Tartışma:Selcen Hatun
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Social Psychology in Wolvesville: Trust, Deception, and Group Dynamics
[kaynağı değiştir]Psychology of Gameplay
[kaynağı değiştir]Wolvesville is not only a game of strategy and deduction, but also a compelling example of real-time social psychology at play. Its gameplay requires players to make moral decisions, manage group dynamics, and respond to deception, making it a valuable subject for the study of human behavior in digital spaces.
Trust and Suspicion
[kaynağı değiştir]Players must form alliances or question others' honesty without concrete evidence. This mirrors real-life dynamics of trust and suspicion, where quick judgments based on communication style, timing, or emotional tone influence decisions. Studies have shown that social deduction games enhance one's ability to detect patterns of deception.Rotter, Julian B. (1980). "Interpersonal trust, trustworthiness, and gullibility". American Psychologist. 35 (1): 1–7. doi:10.1037/0003-066X.35.1.1.
Deception and Moral Flexibility
[kaynağı değiştir]Players assigned to the "werewolf" side must actively lie to win. According to theories of moral disengagement, individuals may temporarily suspend ethical norms within game contexts.Bandura, Albert (2016). Moral Disengagement: How People Do Harm and Live with Themselves. Macmillan. While deception is a mechanic, its practice in a safe, rule-based environment helps players explore moral reasoning without real-world consequences.
Group Behavior and Herd Mentality
[kaynağı değiştir]Voting phases in Wolvesville often result in "herd behavior", where players follow dominant voices even without evidence. This reflects findings from classic experiments on conformity.Asch, Solomon E. (1956). "Studies of independence and conformity: I. A minority of one against a unanimous majority". Psychological Monographs. 70 (9): 1–70. doi:10.1037/h0093718.
Social Skills and Conflict Management
[kaynağı değiştir]The game's structure encourages players to adapt communication styles, resolve disputes, and assume leadership based on role changes. This aligns with research showing that role-based games foster emotional intelligence and social flexibility in adolescents and young adults.Gee, James Paul (2005). "Learning by design: Games as learning machines". Interactive Educational Multimedia. 8: 15–23.
Research Opportunities
[kaynağı değiştir]Given its reliance on communication, deduction, and social manipulation, Wolvesville could be used in future psychological studies examining digital trust, decision-making, and the role of anonymity in behavior. Analysis of chat logs and voting data could offer empirical insights into groupthink, peer influence, and conflict escalation in virtual environments. Wolvesvillee00 (mesaj) 18.15, 10 Mayıs 2025 (UTC)