Random App of Kindness: Evaluating the Potential of a Smartphone Intervention to Impact Adolescents' Empathy, Prosocial Behavior, and Aggression

被引:3
作者
Konrath, Sara [1 ,2 ,7 ]
Martingano, Alison Jane [3 ]
Tolman, Richard M. [4 ]
Winslow, Matthew [5 ]
Bushman, Brad J. [6 ]
机构
[1] Indiana Univ, Lilly Family Sch Philanthropy, 301 Univ Blvd,Suite 3000, Indianapolis, IN 46202 USA
[2] Univ Michigan, Inst Social Res, Res Ctr Grp Dynam, Ann Arbor, MI USA
[3] Univ Wisconsin Green Bay, Psychol Dept, Green Bay, WI USA
[4] Univ Michigan, Sch Social Work, Ann Arbor, MI USA
[5] Eastern Kentucky Univ, Psychol Dept, Richmond, KY USA
[6] Ohio State Univ, Sch Commun, Columbus, OH USA
[7] Indiana Univ, Lilly Family Sch Philanthropy, 301 Univ Blvd,Suite 3000, Indianapolis, IN 46202 USA
关键词
empathy; prosocial behavior; aggression; smartphone app; adolescents; PERSPECTIVE-TAKING; CHILDRENS EMPATHY; VIDEO GAMES; DISPOSITIONAL EMPATHY; THREATENED EGOTISM; EFFORTFUL CONTROL; PET OWNERSHIP; MEDIA; METAANALYSIS; STUDENTS;
D O I
10.1037/ppm0000478
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Videogames, including smartphone app games, can be effective teachers. Meta-analytic reviews find that prosocial media can increase empathy and prosocial behavior. We developed a prosocial smartphone app game, Random App of Kindness (RAKi), using theoretically informed empathy-building practices, in the hopes of increasing empathy and prosocial behavior, and decreasing aggressive behaviors. RAKi includes nine mini-games that take only seconds to play (e.g., recognizing emotions, caring for a crying baby, petting a sad dog). We randomly assigned 106 preteens and teens aged 10-17 (and their parents) to play RAKi or a control app for 2 months. We assessed baseline and postintervention scores on empathy, prosocial behavior, and aggression-related outcomes in the laboratory. Participants who played RAKi (compared to a control app) felt more compassion for someone in need, behaved in empathic ways while interacting with a stranger, were less likely to endorse physical aggression, and behaved less aggressively toward a peer (if they started with lower trait empathy). However, RAKi did not significantly influence participants' trait empathy levels. Media can be used for good or ill. RAKi appears to accomplish a number of positive outcomes after only 2 months of gameplay.
引用
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页码:338 / 352
页数:15
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