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Researchers develop new method for manipulating belief in free will using online games

by Vladimir Hedrih
August 10, 2024
in Video Games
(Photo credit: Adobe Stock)

(Photo credit: Adobe Stock)

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A group of researchers in Germany developed a way to use online video games to manipulate study participants’ beliefs in free will in the context of experimental studies by restricting their ability to act in a game. They believe that the new method overcomes the shortcomings of methods for manipulating free will beliefs currently used in social psychology and experimental philosophy. The paper was published in Psychological Research.

Philosophers and scientists have been debating for centuries whether humans and possibly other living organisms have free will. Some scientific approaches argue that human behavior is determined by a complex interplay between biological characteristics and environmental influences. In contrast, fields like law often operate on the belief that individuals can make decisions freely, regardless of their circumstances.

The question of whether free will truly exists is of profound importance. A definitive answer could reshape our understanding of human nature and the very foundations of science and society. If free will does not exist and our actions are determined solely by physical processes, it could imply that our destinies are preordained, beyond our control. In such a scenario, concepts like individual responsibility would be called into question, as holding people accountable for actions they cannot control would seem unjust.

On the other hand, if free will does exist, it would imply the presence of a force outside the laws of physics, something beyond the confines of our universe. This raises the perplexing question of how such a force could operate independently of the physical laws that govern everything else.

While science cannot currently provide a definitive answer about the existence of free will, researchers have developed various methods to study how beliefs in free will influence behavior. Traditionally, these studies have been conducted within the realms of social psychology and experimental philosophy, where researchers often attempt to manipulate beliefs by having participants read carefully crafted texts that challenge or reinforce their views on free will.

While science cannot, at this moment, answer the question about the nature of free will, scientists have developed different methods for studying individual beliefs in whether free will exists or not and how these beliefs influence behavior. Most often, this was done in the scope of social psychology and experimental philosophy. In the scope of experiments in these scientific disciplines, researchers typically try to manipulate free will beliefs by asking study participants to read carefully prepared texts (vignettes) designed to sway their belief in free will in one way or the other for research purposes.

Study author Nel Tavernier and his colleagues sought to address some of the limitations of these traditional approaches. They noted that existing methods, which typically involve reading texts or fictional scenarios designed to influence beliefs, may not be effective in altering deeply held views. The researchers argued that reading a short passage is unlikely to change someone’s beliefs about free will, especially when the scenarios presented are often far-fetched or counterfactual.

To overcome these challenges, the researchers developed a novel approach that uses online video games to create a more immersive and experiential manipulation of free will beliefs. In these games, participants experienced varying degrees of control over their actions, simulating a loss of agency similar to that found in real-life situations where choices are constrained or predetermined.

The researchers validated their approach through two studies involving a total of 599 participants. In the first study, participants were initially trained on a video game where they took on the role of a courier, using arrow keys to steer a car left or right to pick up packages. In this training game, participants had complete control over their choices—whichever direction they chose, they could pick up a package.

After the training, participants played a second, similar game, but this time their level of control was manipulated based on their assigned condition. In the “free choice” condition, the game was identical to the training game, allowing participants full control over their actions. In the “limited choice” condition, invisible walls restricted their movements, forcing them to follow a certain path. Finally, in the “no choice” condition, participants had no control over the car’s movements; no matter which keys they pressed, the car followed a predetermined route.

After playing the games, participants completed an assessment of their beliefs about how much free will they had experienced during the game. The second study followed an identical procedure, but the assessment focused on participants’ general beliefs about free will rather than their beliefs in the context of the game.

In the first study, participants in the free choice condition reported feeling that they had significantly more free will than those in the limited choice condition. However, there was little difference between the limited choice and no choice conditions in terms of how much free will participants believed they had.

In the second study, which assessed general beliefs about free will, the video games did not appear to influence participants’ overall views on the existence of free will. This suggests that while the experience of reduced agency within the game affected participants’ beliefs in that specific context, it did not translate to a broader change in their deeply held beliefs.

“Taken together, the current study shines a new light on previous research and suggest a way forward for studying belief-behavior interactions in the context of free will,” the study authors concluded.

This study introduces a novel and immersive way to explore and manipulate beliefs about free will through the use of video games. By directly engaging participants in scenarios where their sense of control is limited, the researchers were able to create a more realistic and impactful experience compared to traditional text-based methods. However, the findings also highlight the challenge of influencing deeply held beliefs, as the effects of the manipulation did not extend beyond the specific context of the game.

The paper, “Manipulating free will beliefs using online video games,” was authored by Nel Tavernier, David Wisniewski, and Marcel Brass.

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