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Fatemeh Kianfar

Publications and source records attributed to Fatemeh Kianfar.

2 recordsLinked to original sources

How Immersiveness Shapes the Link Between Anthropocentric Values and Resource Exploitation in Virtual Worlds

The Anthropocene is characterized by escalating ecological crises rooted not only in technological and economic systems but also in deeply ingrained anthropocentric worldviews that shape human-nature relationships. As digital environments increasingly mediate these interactions, video games provide novel contexts for examining the psychological mechanisms underlying environmental behaviors. This study investigates how anthropocentric values are associated with resource-exploiting behaviors in virtual ecosystems--specifically, fishing, bug catching, and tree cutting--and how immersiveness moderates these relationships. Employing the Bayesian Mindsponge Framework (BMF) to analyze data from 640 Animal Crossi,g: New Horizons (ACNH) players across 29 countries, the study reveals complex links between anthropocentric worldviews and in-game behaviors. Fishing and tree-cutting frequencies are positively associated with anthropocentrism, whereas immersiveness weakens the association between tree cutting and anthropocentrism. Bug-catching frequency shows no direct effect but exhibits a growing negative association with anthropocentrism as immersiveness increases. These findings extend environmental psychology into virtual ecologies, illustrating how digital interactions both reflect and reshape environmental values. They highlight the potential of immersive gameplay to cultivate the Nature Quotient (NQ) and foster an eco-surplus culture through reflective, conservation-oriented engagement.

cs.CY↗

Do Environment-Modification Behaviors and Gamers' Immersiveness Shape Exceptionalism Beliefs?

Human exceptionalism strongly shapes human-nature perceptions, thinking, values, and behaviors. Yet little is known about how virtual ecological environments influence this mindset. As digital worlds become increasingly immersive and ecologically sophisticated, they provide novel contexts for examining how human value systems are formed and transformed. This study investigates how virtual environment-modification behaviors and players' sense of immersiveness jointly shape exceptionalism, drawing on worldviews from quantum mechanics and mathematical logic. Using Granular Interaction Thinking Theory (GITT) and the Bayesian Mindsponge Framework (BMF analytics), we analyze five key activities--tree planting, flower planting, flower crossbreeding, terraforming, and creating conditions for bug respawn--based on a multinational dataset of 640 Animal Crossing: New Horizons players from 29 countries. Results reveal two behavioral clusters distinguished by controllability. High-controllability behaviors (i.e., flower planting and terraforming) predict higher exceptionalism, whereas the flower-planting effect reverses among highly immersed players. Low-controllability behaviors (i.e., flower crossbreeding and manipulating bug spawning) predict lower exceptionalism, but these associations weaken or reverse under high immersiveness, respectively. These findings offer insights into leveraging virtual worlds to cultivate Nature Quotient (NQ), mitigate exceptionalist tendencies, and foster eco-surplus cultural orientations.

cs.CY↗