Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors
- PMID: 25363697
- DOI: 10.1002/ab.21428
Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors
Abstract
Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects.
Keywords: aggression; helping; media violence; prosocial media; video games.
© 2012 Wiley Periodicals, Inc.
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