Video Games

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 87678 Experts worldwide ranked by ideXlab platform

Mark Nielsen - One of the best experts on this subject based on the ideXlab platform.

  • failure to demonstrate that playing violent Video Games diminishes prosocial behavior
    PLOS ONE, 2013
    Co-Authors: Morgan J Tear, Mark Nielsen
    Abstract:

    BACKGROUND: Past research has found that playing a classic prosocial Video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent Video game had no effect. Given purported links between violent Video Games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific Games used. That is, modern Games are experienced differently from classic Games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent Video Games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial Video Games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic Games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing Video Games affects prosocial behavior. Research on the effects of Video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent Video Games will lead to diminished prosocial behavior. Language: en

  • failure to demonstrate that playing violent Video Games diminishes prosocial behavior
    PLOS ONE, 2013
    Co-Authors: Morgan J Tear, Mark Nielsen
    Abstract:

    BACKGROUND: Past research has found that playing a classic prosocial Video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent Video game had no effect. Given purported links between violent Video Games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific Games used. That is, modern Games are experienced differently from classic Games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent Video Games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial Video Games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic Games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing Video Games affects prosocial behavior. Research on the effects of Video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent Video Games will lead to diminished prosocial behavior. Language: en

Morgan J Tear - One of the best experts on this subject based on the ideXlab platform.

  • failure to demonstrate that playing violent Video Games diminishes prosocial behavior
    PLOS ONE, 2013
    Co-Authors: Morgan J Tear, Mark Nielsen
    Abstract:

    BACKGROUND: Past research has found that playing a classic prosocial Video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent Video game had no effect. Given purported links between violent Video Games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific Games used. That is, modern Games are experienced differently from classic Games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent Video Games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial Video Games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic Games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing Video Games affects prosocial behavior. Research on the effects of Video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent Video Games will lead to diminished prosocial behavior. Language: en

  • failure to demonstrate that playing violent Video Games diminishes prosocial behavior
    PLOS ONE, 2013
    Co-Authors: Morgan J Tear, Mark Nielsen
    Abstract:

    BACKGROUND: Past research has found that playing a classic prosocial Video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent Video game had no effect. Given purported links between violent Video Games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific Games used. That is, modern Games are experienced differently from classic Games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent Video Games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial Video Games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic Games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing Video Games affects prosocial behavior. Research on the effects of Video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent Video Games will lead to diminished prosocial behavior. Language: en

Craig A Anderson - One of the best experts on this subject based on the ideXlab platform.

  • violent Video Games delinquency and youth violence new evidence
    Youth Violence and Juvenile Justice, 2013
    Co-Authors: Matt Delisi, Craig A Anderson, Douglas A Gentile, Michael G Vaughn, Jeffrey J Shook
    Abstract:

    Violent Video game playing is correlated with aggression, but its relation to antisocial behavior in correctional and juvenile justice samples is largely unknown. Based on a data from a sample of institutionalized juvenile delinquents, behavioral and attitudinal measures relating to violent Video game playing were associated with a composite measure of delinquency and a more specific measure of violent delinquency after controlling for the effects of screen time, years playing Video Games, age, sex, race, delinquency history, and psychopathic personality traits. Violent Video Games are asso- ciated with antisociality even in a clinical sample, and these effects withstand the robust influences of multiple correlates of juvenile delinquency and youth violence most notably psychopathy.

  • an update on the effects of playing violent Video Games
    Journal of Adolescence, 2004
    Co-Authors: Craig A Anderson
    Abstract:

    This article presents a brief overview of existing research on the effects of exposure to violent Video Games. An updated meta-analysis reveals that exposure to violent Video Games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent Video Games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.

  • violent Video Games specific effects of violent content on aggressive thoughts and behavior
    Advances in Experimental Social Psychology, 2004
    Co-Authors: Craig A Anderson, Nicholas L Carnagey, Mindy Flanagan, Arlin James Benjamin, Janie Eubanks, Jeffery C Valentine
    Abstract:

    Publisher Summary This chapter presents three experimental studies, one correlational study, and a meta-analysis tested key hypotheses concerning the short-term and long-term impact of exposure to violent Video Games. Experiment 1 found that violent Video Games in general increase the accessibility of aggressive thoughts. Experiments 2 and 3 found that playing violent Video Games increased aggression, even when arousal and affect were controlled. Experiments 2 and 3 also found that trait hostility and trait aggression were positively related to laboratory aggression. Furthermore, there was correlational evidence of a link between repeated exposure to violent Video Games and trait aggressiveness. Mediational analyses suggested that the trait effects and the violent Video game effects on laboratory aggression were partially mediated by revenge motivation. The correlational study uncovered links among habitual exposure to violent Video Games, persistent aggressive cognitions, and self-reported aggressive behavior. The meta-analyses revealed significant effects of violent Video Games on aggressive behavior, affect, and cognition; on cardiovascular arousal; and on prosocial behavior.

  • violent Video Games and aggressive behavior in young women
    Aggressive Behavior, 2003
    Co-Authors: Craig A Anderson, Christine R Murphy
    Abstract:

    The increasing availability of violent Video Games and their implication in recent school shootings has raised the volume of public debate on the effects of such Games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent Video Games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent Video game increased aggressive behavior. Mediational analyses suggested that the violent Video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent Video game effect on aggression might be greater when the game player controls a same-sex violent game character.

Tobias Greitemeyer - One of the best experts on this subject based on the ideXlab platform.

  • Video Games do affect social outcomes a meta analytic review of the effects of violent and prosocial Video game play
    Personality and Social Psychology Bulletin, 2014
    Co-Authors: Tobias Greitemeyer, Dirk O Mugge
    Abstract:

    Whether Video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by Video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, Video Games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent Video Games and prosocial Video Games, there was a significant association with social outcomes. Whereas violent Video Games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial Video Games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that Video game exposure causally affects social outcomes and that there are both short- and long-term effects.

  • playing Video Games cooperatively increases empathic concern
    Social Psychology, 2013
    Co-Authors: Tobias Greitemeyer
    Abstract:

    Two studies addressed whether playing Video Games cooperatively in a team would increase emphatic concern toward others in need. Study 1 showed that cooperative team-play ameliorates the negative e...

  • Effects of prosocial Video Games on prosocial behavior
    Journal of personality and social psychology, 2010
    Co-Authors: Tobias Greitemeyer, Silvia Osswald
    Abstract:

    Previous research has documented that playing violent Video Games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial Video Games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) Video game increases helping behavior. In fact, participants who had played a prosocial Video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial Video Games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the Video game, playing Video Games not only has negative effects on social behavior but has positive effects as well.

  • Playing prosocial Video Games increases empathy and decreases schadenfreude
    Emotion (Washington D.C.), 2010
    Co-Authors: Tobias Greitemeyer, Silvia Osswald, Markus Brauer
    Abstract:

    Past research provided abundant evidence that exposure to violent Video Games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial Video Games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial Video Games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) Video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies.

Silvia Osswald - One of the best experts on this subject based on the ideXlab platform.

  • Effects of prosocial Video Games on prosocial behavior
    Journal of personality and social psychology, 2010
    Co-Authors: Tobias Greitemeyer, Silvia Osswald
    Abstract:

    Previous research has documented that playing violent Video Games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial Video Games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) Video game increases helping behavior. In fact, participants who had played a prosocial Video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial Video Games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the Video game, playing Video Games not only has negative effects on social behavior but has positive effects as well.

  • Playing prosocial Video Games increases empathy and decreases schadenfreude
    Emotion (Washington D.C.), 2010
    Co-Authors: Tobias Greitemeyer, Silvia Osswald, Markus Brauer
    Abstract:

    Past research provided abundant evidence that exposure to violent Video Games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial Video Games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial Video Games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) Video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies.