Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

被引:57
|
作者
Tear, Morgan J. [1 ]
Nielsen, Mark [1 ]
机构
[1] Univ Queensland, Sch Psychol, St Lucia, Qld, Australia
来源
PLOS ONE | 2013年 / 8卷 / 07期
关键词
ET-AL; 2010; AGGRESSION; LIFE; FEELINGS; EASTERN; FALSE; MODEL;
D O I
10.1371/journal.pone.0068382
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Background: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Methods and Findings: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. Conclusions: We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.
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页数:7
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