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The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental StudiesIowa State University; National Institute on Media and the Family, Minneapolis, MN, dgentile{at}iastate.edu
Iowa State University
University of Tsukuba, Japan
Ochanomizu University, Japan
Iowa State University
Nanyang Technological University, Singapore
Keio University, Japan
HELP University College, Malaysia
Nanyang Technological University, Singapore
University of Michigan-Ann Arbor; VU University, Amsterdam, The Netherlands
University of Michigan-Ann Arbor
Ochanomizu University, Japan 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.
Key Words: video games prosocial behavior empathy media violence General Learning Model
This version was published on June
1, 2009 Personality and Social Psychology Bulletin, Vol. 35, No. 6,
752-763 (2009) This article has been cited by other articles:
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