TY - JOUR
T1 - Video games and prosocial behavior
T2 - A study of the effects of non-violent, violent and ultra-violent gameplay
AU - Tear, Morgan J.
AU - Nielsen, Mark
PY - 2014/1/1
Y1 - 2014/1/1
N2 - Experimental evidence has pointed toward a negative effect of violent video games on social behavior. Given that the availability and presence of video games is pervasive, negative effects from playing them have potentially large implications for public policy. It is, therefore, important that violent video game effects are thoroughly and experimentally explored, with the current experiment focusing on prosocial behavior. 120 undergraduate volunteers (Mage = 19.01, 87.5% male) played an ultra-violent, violent, or non-violent video game and were then assessed on two distinct measures of prosocial behavior: how much they donated to a charity and how difficult they set a task for an ostensible participant. It was hypothesized that participants playing the ultra-violent games would show the least prosocial behavior and those playing the non-violent game would show the most. These hypotheses were not supported, with participants responding in similar ways, regardless of the type of game played. While null effects are difficult to interpret, samples of this nature (undergraduate volunteers, high male skew) may be problematic, and participants were possibly sensitive to the hypothesis at some level, this experiment adds to the growing body of evidence suggesting that violent video game effects are less clear than initially thought.
AB - Experimental evidence has pointed toward a negative effect of violent video games on social behavior. Given that the availability and presence of video games is pervasive, negative effects from playing them have potentially large implications for public policy. It is, therefore, important that violent video game effects are thoroughly and experimentally explored, with the current experiment focusing on prosocial behavior. 120 undergraduate volunteers (Mage = 19.01, 87.5% male) played an ultra-violent, violent, or non-violent video game and were then assessed on two distinct measures of prosocial behavior: how much they donated to a charity and how difficult they set a task for an ostensible participant. It was hypothesized that participants playing the ultra-violent games would show the least prosocial behavior and those playing the non-violent game would show the most. These hypotheses were not supported, with participants responding in similar ways, regardless of the type of game played. While null effects are difficult to interpret, samples of this nature (undergraduate volunteers, high male skew) may be problematic, and participants were possibly sensitive to the hypothesis at some level, this experiment adds to the growing body of evidence suggesting that violent video game effects are less clear than initially thought.
KW - Behavioral priming
KW - Prosocial
KW - Social behavior
KW - Video game violence
UR - http://www.scopus.com/inward/record.url?scp=84907486028&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2014.09.002
DO - 10.1016/j.chb.2014.09.002
M3 - Article
AN - SCOPUS:84907486028
VL - 41
SP - 8
EP - 13
JO - Computers in Human Behavior
JF - Computers in Human Behavior
SN - 0747-5632
ER -