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The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies
Oleh:
Gentile, Douglas A.
;
Anderson, Craig A.
;
Yukawa, Shintaro
;
Ihori, Nobuko
;
Saleem, Muniba
;
Ming, Lim Kam
;
Shibuya, Akiko
;
Liau, Albert K.
;
Khoo, Angeline
;
Bushman, Brad J.
;
Huesmann, L. Rowell
;
Sakamoto, Akira
Jenis:
Article from Journal - ilmiah internasional
Dalam koleksi:
Personality and Social Psychology Bulletin (http://journals.sagepub.com/home/pspc) vol. 35 no. 6 (Jun. 2009)
,
page 752-763.
Topik:
Video Games
;
Prosocial Behavior
;
Empathy
;
Media Violence
;
General Learning Model
Fulltext:
PSPB_35_06_752.pdf
(955.77KB)
Ketersediaan
Perpustakaan Pusat (Semanggi)
Nomor Panggil:
PP45.37
Non-tandon:
1 (dapat dipinjam: 0)
Tandon:
tidak ada
Lihat Detail Induk
Isi artikel
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways shoudl increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games bheaved more prosocially. In two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.
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