The potential of video games: How relatedness and vicarious contact shape intergroup relations

dc.contributor.authorJustus, Brandon
dc.contributor.supervisorLou, Nigel Mantou
dc.date.accessioned2025-07-29T20:56:26Z
dc.date.available2025-07-29T20:56:26Z
dc.date.issued2025
dc.degree.departmentDepartment of Psychology
dc.degree.levelMaster of Science MSc
dc.description.abstractResearch suggests that playing video games with a different social group either directly (i.e., face-to-face) or indirectly (e.g., watching videos) can foster positive intergroup interactions. However, the relative effectiveness of these different forms and the mechanism through which video games lead to positive intergroup relations is still unclear. This study examined how different forms of contact could fostering positive intergroup relations in video games. Additionally, it investigated whether basic psychological needs and game enjoyment could be the mechanism to promote positive intergroup relations. We recruited 163 White domestic students from a Canadian university. Participants were assigned to one of two groups: 1) Game group—participants played the video game cooperatively in-person with an Asian student confederate, who role-played as an international student; 2) Video group—participants watched a video of two people, White and Asian, playing the same video game together. Following the 10-minute activity, participants completed a survey. The study found that the video condition elicited more satisfaction with relatedness and competence than the game condition. Additionally, regarding the basic psychological needs, the study found a positive relationship between relatedness onto allyship and behavioral intentions towards the outgroup, while autonomy was negatively associated with willingness for social outgroup contact. Lastly, enjoyment did not relate to or mediate the relationship between needs onto intergroup outcomes. These findings imply that those watching the video condition was higher in relatedness and competence compared to game condition. Moreover, the basic psychological needs provide a valuable framework for understanding the mechanisms by which video games influence intergroup relations.
dc.description.embargo2026-07-23
dc.description.scholarlevelGraduate
dc.identifier.urihttps://hdl.handle.net/1828/22522
dc.languageEnglisheng
dc.language.isoen
dc.rightsAvailable to the World Wide Web
dc.subjectVideo games
dc.subjectMotivation
dc.subjectIntergroup relations
dc.titleThe potential of video games: How relatedness and vicarious contact shape intergroup relations
dc.typeThesis

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