| Literature DB >> 23844191 |
Abstract
BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. METHODS ANDEntities:
Mesh:
Year: 2013 PMID: 23844191 PMCID: PMC3700923 DOI: 10.1371/journal.pone.0068382
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Frequency of prosocial behavior across video game conditions in Experiment 1. Percentages in parentheses.
| Behavioral Outcome | ||
| Video Game Condition | Help | No Help |
| Anti-social | 2 (12.5) | 14 (87.5) |
| Violent | 6 (37.5) | 10 (62.5) |
| Prosocial | 3 (18.8) | 13 (81.3) |
| Non-violent | 5 (31.3) | 11 (68.8) |
Frequency of prosocial behavior across video game and timing conditions in Experiment 2.
| Behavioral Outcome | |||
| Timing Condition | Video Game Condition | Help | No Help |
| Session-Ends | Anti-social | 6 (37.5) | 10 (62.5) |
| Non-violent | 4 (25.0) | 12 (75.0) | |
| Session-Continues | Anti-social | 14 (87.5) | 2 (12.5) |
| Non-violent | 10 (62.5) | 6 (37.5) | |
Percentages in parentheses.
Frequency of prosocial behavior across video game conditions in Experiment 3.
| Behavioral Outcome | ||
| Video Game Condition | Help | No Help |
| Violent | 11 (68.8) | 5 (31.2) |
| Prosocial | 9 (56.3) | 7 (43.7) |
Percentages in parentheses.