TY - JOUR PY - 2012// TI - Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior JO - Cyberpsychology, behavior and social networking A1 - Ewoldsen, David R. A1 - Eno, Cassie A. A1 - Okdie, Bradley M. A1 - Velez, John A. A1 - Guadagno, Rosanna E. A1 - Decoster, Jamie SP - 277 EP - 280 VL - 15 IS - 5 N2 - 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

LA - en SN - 2152-2715 UR - http://dx.doi.org/10.1089/cyber.2011.0308 ID - ref1 ER -