| Literature DB >> 21408020 |
Susanne Leiberg1, Olga Klimecki, Tania Singer.
Abstract
Compassion has been suggested to be a strong motivator for prosocial behavior. While research has demonstrated that compassion training has positive effects on mood and health, we do not know whether it also leads to increases in prosocial behavior. We addressed this question in two experiments. In Experiment 1, we introduce a new prosocial game, the Zurich Prosocial Game (ZPG), which allows for repeated, ecologically valid assessment of prosocial behavior and is sensitive to the influence of reciprocity, helping cost, and distress cues on helping behavior. Experiment 2 shows that helping behavior in the ZPG increased in participants who had received short-term compassion training, but not in participants who had received short-term memory training. Interindividual differences in practice duration were specifically related to changes in the amount of helping under no-reciprocity conditions. Our results provide first evidence for the positive impact of short-term compassion training on prosocial behavior towards strangers in a training-unrelated task.Entities:
Mesh:
Year: 2011 PMID: 21408020 PMCID: PMC3052380 DOI: 10.1371/journal.pone.0017798
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
ANOVA for the effects of reciprocity, cost and distress cues on prosocial behavior in experiment 1 and 2.
| Source | df | F | partial |
|
| Experiment 1 | ||||
| Reciprocity | 67 | 73.22 | .52 | <.001 |
| Cost | 67 | 73.78 | .52 | <.001 |
| Distress | 67 | 7.02 | .10 | .01 |
| Reciprocity x Cost | 67 | 13.21 | .17 | .001 |
| Reciprocity x Cost x Distress | 67 | 4.10 | .06 | <.05 |
| Experiment 2 | ||||
| Reciprocity | 68 | 51.55 | .43 | <.001 |
| Cost | 68 | 66.04 | .49 | <.001 |
| Reciprocity x Cost | 68 | 7.96 | .11 | <.001 |
| Reciprocity x Distress | 68 | 6.11 | .08 | <.05 |
All main effects and interactions significant on a p<.05 level are reported.
Figure 1Percent helping in the different conditions of the ZPG.
Error bars denote standard errors of mean.
Figure 2Effects of training on overall helping in the ZPG for the compassion-training and memory-training group.
Error bars denote standard errors of mean. * p<.05, one-sided.
Sample characteristics.
| Validation sample (N = 68) | Compassion training sample (N = 27) | Memory training sample (N = 32) | |
| Age | 25.18 (4.08) | 24.74 (4.22) | 22.66 (3.86) |
| Highest completed education | Apprenticeship: 5 (7.5%) High school: 34 (50.8%) University: 28 (41.8%) | Apprenticeship: 3 (11.1%) High school: 18 (66.7%) University: 6 (22.2%) | Secondary school: 1 (3.1%) Apprenticeship: 1 (6.3%) High school: 24 (75%) University: 4 (12.6%) PhD: 1 (3.1%) |
| Education (years after 16th birthday) | 6.54 (2.87) | 5.48 (2.44) | 5.06 (2.54) |
| Prosocialness | 64.03 | 60.75 | 64.50 |
| Empathic concern | 27.64 | 27.08 | 27.19 |
| Alexithymia | 41.24 | 39.41 | 41.16 |
| Depression | 6.13 | 6.04 | 4.53 |
Prosocialness Scale [61] (range: 16–80).
Empathic Concern Subscale Interpersonal Reactivity Index [4] (IRI; range: 7–35).
Toronto Alexithymia Scale [53] (TAS;>60 clinically relevant).
Beck's Depression Inventory [54] (BDI;>18 clinically relevant).
Figure 3Labeled screenshot of the ZPG.
Participants move their virtual character forward by clicking with the mouse on the field in front of it. Usage of keys in order to open the blocking gates occurs by mouse click on the key matching the gate's color. Collection of stars also occurs by clicking on them with the mouse.