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Comparative Study
. 2009 Jun;35(6):752-63.
doi: 10.1177/0146167209333045. Epub 2009 Mar 25.

The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies

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Free PMC article
Comparative Study

The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies

Douglas A Gentile et al. Pers Soc Psychol Bull. 2009 Jun.
Free PMC article

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.

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Figures

Figure 1
Figure 1
Short-term processes in the General Learning Model (simplified view)
Figure 2
Figure 2
Long-term processes in the General Learning Model
Figure 3
Figure 3
Maximum likelihood structural equation model of longitudinal prosocial video game effects on prosocial behavior. Path coefficients are standardized. Unless otherwise indicated, all path coefficients are statistically significant at p < 001. Paths with two coefficients indicate different weights for the two samples. Ns = 780 5th graders & 1050 8th & 11th graders.
Figure 4
Figure 4
Helpful and Hurtful Behavior as a Function of Type of Video Game.
Figure 5
Figure 5
Helpful behavior as a function of prosocial and antisocial content of assigned video game. Both effects are significant at p < .05.
Figure 6
Figure 6
Hurtful behavior as a function of prosocial and antisocial content of assigned video game. The Violent Content effect is significant at p < .05. The Prosocial Content effect is not significant, .10 < p < .20.

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