The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies

First Published March 25, 2009 Research Article Find in PubMed

Authors

Iowa State University; National Institute on Media and the Family, Minneapolis, MN, [email protected]
by this author
,
Iowa State University
by this author
,
University of Tsukuba, Japan
by this author
,
Ochanomizu University, Japan
by this author
,
Iowa State University
by this author
,
Nanyang Technological University, Singapore
by this author
,
Keio University, Japan
by this author
,
HELP University College, Malaysia
by this author
,
Nanyang Technological University, Singapore
by this author
,
University of Michigan-Ann Arbor; VU University, Amsterdam, The Netherlands
by this author
,
University of Michigan-Ann Arbor
by this author
,
Ochanomizu University, Japan
by this author
First Published Online: March 25, 2009

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.

Anderson, C.A. , Berkowitz, L. , Donnerstein, E. , Huesmann, L.R. , Johnson, J. , Linz, D. , et al. (2003). The influence of media violence on youth . Psychological Science in the Public Interest, 4, 81-110.
Google Scholar | SAGE Journals | ISI
Anderson, C.A. , & Bushman, B.J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.
Google Scholar | SAGE Journals | ISI
Anderson, C.A. , & Bushman, B.J. (2002). Human aggression. Annual Review of Psychology, 53, 27-51.
Google Scholar | Crossref | Medline | ISI
Anderson, C.A. , & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790.
Google Scholar | Crossref | Medline | ISI
Anderson, C.A. , Gentile, D.A. , & Buckley, K.E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press.
Google Scholar | Crossref
Anderson, C.A. , Sakamoto, A. , Gentile, D.A. , Ihori, N. , Shibuya, A. , Rothstein, H.R. , et al. (2008). Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 122, e1067-e1072.
Google Scholar | Crossref | Medline | ISI
Bandura, A. (1977). Social learning theory. Englewood Cliffs, NJ: Prentice-Hall.
Google Scholar
Buckley, K.E. , & Anderson, C.A. (2006). A theoretical model of the effects and consequences of playing video games. In P. Vorderer & J. Bryant (Eds.), Playing video games-Motives, responses, and consequences (pp. 363-378). Mahwah, NJ: Lawrence Erlbaum.
Google Scholar
Bushman, B.J. , & Anderson, C.A. (2002). Violent video games and hostile expectations: A test of the general aggression model. Personality and Social Psychology Bulletin, 28, 1679-1686.
Google Scholar | SAGE Journals | ISI
Bushman, B.J. , Huesmann, L.R. , Anderson, C.A. , Gentile, D.A. , O'Brien, M. , Moceri, D. , et al. (2008, March). The relation of violent video game play to aggressive behavior and cognition in adolescence. Paper presented at the Society for Research on Adolescence, Chicago.
Google Scholar
Buss, A.H. , & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63, 452-459.
Google Scholar | Crossref | Medline | ISI
Cheung, P.C. , Ma, H.K. , & Shek, T.L.D. (1998). Conceptions of success: their correlates with prosocial orientation and behaviour in Chinese adolescents. Journal of Adolescence, 21, 31-42.
Google Scholar | Crossref | Medline | ISI
Crick, N.R. (1995). Relational aggression: The role of intent attributions, feelings of distress, and provocation type. Development and Psychopathology, 7, 313-322.
Google Scholar | Crossref | ISI
Escobar-Chaves, S.L. , & Anderson, C.A. (2008). Media and risky behaviors . Future of Children, 18, 147-180.
Google Scholar | Crossref | Medline | ISI
Friedrich, L.K. , & Stein, A.H. (1973). Aggressive and prosocial television programs and the natural behavior of preschool children. Monographs of the Society for Research in Child Development, 38, 1-64.
Google Scholar | Crossref | Medline | ISI
Funk, J.B. , Fox, C.M. , Chan, M. , & Curtiss, K. (2008). The development of the Children's Empathic Attitudes Scale using classical and Rasch analyses. Journal of Applied Developmental Psychology, 29, 187-198.
Google Scholar | Crossref | ISI
Gentile, D.A. , & Anderson, C.A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children (pp. 131-152). Westport, CT: Praeger.
Google Scholar
Gentile, D.A. , & Gentile, R.J. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37, 127-141.
Google Scholar | Crossref | ISI
Gentile, D.A. , Lynch, P.J. , Linder, J.R. , & Walsh, D.A. (2004). The effects of violent video game habits on adolescent aggressive attitudes and behaviors. Journal of Adolescence , 27, 5-22.
Google Scholar | Crossref | Medline | ISI
Gentile, D.A. , & Stone, W. (2005). Violent video game effects on children and adolescents: A review of the literature. Minerva Pediatrica, 57, 337-358.
Google Scholar | Medline
Green, C.S. , & Bavelier, D. (2003). Video games modify visual attention. Nature, 423, 534-537.
Google Scholar | Crossref | Medline | ISI
Hogan, M.J. , & Strasburger, V.C. (in press). Media and prosocial behavior in children and adolescents. In L. Nucci & D. Narvaez (Eds.), Handbook of moral and character education. Mahwah, NJ: Erlbaum, 2008., pp. 537-553.
Google Scholar
Huesmann, L.R. (1998). The role of social information processing and cognitive schema in the acquisition and maintenance of habitual aggressive behavior. In R. Geen & E. Donnerstein (Eds.), Human aggression: Theories, research and implications for policy (pp. 73-109). New York: Academic Press.
Google Scholar | Crossref
Huesmann, L.R. , & Guerra, N.G. (1997). Children's normative beliefs about aggression and aggressive behavior. Journal of Personality and Social Psychology, 72, 408-419.
Google Scholar | Crossref | Medline | ISI
Khoo, A. , & Gentile, D.A. (2007). Problem-based learning in the world of games. In O. S. Tan & D. Hung (Eds.), Problem-based learning and e-learning breakthroughs (pp. 97-129). Singapore: Thomson Publishing.
Google Scholar
Lenhart, A. , Kahne, J. , Middaugh, E. , Macgill, E.R. , Evans, C. , & Vitak, J. (2008, September 16). Teens, video games, and civics. Washington, DC: Pew Internet; American Life Project .
Google Scholar
Liau, A.K. (2007). Promoting children's personal strengths: Positive psychology goes to school. In A. G. Tan (Ed.), Creativity: A handbook for teachers (pp. 441-466). Singapore: World Scientific.
Google Scholar
Liau, A.K. , Chow, D. , & Tan, T.K. (2008). Development and validation of the Personal Strengths Inventory using exploratory and confirmatory factor analysis. Unpublished manuscript.
Google Scholar
Murphy, R. , Penuel, W. , Means, B. , Korbak, C. , & Whaley, A. (2001). E-DESK: A review of recent evidence on the effectiveness of discrete educational software. Menlo Park, CA: SRI International. Retrieved May 19, 2004, from http://ctl.sri.com/publications/downloads/Task3_FinalReport3.pdf
Google Scholar
Nelson, D.A. , & Crick, N.R. (1999). Rose-colored glasses: Examining the social information-processing of prosocial young adolescents. Journal of Early Adolescence , 19, 17-38.
Google Scholar | SAGE Journals | ISI
Neter, J. , Wasserman, W. , & Kutner, M.H. (1990). Applied linear statistical models (3rd ed.). Homewood, IL: Irwin.
Google Scholar
Okagaki, L. , & Frensch, P.A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15, 33-58.
Google Scholar | Crossref
Ostrov, J.M. , Gentile, D.A. , & Crick, N.R. (2006). Media exposure, aggression and prosocial behavior during early childhood: A longitudinal study. Social Development , 15, 612-627.
Google Scholar | Crossref | ISI
Penner, L.A. , Dovidio, J.F. , Pilavin, J.A. , & Schroeder, D.A. (2005). Prosocial behavior: Multilevel perspectives. Annual Review of Psychology, 56, 365-392.
Google Scholar | Crossref | Medline | ISI
Reuters. (2007, June 26). Video-game sales overtaking music. Retrieved January 7, 2008, from http://articles.moneycentral.msn.com/Investing/Extra/VideoGameSalesOvertakingMusic.aspx
Google Scholar
Slater, M.D. , Henry, K.L. , Swaim, R.C. , & Anderson, L.L. (2003). Violent media content and aggressiveness in adolescents: A downward spiral model. Communication Research, 30, 713-736.
Google Scholar | SAGE Journals | ISI
Stone, W. , & Gentile, D.A. (2008, August). The five dimensions of video game effects . Paper presented at the Annual Convention of the American Psychological Association, Boston.
Google Scholar
Swing, E.L. , Gentile, D.A. , & Anderson, C.A. (2008). Violent video games: Learning processes and outcomes. In R. E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 876-892). Hershey, PA: Information Science Reference.
Google Scholar
von Feilitzen, C. (1998). Introduction. U. Carlsson & C. von Feilitzen (Eds.), Children and media violence (pp. 45-54). Göteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen.
Google Scholar

Access content

To read the fulltext, please use one of the options below to sign in or purchase access.
  • Access Options

    My Account

    Welcome
    You do not have access to this content.

    Chinese Institutions / 中国用户

    Click the button below for the full-text content

    请点击以下获取该全文

    Institutional Access

    does not have access to this content.

    Purchase Content

    24 hours online access to download content

    Research off-campus without worrying about access issues. Find out about Lean Library here


Purchase

PSP-article-ppv for $37.50
Single Issue 24 hour E-access for $236.33

Cookies Notification

This site uses cookies. By continuing to browse the site you are agreeing to our use of cookies. Find out more.
Top