TY - JOUR PY - 2012// TI - Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors JO - Aggressive behavior A1 - Saleem, Muniba A1 - Anderson, Craig A. A1 - Gentile, Douglas A. SP - 281 EP - 287 VL - 38 IS - 4 N2 - 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.

Language: en

LA - en SN - 0096-140X UR - http://dx.doi.org/10.1002/ab.21428 ID - ref1 ER -