Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

SPSP Annual Meeting 2010

Click here to sign up for SAGE Journal Email Alerts today!

Sign In to gain access to subscriptions and/or personal tools.
Personality and Social Psychology Bulletin
This Article
Right arrow Full Text (OnlineFirst PDF)
Right arrow All Versions of this Article:
0146167209333045v1
35/6/752    most recent
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Similar articles in PubMed
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via HighWire
Right arrow Citing Articles via Google Scholar
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Gentile, D. A.
Right arrow Articles by Sakamoto, A.
Right arrow Search for Related Content
PubMed
Right arrow PubMed Citation
Right arrow Articles by Gentile, D. A.
Right arrow Articles by Sakamoto, A.
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Article

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.


   Abstract
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


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?


This article has been cited by other articles:


Home page
PediatricsHome page
Council on Communications and Media
Media Violence
Pediatrics, November 1, 2009; 124(5): 1495 - 1503.
[Abstract] [Full Text] [PDF]