The effects of a prosocial video game were examined here. In the game playing conditions, participants played ten minutes of a video game built with tools from Neverwinter Nights and tried to earn points by carrying out the assigned task.
Abstract Although dozens of studies have documented a relation between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors.
We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially.
In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior.
In the experimental study, U. These similar results across different methodologies, ages, and cultures provide robust evidence a prosocial game content effect, and provide support for the General Learning Model.
In a nationally representative sample of U. Many researchers have addressed potential positive and negative effects of playing various types of video games.
Most research has focused on deleterious effects of violent games e. Other research has found that educational games and software are effective teaching tools e. The amount of game play appears most related to activity displacement effects such as poorer school performance and risk of obesity.
The content of game play appears most related to effects such as increased aggression or increased specific educational skills. The context of game play may change the effects of content, such as how the social context might enhance some effects when playing a multiplayer game.
The structure of games appears most related to improvements in visual attention skills or getting three-dimensional information from two-dimensional representations. The mechanics of game play appears most related to improvements in specific skills such as hand-eye coordination.
To date, a majority of the research has focused on game content, especially violent content. Like many others before us e. Specific to the present studies, the General Learning Model predicts that the kinds of associations that are activated and formed by a video game depend on the content of the game.
One implication is that prosocial video games, in which players and game characters help and support each other in nonviolent ways, should increase both short-term and long-term prosocial behaviors.
We define prosocial behaviors as those intended to help others.
However, most research on media and prosocial behavior has focused on the opposite side - how playing violent games lowers prosocial behaviors. Although several studies have documented reduced prosocial behavior in response to violent game play e. People can be both high in aggressive and prosocial behaviors for example, hostile toward enemies and helpful toward friends.
Although prosocial and aggressive constructs are not necessarily reciprocally related, they also do not tend to be entirely independent. In a short-term context, games can provide models, give direction, require practice, and provide immediate reinforcement or feedback.
These pedagogical tools are likely to produce several types of effects that could be measured in a short-term context, such as learning particular game skills and details of specific game content features. These learned aspects, however, do not explain why game content might influence subsequent behaviors outside of the game, such as aggressive or prosocial behaviors.
Most germane to the present research is the cognitive effect of priming scripts. If the game includes prosocial content, then prosocial scripts would be likely to be primed and rehearsed - script priming has already been demonstrated with aggressive game content and aggressive scripts e.
In addition to priming, however, games provide several opportunities for operant reinforcement or punishment.Reference: The beneficial social effects of video games. Gentile DA, Anderson CA, Yukawa S, Ihori N, Saleem M, et al.
The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Empirical evidence of prosocial game effects is lacking (Hogan & Strasburger, in press).We report three new studies of the effect of playing prosocial video games on prosocial behavior, using correlational, longitudinal, and experimental methods.
AGGRESSIVE BEHAVIOR Volume 38, pages – () Effects of Prosocial, Neutral, and Violent Video Games on Children’s Helpful and Hurtful Behaviors. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior.
Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. Effects of Prosocial, Neutral, and Violent Video Games on College Students' Affect However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, ].
The present research examined the effects of prosocial, neutral, and violent video games on state hostility and. JOURNAL OF APPLIED DEVELOPMENTAL PSYCHOLOGY 8, () The Effects of Video Game Play on Young Children's Aggression, Fantasy, and Prosocial Behavior STEVEN B.
SILVERN PETER A. WILLIAMSON Auburn University College of Education From the ecological perspective of human development the emergence of significant media may affect children's behavior.