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The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies
Douglas A. Gentile1*,
Craig A. Anderson2,
Shintaro Yukawa3,
Nobuko Ihori4,
Muniba Saleem2,
Lim Kam Ming5,
Akiko Shibuya6,
Albert K. Liau7,
Angeline Khoo5,
Brad J. Bushman8,
L. Rowell Huesmann9,
and
Akira Sakamoto4
1 Iowa State University; National Institute on Media and the Family
2 Iowa State University
3 University of Tsukuba, Japan
4 Ochanomizu University, Japan
5 Nanyang Technological University, Singapore
6 Keio University, Japan
7 HELP University College, Malaysia
8 University of Michigan–Ann Arbor; VU University, Amsterdam
9 University of Michigan–Ann Arbor
* To whom correspondence should be addressed. E-mail: dgentile{at}iastate.edu.
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Abstract |
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Although dozens of studies have documented a relationship 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.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.
First published on March 25, 2009, doi:10.1177/0146167209333045
Personality and Social Psychology Bulletin 2009;35:752.
A more recent version of this article appeared on June 1, 2009

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