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Journal Article

Citation

Ewoldsen DR, Eno CA, Okdie BM, Velez JA, Guadagno RE, Decoster J. Cyberpsychol. Behav. Soc. Netw. 2012; 15(5): 277-280.

Affiliation

School of Communication and Department of Psychology, The Ohio State University , Columbus, Ohio.

Copyright

(Copyright © 2012, Mary Ann Liebert Publishers)

DOI

10.1089/cyber.2011.0308

PMID

22489544

Abstract

Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.


Language: en

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