Main content

Contributors:
  1. Adam Lueke
  2. Ian Zimmerman
  3. Bryan Gibson

Date created: | Last Updated:

: DOI | ARK

Creating DOI. Please wait...

Create DOI

Category: Project

Description: Research into violent videogames has yet to investigate how violence used in videogames for prosocial purposes could affect prosocial behavior. We assigned participants to one of three videogame conditions: an antisocial violence game, a prosocial violence game, or a control game. After gameplay, participants were dismissed from the experiment, but a confederate approached them in the hallway and asked them to help the Red Cross with a blood drive. Contrasts found that participants in the hero violence condition were more prosocial than those in the gratuitous violence condition, but these conditions did not differ from the control condition. This finding is discussed in light of several limitations of the study, including the nonnormal distribution of the dependent variable and issues related to the size of the final sample.

Has supplemental materials for Heroic video game violence and prosocial behavior on PsyArXiv

Files

Loading files...

Citation

Tags

Recent Activity

Loading logs...

OSF does not support the use of Internet Explorer. For optimal performance, please switch to another browser.
Accept
This website relies on cookies to help provide a better user experience. By clicking Accept or continuing to use the site, you agree. For more information, see our Privacy Policy and information on cookie use.
Accept
×

Start managing your projects on the OSF today.

Free and easy to use, the Open Science Framework supports the entire research lifecycle: planning, execution, reporting, archiving, and discovery.