":"c51","doi-asserted-by":"publisher","DOI":"10.1037\/0022-3514.78.3.446"},{"key":"c52","doi-asserted-by":"publisher","DOI":"10.1111\/j.1468-2958.2002.tb00819.x"},{"key":"c53","doi-asserted-by":"crossref","unstructured":"Skalski,\n\t\t\t\t\t\t\tP., \t\t\t\t\t\t\t\tTamborini,\n\t\t\t\t\t\t\t\tR., \t\t\t\t\t\t\t\tShelton,\n\t\t\t\t\t\t\t\tA., \t\t\t\t\t\t\t\tBuncher,\n\t\t\t\t\t\t\t\tM. & \t\t\t\t\t\t\t\tLindmark,\n\t\t\t\t\t\t\t\tP. \t\t\t\t\t\t(2010). Mapping the road to fun: Natural video \t\t\t\t\t\tgame controllers, presence, and game enjoyment. \t\t\t\t\t\t\tNew Media & Society. doi: 1461444810370949","DOI":"10.1177\/1461444810370949"},{"key":"c54","unstructured":"Smith,\n\t\t\t\t\t\t\tS. \t\t\t\t\t\t(2006). Perps, pimps, and provocative clothing: \t\t\t\t\t\tExamining negative content patterns in video games. In \t\t\t\t\t\tP. Vorderer & \t\t\t\t\t\t\t\tJ. Bryant \t\t\t\t\t\t(Eds.), Playing video games: \t\t\t\t\t\t\tMotives, responses, and consequences (pp. \t\t\t\t\t\t57\u201376). New York, \t\t\t\t\t\tNY: \t\t\t\t\tRoutledge."},{"key":"c55","doi-asserted-by":"publisher","DOI":"10.1111\/j.1460-2466.1992.tb00812.x"},{"key":"c56","doi-asserted-by":"publisher","DOI":"10.1080\/01972240490508072"},{"key":"c57","doi-asserted-by":"publisher","DOI":"10.1027\/1864-1105\/a000022"},{"key":"c58","doi-asserted-by":"publisher","DOI":"10.1080\/15213269.2012.674917"},{"key":"c59","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2013.06.046"},{"key":"c60","doi-asserted-by":"publisher","DOI":"10.1080\/19312458.2013.873778"},{"key":"c61","unstructured":"Weber,\n\t\t\t\t\t\t\tR., \t\t\t\t\t\t\t\tRitterfeld,\n\t\t\t\t\t\t\t\tU. & \t\t\t\t\t\t\t\tKostygina,\n\t\t\t\t\t\t\t\tA. \t\t\t\t\t\t(2006). Aggression and violence as effects of \t\t\t\t\t\tplaying violent video games? In P. Vorderer & \t\t\t\t\t\t\t\tJ. Bryant \t\t\t\t\t\t(Eds.), Playing video games: \t\t\t\t\t\t\tMotives, responses, and consequences (pp. \t\t\t\t\t\t408\u2013426). New York, \t\t\t\t\t\tNY: \t\t\t\t\tRoutledge."},{"key":"c62","doi-asserted-by":"publisher","DOI":"10.1177\/0956797613519271"}],"container-title":["Journal of Media Psychology"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/econtent.hogrefe.com\/doi\/pdf\/10.1027\/1864-1105\/a000168","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2023,12,21]],"date-time":"2023-12-21T10:53:02Z","timestamp":1703155982000},"score":1,"resource":{"primary":{"URL":"https:\/\/econtent.hogrefe.com\/doi\/10.1027\/1864-1105\/a000168"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2018,1]]},"references-count":62,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2018,1]]}},"alternative-id":["10.1027\/1864-1105\/a000168"],"URL":"https:\/\/doi.org\/10.1027\/1864-1105\/a000168","relation":{},"ISSN":["1864-1105","2151-2388"],"issn-type":[{"value":"1864-1105","type":"print"},{"value":"2151-2388","type":"electronic"}],"subject":[],"published":{"date-parts":[[2018,1]]}}}