The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping

The purpose of this research was to investigate the effects of prosocial videogames, played both singly and cooperatively, and aggressive videogames, played both singly and competitively, on children's prosocial behavior. Eighty boys and 80 girls, half third and fourth graders, and half seventh...

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Main Author: Chambers, John H.
Format: Others
Published: DigitalCommons@USU 1985
Subjects:
Online Access:https://digitalcommons.usu.edu/etd/5953
https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=7014&context=etd
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spelling ndltd-UTAHS-oai-digitalcommons.usu.edu-etd-70142019-10-13T06:05:41Z The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping Chambers, John H. The purpose of this research was to investigate the effects of prosocial videogames, played both singly and cooperatively, and aggressive videogames, played both singly and competitively, on children's prosocial behavior. Eighty boys and 80 girls, half third and fourth graders, and half seventh and eighth graders, were randomly assigned to one of five conditions. In a control condition, children answered questions about videogame experience and enjoyment. In two of the treatment conditions, children played a videogame with prosocial content (a human-like fantasy character rescuing another from danger); half of the children played this game singly, while the other half played cooperatively. In the other two conditions, children played an aggressive videogame (stylized boxing), with half of the children playing singly and the other half competing. Following exposure to one of these conditions, each child's game score, game enjoyment rating, level of donating, and level of helping were measured. The results of a three-way analysis of variance (sex x grade x treatment) on donating yielded significant effects for age, F(1, 140) = 34.12, p = Although prosocial videogame play did not increase prosocial responding, aggressive videogame play clearly suppressed this behavior. The failure of the prosocial condition to accelerate donating and helping might be due to the relatively brief exposure used in this study (10 minutes) and/or to the particular prosocial videogame utilized. The failure of the cooperative and competitive game modes to affect prosocial behavior may have been due to the age of the children or to the possibly aversive effects of the type of cooperation required. 1985-05-01T07:00:00Z text application/pdf https://digitalcommons.usu.edu/etd/5953 https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=7014&context=etd Copyright for this work is held by the author. Transmission or reproduction of materials protected by copyright beyond that allowed by fair use requires the written permission of the copyright owners. Works not in the public domain cannot be commercially exploited without permission of the copyright owner. Responsibility for any use rests exclusively with the user. For more information contact digitalcommons@usu.edu. All Graduate Theses and Dissertations DigitalCommons@USU effects prosocial aggressive video games childrens donating helping Psychology
collection NDLTD
format Others
sources NDLTD
topic effects
prosocial
aggressive
video games
childrens donating
helping
Psychology
spellingShingle effects
prosocial
aggressive
video games
childrens donating
helping
Psychology
Chambers, John H.
The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping
description The purpose of this research was to investigate the effects of prosocial videogames, played both singly and cooperatively, and aggressive videogames, played both singly and competitively, on children's prosocial behavior. Eighty boys and 80 girls, half third and fourth graders, and half seventh and eighth graders, were randomly assigned to one of five conditions. In a control condition, children answered questions about videogame experience and enjoyment. In two of the treatment conditions, children played a videogame with prosocial content (a human-like fantasy character rescuing another from danger); half of the children played this game singly, while the other half played cooperatively. In the other two conditions, children played an aggressive videogame (stylized boxing), with half of the children playing singly and the other half competing. Following exposure to one of these conditions, each child's game score, game enjoyment rating, level of donating, and level of helping were measured. The results of a three-way analysis of variance (sex x grade x treatment) on donating yielded significant effects for age, F(1, 140) = 34.12, p = Although prosocial videogame play did not increase prosocial responding, aggressive videogame play clearly suppressed this behavior. The failure of the prosocial condition to accelerate donating and helping might be due to the relatively brief exposure used in this study (10 minutes) and/or to the particular prosocial videogame utilized. The failure of the cooperative and competitive game modes to affect prosocial behavior may have been due to the age of the children or to the possibly aversive effects of the type of cooperation required.
author Chambers, John H.
author_facet Chambers, John H.
author_sort Chambers, John H.
title The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping
title_short The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping
title_full The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping
title_fullStr The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping
title_full_unstemmed The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping
title_sort effects of prosocial and aggressive videogames on children's donating and helping
publisher DigitalCommons@USU
publishDate 1985
url https://digitalcommons.usu.edu/etd/5953
https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=7014&context=etd
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