TY - JOUR
T1 - The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies
AU - Gentile, D.A.
AU - Anderson, C.A.
AU - Yukawa, S.
AU - Ihori, N.
AU - Saleem, M.
AU - Ming, L.K.
AU - Liau, A.K.
AU - Khoo, A.
AU - Bushman, B.J.
AU - Huesmann, L.R.
AU - Sakamoto, A.
PY - 2009
Y1 - 2009
N2 - 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. © 2009 by the Society for Personality and Social Psychology, Inc.
AB - 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. © 2009 by the Society for Personality and Social Psychology, Inc.
UR - https://www.scopus.com/pages/publications/65549102168
UR - https://www.scopus.com/inward/citedby.url?scp=65549102168&partnerID=8YFLogxK
U2 - 10.1177/0146167209333045
DO - 10.1177/0146167209333045
M3 - Article
SN - 0146-1672
VL - 35
SP - 752
EP - 763
JO - Personality and Social Psychology Bulletin
JF - Personality and Social Psychology Bulletin
IS - 6
ER -