
@article{ref1,
title="Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors",
journal="Aggressive behavior",
year="2012",
author="Saleem, Muniba and Anderson, Craig A. and Gentile, Douglas A.",
volume="38",
number="4",
pages="281-287",
abstract="Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects. Aggr. Behav. 38:281-287, 2012. © 2012 Wiley Periodicals, Inc.<p /><p>Language: en</p>",
language="en",
issn="0096-140X",
doi="10.1002/ab.21428",
url="http://dx.doi.org/10.1002/ab.21428"
}