Literature DB >> 21171755

Playing prosocial video games increases empathy and decreases schadenfreude.

Tobias Greitemeyer1, Silvia Osswald, Markus Brauer.   

Abstract

Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies.

Entities:  

Mesh:

Year:  2010        PMID: 21171755     DOI: 10.1037/a0020194

Source DB:  PubMed          Journal:  Emotion        ISSN: 1528-3542


  16 in total

1.  Are Serious Games a Good Strategy for Pharmacy Education?

Authors:  Jeff Cain; Peggy Piascik
Journal:  Am J Pharm Educ       Date:  2015-05-25       Impact factor: 2.047

2.  A plea for caution: violent video games, the Supreme Court, and the role of science.

Authors:  Ryan C W Hall; Terri Day; Richard C W Hall
Journal:  Mayo Clin Proc       Date:  2011-04       Impact factor: 7.616

3.  A Provisional Taxonomy of Subjectively Experienced Positive Emotions.

Authors:  Aaron C Weidman; Jessica L Tracy
Journal:  Affect Sci       Date:  2020-04-17

4.  Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children.

Authors:  Michele L Ybarra; L Rowell Huesmann; Josephine D Korchmaros; Sari L Reisner
Journal:  Aggress Behav       Date:  2014-01-24       Impact factor: 2.917

Review 5.  Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction.

Authors:  Chaoying S Xu; Jessica S Chen; Ron A Adelman
Journal:  Yale J Biol Med       Date:  2015-09-03

6.  A prosocial online game for social cognition training in adolescents with high-functioning autism: an fMRI study.

Authors:  Un-Sun Chung; Doug Hyun Han; Yee Jin Shin; Perry F Renshaw
Journal:  Neuropsychiatr Dis Treat       Date:  2016-03-17       Impact factor: 2.570

7.  The Influence of Action Video Gaming Experience on the Perception of Emotional Faces and Emotional Word Meaning.

Authors:  Yuening Yan; Yi Li; Xinyu Lou; Senqi Li; Yutong Yao; Diankun Gong; Weiyi Ma; Guojian Yan
Journal:  Neural Plast       Date:  2021-05-22       Impact factor: 3.599

Review 8.  The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review.

Authors:  Daniela Smirni; Elide Garufo; Luca Di Falco; Gioacchino Lavanco
Journal:  Pediatr Rep       Date:  2021-07-14

9.  Virtual superheroes: using superpowers in virtual reality to encourage prosocial behavior.

Authors:  Robin S Rosenberg; Shawnee L Baughman; Jeremy N Bailenson
Journal:  PLoS One       Date:  2013-01-30       Impact factor: 3.240

10.  Evaluating Computer Screen Time and Its Possible Link to Psychopathology in the Context of Age: A Cross-Sectional Study of Parents and Children.

Authors:  Aviv Segev; Aviva Mimouni-Bloch; Sharon Ross; Zmira Silman; Hagai Maoz; Yuval Bloch
Journal:  PLoS One       Date:  2015-11-04       Impact factor: 3.240

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