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    Attitudes measured immediately after emotionally immersiv... — Carmelics
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    Challenges→Virtual reality and game-like experiences can be intentionally designed to positively influence viewers' moral attitudes toward contested social issues.

    Attitudes measured immediately after emotionally immersive experiences reflect affective contagion, not durable moral belief revision, as Haidt's social intuitionist model predicts.

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    Key Terms

    Affective contagion(as used in psychology and emotion studies)
    The tendency to unconsciously catch and mirror the emotions of people around you, like how yawning spreads in a group or how you feel sad when someone else is crying.
    Durable moral belief revision(as used in ethics and moral psychology)
    A lasting, long-term change in what you believe is right and wrong, rather than a temporary shift in your feelings.
    Emotionally immersive experiences(as used in psychology and experience design)
    Situations that completely absorb your attention and emotions, making you feel deeply engaged—like watching a powerful movie or attending a moving speech.
    Haidt, Jonathan(as a key researcher in moral psychology)
    A psychologist famous for researching how emotions like disgust and shame influence our moral judgments and behavior.

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    Social intuitionist model(as used in moral psychology)
    Haidt's theory that people make moral judgments based on gut feelings and intuitions first, then use reason to justify those feelings afterward (rather than reasoning through morality logically).

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