Brandon Justus
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BA Honours (Kwantlen Polytechnic University, 2019)
Topic
The Potential of Video Games: How Relatedness and Vicarious Contact Shape Intergroup Relations
Department of Psychology
Date & location
- Wednesday, July 23, 2025
- 1:00 A.M.
- Cornett Building
- Room A228
Reviewers
Supervisory Committee
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Dr. Nigel Mantou Lou, Department of Psychology, 51³Ô¹Ï (Supervisor)
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Dr. Frederick Grouzet, Department of Psychology, UVic (Member)
External Examiner
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Dr. Regan Mandryk, Department of Computer Science, 51³Ô¹Ï
Chair of Oral Examination
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Dr. Helena Petrosova, Department of Biochemistry and Microbiology, UVic
Abstract
Research suggests that playing video games with a different social group either directly (i.e., in person) 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 the effectiveness of different contact forms in fostering positive intergroup relations in video games. Additionally, it investigated whether basic psychological needs and game enjoyment can explain the mechanism driving these interactions to promote 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 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, suggesting that video condition could be more effective. Additionally, regarding the basic psychological needs, the study found a positive relationship between relatedness onto allyship and behavioral intentions towards the outgroup, while autonomy negatively predicted willingness for social outgroup contact. Lastly, enjoyment did not predict or mediate the relationship between needs onto intergroup outcomes. These findings imply that the video condition could be more effective in fostering the fulfillment of basic psychological needs, specifically relatedness and competence. Moreover, these basic psychological needs provide a valuable framework for understanding the mechanisms by which video games influence intergroup relations.