Can moral ambiguity lead to more engaging video game experiences?

There has been no shortage of artistic explorations of the moral quandries of virtual violence but now psychological opinion explores how framing the violence impacts upon the immersion a videogame experience can offer.

The latest videogame nastie to glorify war is ‘Homefront', in which you play as a freedom fighter in an America occupied by a North Korean superpower. The game's focus on ‘violence with consequences' is one of its central selling points. James Madigan deploys an interpretation of the ‘just world hypothesis' (when people witness someone subjected to some misfortune, they're susceptible to suggestions that the person deserved it and thus see the misfortune as evidence of justice) to explore what this game might be denying it's audience in terms of an engaging video game experience

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