Stimulus Materials Step 1: The development of the written scenarios for the pre-test study With reference to the original research by Haidt and colleagues and the applied research on media by Tamborini and colleagues, our research team developed six written scenarios designed to represent morality. Five of the scenarios were written to violate each of MFT’s five moral domains (harm/care, fairness/reciprocity, authority/resect, ingroup/loyalty, and purity/sanctity) and one scenario was used as a control / foil scenario. The scenarios were constructed in a discursive process by the principal researchers, coming from different cultural backgrounds to allow each scenario to be applicable in German and English language. Scenarios were then discussed with fellow researchers not involved in the study. For each of the five moral scenarios, we focused on elements that had previously been discussed in MFT research such as addressing fairness with a distribution of benefits problem or addressing issues of loyalty with a family conflict. Each scenario was created with the intention to be used in a virtual world. Each scenario was constructed in a similar pattern, using a short story of approximately 500 characters. To control for potential gender effects, each moral scenario’s main character was male. For the foil scenario we used a female character. We used popular, everyday names for the protagonists of our stories such as “Christian Reynolds” (English) or “Christian Huber” (German). Names were adjusted for the country they were used. Step 2: Testing the written scenarios In order to test in how far our people recognized the (potential) violation of each of the five moral modules in our scenarios, we carried out a pre-test among a convenient sample of college students (N = 328 for Germany and N = 148 for the US). Participants took part in the story voluntarily and were gathered from communication courses from two countries. Sample characteristics were similar (Mage= 23.2 (SD= 3.0), 76% female, n =323, USA: Mage= 22.5, SD= 5.6, 65% female, n= 125). This pre-test was part of a larger study on media preferences. We relied on an online questionnaire that contained the six written scenarios. Questionnaires were identical for both languages. 2 The introduction of the scenario testing reads as follows (English version): In the following section of the survey, you will read six short stories. In each of the stories, the main character behaves in a way that some people might believe is morally questionable. After reading each story, we will ask you to give a very brief evaluation of the main characters. For each statement, respond by telling us your level of agreement: "absolutely agree" (1) to "absolutely disagree" (4) He has treated another person unfairly (fairness/ reciprocity)1 He has done something disgusting (purity/ sanctity) He has caused another person physical harm (harm/ care) He acted disrespectful to an authority figure (authority/ respect) He has betrayed his family and/or friends (in-group/ loyalty) Results for each of the scenarios are presented below in the order used in the questionnaire and were later recommended as the order the participants in the experimental study should take. Scenarios are presented in English – German versions are available on request. We provide: a) the descriptive statistics for each of the five moral modules. We marked the statistics for the relevant scenario in bold. We then carried out a paired t-test comparing the means of the recognition of the intended module with the module that had the next highest recognition score. In order to accept a scenario we required the recognition score to be the lowest (= highest recognition) and to be significantly different from the next lowest recognition score (= next highest recognition). We carried out each analysis separately for the samples in the two countries. We did not carry out any analysis for the foil scenario. Here, we expected no recognition of any moral module. Descriptive figures already indicate that this was successful. Scenario „Harm/ Care“ "The Angry Bartender" Christian Reynolds is a bartender at a small pub. Two of his customers are arguing angrily with each other, which has caused other customers to feel uncomfortable and leave the pub. Although Mr. Reynolds has asked the two several times to calm down, they continue to argue. During their dispute a chair is broken, and for Mr. Reynolds, this is too much. Angrily, he throws a bottle at the men, striking one of them on the shoulder, and brutally throws them out of the pub. Module Authority/ Respect Fairness / Reciprocity Harm/ Care In-group/ Loyalty Purity/ Sanctity 1 Germany 3.63 (.62) 2.65 (.85) 1.33 (0.55) 3.84 (.44) 3.48 (.78) Mean (SD) US 3.22 (.92) 2.64 (.86) 1.57 (.78) 3.39 (.77) 3.05 (.99) Remarks in parenthesis added to emphasize the moral module that each response item corresponded to. 3 T-Test Germany (H/C vs. F/R): T = -27.05, df = 311, p <.001 US (H/C vs. F/R): T = -12.21, df = 123, p <.001 Scenario “Authority/ Respect” "The Old House" Lucas Williams works for a demolition company in a small town. He receives an order from the mayor of the town to demolish an old, dilapidated building. When Mr. Williams asks why the building is to be demolished, he gets no answer. He is only told that the mayor wishes it to be destroyed. However, Mr. Williams knows the building well from his childhood and knows of a citizen's initiative to try and save it from demolition. Against the mayor's wishes, Mr. Williams deliberately delays the building demolition to give the citizen's group time to save it. Please rate Mr. Williams' behavior by responding to each of the following statements. Setting (visual template) in the simulation (experimental study): town center Module Authority/ Respect Fairness / Reciprocity Harm/ Care In-group/ Loyalty Purity/ Sanctity Germany 2.39 (.78) 3.28 (.80) 3.96 (.27) 3.65 (.68) 3.96 (.19) Mean (SD) US 2.22 (.86) 3.06 (.90) 3.70 (.71) 3.56 (.78) 3.66 (.71) T-Test Germany (A/R vs. F/R): T = -15.63, df = 300, p <.001 US (A/R vs. F/R): T = -8.26, df = 110, p <.001 Scenario “Fairness/ Reciprocity” "In the Orchard" Mr. Meyer owns a large apple orchard on the outskirts of a small town. One day he asks two neighbor children - William and Bernard - to help him with the harvest. He made an agreement with the boys to pay them each $10 to help him gather up apples, and both children quickly went to work. As the boys are working, Bernard - because he is taller than William - is able to pick many more apples because he can reach the higher branches on the orchard trees. At the end of the day, Bernard has picked twice as many apples as William, and Mr. Meyer pays Bernard $15 for his work. For William, he tells the boy that he has no more money left over, so the boy gets nothing. Module Authority/ Respect Fairness / Reciprocity Harm/ Care In-group/ Loyalty Purity/ Sanctity Germany 3.55 (.77) 1.05 (.25) 3.27 (1.09) 2.99 (1.07) 2.89 (1.07) Mean (SD) US 3.23 (1.03) 1.24 (.64) 3.47 (.85) 2.18 (1.07) 2.39 (1.09) 4 T-Test Germany (F/R vs. P/S): T = -29.59, df = 302, p <.001 US (F/R vs. I/L): T = -7.50, df = 90, p <.001 Scenario “Foil” "The Wet Book” When she was in college, Sarah Schultz used to study with a famous professor who is going to be retiring in a few days. To celebrate his retirement, Sarah decides to talk to some former classmates and prepare a scrapbook of the professor. While walking to a friend’s house, Sarah trips over a wet curb and the book falls in a puddle of mud. The book is nearly destroyed before Sarah and her friend are able to dry the pages and continue working on the project. Module Authority/ Respect Fairness / Reciprocity Harm/ Care In-group/ Loyalty Purity/ Sanctity Germany 3.93 (.31) 3.94 (.30) 3.87 (.44) 3.88 (.44) 3.94 (.30) Mean (SD) US 3.73 (.64) 3.74 (.63) 3.74 (.63) 3.60 (.82) 3.72 (.61) Scenario “In-group/ loyalty” "The Family Business" John Smith and his brother Martin run a family business together that was founded by their elderly father. John handles the accounting for the business, while Martin handles customer service. Recently, John has been offered a new job overseas, but it would require him to leave his family - and his brother Martin - behind. John knows that Martin cannot run the family business by himself, but John decides that the opportunity to work overseas is too great to pass up. Despite Martin's wishes, John leaves the family business, and Martin is forced to close it down. Module Authority/ Respect Fairness / Reciprocity Harm/ Care In-group/ Loyalty Purity/ Sanctity Germany 3.30 (.85) 2.28 (.94) 3.26 (1.07) 1.77 (.72) 3.39 (.77) Mean (SD) US 3.23 (.81) 2.26 (.81) 3.20 (1.05) 1.88 (.71) 3.10 (.91) T-Test Germany (I/L vs. F/R): T = -10.73, df = 305, p <.001 US (I/L vs. F/R): T = -6.03, df = 117, p <.001 Scenario “Purity/ Sanctity” "A Bath in the Mud" Mark Sanders is a teacher in the town high school. Outside of town, there is an old swamp that is rumored to have a special mud that is very relaxing to bathe in. However, because the 5 swamp is polluted (it sits near an open sewage drain), few people will actually go near it. But Mark has had a very exhausting week at the high school and just wants to feel good. One afternoon after school he visits the swamp, undresses and climbs into the putrid swamp mud. Module Authority/ Respect Fairness / Reciprocity Harm/ Care In-group/ Loyalty Purity/ Sanctity Germany 3.83 (.49) 3.99 (.11) 3.98 (.18) 3.96 (.24) 3.03 (.95) Mean (SD) US 3.51 (.86) 3.63 (.79) 3.59 (.80) 3.63 (.74) 1.93 (.85) T-Test Germany (P/S vs. A/R): T = -14.39, df = 313, p <.001 US (P/S vs. A/R): T = -10.10, df = 66, p <.001 Summary of pre-tests Participants of the pre-test study recognized that the character in our story had violated the intended moral module more strongly than they recognized a violation for a moral module whose violation was not intended. This finding was found for all cases in both countries. Notably we were not concerned with how strongly each of the scenarios violated a moral module, as there is no objective measure of this. According to MFT the recognition of a moral module violation depends on the fact that this moral module is salient, only if a salient module is addressed should people positively identify a behavior as a violation of this module. For instance, if purity/ sanctity is not important to you, you will be less likely to recognize a certain behavior as a moral violation – as behaving unnaturally for instance – compared to someone for whom purity/ sanctity is more important. For example, this can – at least on a descriptive level – be seen for the purity/ sanctity scenario. Based on the recognition score in the German sample (M = 3.03, SD = .95) one could argue that our manipulation was not successful. However, in the American sample, the recognition score is much better (M = 1.93, SD = .85) and even lower than the scales mean of 2.52. Additionally, even Germans significantly recognized the scenario to violate purity/ sanctity more than any other of the four remaining modules. This may be explained by the fact that Americans in our sample we much more salient in the purity/ sanctity dimension than Germans (T = 8.12, df = 209.66, p <.001) and might thus be more likely to recognize the scenario as a violation, whereas the Germans only recognized that it is more likely a violation of purity than a violation of any other module. Step 3: Programming the content The six scenarios from the pre-test were used as a script for creating a virtual world. This was done using the AURORA® toolset of the computer game Neverwinter Nights. The AURORA® toolset allowed us to generate a medieval-looking virtual world environment 2 One could indeed argue that one way to test the successful violation of a moral module would be to test the score indicated by the participants against the median score of 2.5 (for a 1to 4 scale). However, as there is no absolute score for a violation, one can only make a comparison with the other modules. 6 comparable to popular role-playing games such as World of Warcraft and Runescape. All game characters – both avatars for the players and non-player-characters (NPC) – were human characters from the game’s built-in character library. A game narrative world was created in which participants were told to visit six former students of a professor in order to gather up photo albums for a party in the professor’s honor. The six students represented the six NPC episodes, one for each moral scenario including the foil scenario. For both languages, identical versions translated by the research team were employed. Programming was carried out by the same research team that developed the scenarios. Each scenario consisted of the player making contact with one of the NPCs and initiating a dialog with them. This dialog told the story presented in the written scenarios with the NPC acting as the protagonist. The dialogues were structured in the same way for each of the scenario and contained a greeting section, a description of the problem, and one choice option by the player on what to say. Regardless which option was chosen, the conversation continued the same way, until the player was confronted with the final decision. At the end of each dialogue, participants could instruct the NPC either to violate a moral module by telling the character to behave as described in the pre-tested scenarios or they could chose to tell the NPC not to violate the relevant moral module. In the intervention condition, the NPC declared that he would act as indicated by the player. In the no intervention condition, the NPC always declared to commit a violation regardless of the player’s suggestion. Participants’ conversations and instructions to the NPC were logged covertly using the game’s inventory function. NPCs were presented in-game with an environment and appearance that would fit their stories. For instance: In the harm/care scenario players had to visit a tavern that was programmed using the built-in library for a town-house setting. A room was constructed that contained tables, chairs, large oak barrels and a bar with bottles. The two arguing customers were wandering around broken furniture. The player could interact with both characters but if they interacted with the non-target NPC – one of the background characters – they were only given a short reply (“Leave me alone”); this directed the player to interact with the target NPC to begin the scenario conversation. For the purity/scenario a swamp was programmed that included animated rats and rotting animal corpses along with the target NPC. For the fairness/ reciprocity scenario the two children were standing in an orchard, greeting the player. While the children gave short replies, dialogue was only possible with the NPC protagonist. Sample pictures of the game design and screenshots are added here: Sample Pictures 7 The toolbox surface using showing the game map, showing one map area. The fairness/reciprocity plays in the centre left quadrant, the foil scenario plays in the centre, the swamp for the purity/ sanctity scenario is visual in the top right corner. The ingroup/ loyalty scenario plays inside the house in the lower right corner. The introduction, tutorial with a female avatar. Setting: interior Scene from the fairness/ reciprocity scenario using a male avatar. NPS is in the back (dark figure). Children and orchard visible centre right. Dialogue box with two choices in the left upper corner. Setting: Outside. 8 Harm/ care scenario using a female avatar. NPC to the left, arguing customers to the right. Setting: Interior Purity/ sanctity scenario using a female avatar. NPC in front of swamp, dialogue box in the upper left corner. Setting: Outside. Limitations of our stimulus materials We have to acknowledge that using the AURORA© toolset set presented certain restrictions. For instance, we were not able to program the visual results of each violation, but rather we could only control dialogue regarding each. The players in the game could not see, for example, that in the harm/care scenario a character was hit by a bottle or in the purity/sanctity scenario that the NPC actually went in the swamp; rather, they were informed that this would be the case through the game’s dialogue and the NPC’s stated intensions. This might have made the violations less obtrusive but were due to limited programming capabilities, however we point out that similar video games often use dialogue as the base for narrative. Additionally, while programming the game our research team had to mitigate between internal and external validity of the study. For example, we used character archetypes from the gaming library, and we gave each character a stylized portrait not revealing any further details (see pictures above in the dialogue boxes). While this kept player avatars consistent 9 across the sample, it does not allow us to examine for the effects of character identification or appearance on the behaviors in (or enjoyment of) the video game. Also, in order to keep the gaming simulation enjoyable, we abstained from using only one character model but used character models that fitted the relevant story which introduces potential character effects. Nonetheless, we stress the fact that by programming our stimulus material we could control more circumstances than usual in related research, even if not all elements were kept constant (settings, character appearance etc.).
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