The vast majority of theses in this collection are open access and freely available. There are a small number of theses that have access restricted to the WWU campus. For off-campus access to a thesis labeled "Campus Only Access," please log in here with your WWU universal ID, or talk to your librarian about requesting the restricted thesis through interlibrary loan.
Date of Award
Spring 2025
Document Type
Masters Thesis
Department or Program Affiliation
Department of Psychology
Degree Name
Master of Science (MS)
Department
Psychology
First Advisor
Czopp, Alex
Second Advisor
Lehman, Barbara J.
Third Advisor
Bell, Angela C.
Abstract
Prejudicial comments within online player vs. player (PvP) video games have become normalized. Players with marginalized identities frequently hear comments that denigrate their identities. Social norms (descriptive norms and injunctive norms; Cialdini et al., 1990), and misperceptions of those social norms (pluralistic ignorance; Allport, 1924), may be influencing online players to use prejudicial comments or avoid confronting prejudicial comments when they typically would not. Study One investigated whether social norms influenced prejudicial behavior and confrontation behavior in an observational study using United States residents who played online PvP video games (N = 174). We found there is a collective misperception of other players’ behaviors and attitudes. Participants believed video game players made prejudicial comments more often than they actually did, and believed they approved of prejudicial comments more than they actually did. We found both social norms predicted players making prejudicial comments, but only descriptive norms predicted players confronting prejudicial comments. In Study Two, we experimentally manipulated confrontation norms (pro-confrontation vs. anti-confrontation) and anticipated social reactions post-confrontation (supportive vs. unsupportive), and measured confrontation intentions after participants witnessed an online sexism incident. There was an interaction; White American men who played First-Person Shooter online games (N = 201) reported higher confrontation intentions only when they received information that most players approved of online confrontations and anticipated support from other players after they confronted. This effect was only true for public confrontations, not for private confrontations. Implications for future research, industry applications, and the individual player’s role in changing the current norms are discussed.
Type
Text
Keywords
social norms, pluralistic ignorance, video game, prejudice, discrimination
Publisher
Western Washington University
OCLC Number
1524311125
Subject – LCSH
Video games--Social aspects--United States; Video games--United States--Psychological aspects; Prejudices--Social aspects--United States; Prejudices--United States--Psychological aspects; Discrimination--Social aspects--United States; Discrimination--United States--Psychological aspects; Social norms--United States--Psychological aspects
Geographic Coverage
United States
Format
application/pdf
Genre/Form
masters theses
Language
English
Rights
Copying of this document in whole or in part is allowable only for scholarly purposes. It is understood, however, that any copying or publication of this document for commercial purposes, or for financial gain, shall not be allowed without the author’s written permission.
Rights Statement
http://rightsstatements.org/vocab/InC/1.0/
Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.
Recommended Citation
White, Amanda, "“Everyone does it”: The Role of Norm Misperceptions in Online Video Game Discrimination" (2025). WWU Graduate School Collection. 1409.
https://cedar.wwu.edu/wwuet/1409