Prosocial Behavior

New entry in the Digiplay Games Research Bibliography:

Sheese, B. E.; Graziano, W. G. (2005)
Psychological Science

Image of booksThis experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom (TM) in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions. Read more...

New entry in the Digiplay Games Research Bibliography:

Smith,S L; Lachlan,K; Tamborini,R (2003)
Journal of Broadcasting & Electronic Media

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New entry in the Digiplay Games Research Bibliography:

Panee,C D; Ballard,M E (2002)
Journal of Applied Social Psychology

Image of booksPlaying violent video games is related to increased negative affect and cardiovascular reactivity. We examined the influence of high and low aggressive priming during video-game training on violence during game play (e.g., shooting, choking), hostility, frustration with game play, blood pressure, and heart rate. Male undergraduates (N = 36) were assigned to a high aggressive or low aggressive video-game priming condition. After training, they played Metal Gear Solid(TM), which allows players to advance by using stealth, violence, or both. Participants in the high aggressive priming condition used significantly more violent action during game play and reported more hostility than those in the low aggressive priming condition. Heart rate was correlated with feelings of hostility. These findings indicate that both aggressive priming and use of game violence influence arousal and negative affect and might increase behavioral aggression. Read more...

New entry in the Digiplay Games Research Bibliography:

Gelfond,H S; Salonius-Pasternak,D E (2005)
Child and Adolescent Psychiatric Clinics of North America

Image of booksIn this article, computer and video games are discussed as electronic play. Major perspectives on play and salient developmental issues are presented, along with similarities and differences between electronic play and other types of play. The authors consider possible benefits and risks associated with this type of play, with particular attention paid to cognitive and socioemotional development. Recommendations for clinicians in their work with children, adolescents, and parents are discussed, as are future directions for research. Read more...

New entry in the Digiplay Games Research Bibliography:

Funk,J B; Baldacci,H B; Pasold,T; Baumgardner,J (2004)
Journal of Adolescence

Image of booksIt is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related characteristics. One hundred fifty fourth and fifth graders completed measures of real-life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger proviolence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain negative impact, though causality was not investigated in the present design. The samples' relatively low exposure to real-life violence may,have limited the identification of relationships. Although difficult to quantify, desensitization to violence should be further studied using related characteristics as in the present study. Individual differences and causal relationships should also be examined. Read more...

New entry in the Digiplay Games Research Bibliography:

Funk,J B; Buchman,D D; Jenks,J; Bechtoldt,H (2003)
Journal of Applied Developmental Psychology

Image of booksRelationships between short- and long-term exposure to violent video games and desensitization, as measured through components of moral evaluation, were examined. Sixty-six children aged 5-12 years old completed questionnaires assessing video game experience and preferences and empathy and attitudes toward violence. The children played a violent or nonviolent video game and then responded to vignettes about everyday occurrences. Vignette responses were coded for aggression and empathy. Preexisting empathy and attitudes towards violence were positively related to the corresponding vignette scores. Long-term exposure to violent video games contributed to lower empathy vignette scores. Playing a violent versus a nonviolent game did not affect vignette responses. Results suggest that long-term exposure to violent video games may be associated with desensitization as reflected in lower empathy, although the direction of causality remains unclear. Read more...

New entry in the Digiplay Games Research Bibliography:

Durkin,K; Barber,B (2002)
Journal of Applied Developmental Psychology

Image of booksIt has been speculated that computer game play by young people has negative correlates or consequences, although little evidence has emerged to support these fears. An alternative possibility is that game play may be associated with positive features of development, as the games reflect and contribute to participation in a challenging and stimulating voluntary leisure environment. This study examined the relationship between game play and several measures of adjustment or risk taking in a sample of 16-year-old high school students. No evidence was obtained of negative outcomes among game players. On several measures-including family closeness, activity involvement, positive school engagement, positive mental health, substance use, self-concept, friendship network, and disobedience to parents-game players scored more favorably than did peers who never played computer games. It is concluded that computer games can be a positive feature of a healthy adolescence. Read more...

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