Academic literature on the topic 'Prosocial video games'

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Journal articles on the topic "Prosocial video games"

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Konstantinos, C. Apostolakis, Psaltis Athanasios, Stefanidis Kiriakos, et al. "Exploring the Prosociality Domains of Trust and Cooperation, through Single and Cooperative Digital Gameplay in Path of Trust." INTERNATIONAL JOURNAL OF SERIOUS GAMES 3, no. 3 (2016): 39–57. https://doi.org/10.17083/ijsg.v3i3.125.

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Amidst an ongoing debate surrounding the traditional dichotomy of whether video games are good or bad for children, in this paper we present Path of Trust, a novel, prosocial game that aims at helping children understand the importance of teamwork and learn how and when to express trustworthiness. We have created a colorful, non-violent digital game, in which children aged 7-10 can be exposed to prosocial content and develop specific prosocial attitudes, such as cooperation and trustworthiness, driven by the fact that video games with prosocial content can be used to improve social interaction
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Greitemeyer, Tobias, and Silvia Osswald. "Effects of prosocial video games on prosocial behavior." Journal of Personality and Social Psychology 98, no. 2 (2010): 211–21. http://dx.doi.org/10.1037/a0016997.

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Greitemeyer, Tobias, and Silvia Osswald. "Prosocial video games reduce aggressive cognitions." Journal of Experimental Social Psychology 45, no. 4 (2009): 896–900. http://dx.doi.org/10.1016/j.jesp.2009.04.005.

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Maraza-Quispe, Benjamin, Luis Angel Mamani-Nina, and Ebelyn María Mamani-Sucasaca. "Towards the development of prosocial behavior in students through the use of video games." World Journal on Educational Technology: Current Issues 15, no. 1 (2023): 10–27. http://dx.doi.org/10.18844/wjet.v15i1.6893.

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Currently, in the information and knowledge society in which we live, the use of video games has become widespread among children and adolescent students. Given this reality, we wonder to what extent the use of video games helps to develop the prosocial behavior of students, so as to encourage Solidarity and Help Response, Perspective Taking, Altruism and Assistance among students. The objective of the research is to measure the efficacy of the treatment given through video games in the prosocial behavior of students in Regular Basic Education. The methodology applied is quasi-experimental thr
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Greitemeyer, Tobias, and Silvia Osswald. "Playing Prosocial Video Games Increases the Accessibility of Prosocial Thoughts." Journal of Social Psychology 151, no. 2 (2011): 121–28. http://dx.doi.org/10.1080/00224540903365588.

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Greitemeyer, Tobias, Maria Agthe, Robin Turner, and Christina Gschwendtner. "Acting prosocially reduces retaliation: Effects of prosocial video games on aggressive behavior." European Journal of Social Psychology 42, no. 2 (2011): 235–42. http://dx.doi.org/10.1002/ejsp.1837.

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Breuer, Johannes, John Velez, Nicholas Bowman, Tim Wulf, and Gary Bente. "“Drive the Lane; Together, Hard!”." Journal of Media Psychology 29, no. 1 (2017): 31–41. http://dx.doi.org/10.1027/1864-1105/a000209.

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Abstract. As an entertainment technology, video games are a popular social activity that can allow for multiple players to cooperatively engage on-screen challenges. Emerging research has found that when people play together, the resulting teamwork can have beneficial impacts on their prosocial orientations after gameplay – especially when the players are cooperative with one another. The present study wanted to expand the scope of these beneficial interpersonal effects by considering both inter- and intrapersonal factors. In an experimental study (N = 115) we manipulated the difficulty of a g
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Necula, Constantin Valer, Daniela Dumulescu, and Constantin Ioan Necula. "Playing for Good: Exploring the Efficacy of Games and Digital Tools in Prosocial and Moral Education." Educatia 21, no. 28 (November 29, 2024): 364–74. https://doi.org/10.24193/ed21.2024.28.40.

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Promoting social and moral learning experiences in schools is an important aim for building strong, ethical, responsible and empathetic future generations. Digital natives will be more and more immersed in a volatile, complex and unpredictable world where responsible, ethical and socially sustainable decisions are a key component of resilient individuals and societies. Building teachers’ awareness related to the present topic will contribute to adopting more effective learning design strategies strongly connected to Alpha Generation learning needs. The main objective of this study is to review
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Greitemeyer, Tobias, Silvia Osswald, and Markus Brauer. "Playing prosocial video games increases empathy and decreases schadenfreude." Emotion 10, no. 6 (2010): 796–802. http://dx.doi.org/10.1037/a0020194.

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Vanegas Farfano, Minerva Thalía, Luis Tomás Ródenas Cuenca, and Samantha Medina Villanueva. "Impacto del COVID-19 en las motivaciones de uso en video jugadores mexicanos: comparación de dos estudios transversales (Impact of COVID-19 on usage motivations in Mexican video gamers: comparison of two cross-sectional studies)." Retos 46 (September 28, 2022): 209–17. http://dx.doi.org/10.47197/retos.v46.91869.

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La pandemia por COVID-19 ha provocado cambios en la interacción social en diversos momentos y países, así como en las actividades realizadas en tiempo de ocio. En el caso de los videojuegos se reportan cambios en cuanto a su uso; con poca información sobre sus diferencias con tiempos anteriores a la pandemia. Este estudio comparó las motivaciones de uso y su relación con las conductas prosociales de dos estudios transversales, uno realizado antes de la pandemia por COVID-19 y otro encuestado durante el aislamiento en México. Y pone a prueba una hipótesis sobre la conducta prosocial como motivo
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Dissertations / Theses on the topic "Prosocial video games"

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Oßwald, Silvia. "Determinants of prosocial behavior : moral prototypes, social norms and prosocial video games." Aachen Shaker, 2008. http://d-nb.info/988688263/04.

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Osswald, Silvia. "Determinants of prosocial behavior moral prototypes, social norms and prosocial video games." Aachen Shaker, 2007. http://d-nb.info/988688263/04.

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Oßwald-Meßner, Silvia [Verfasser]. "Determinants of Prosocial Behavior: Moral Prototypes, Social Norms and Prosocial Video Games / Silvia Oßwald." Aachen : Shaker, 2008. http://d-nb.info/1162790490/34.

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Toratti, J. (Juho). "An overview of the effects of video games on prosocial behaviour." Bachelor's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201911273193.

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Abstract. Because nearly everyone has the access to video games in the ever-digitalizing world, debates are rising and people are becoming more worried about, what kinds of negative and positive effects they might propose to the daily life of the individual. It seems people are more aware of the negative aspects that video games have on prosocial behaviour and there also seems to be more studies brought to the public about the negative effects than the positive ones. Due to these circumstances, I think it is important to research also the positive behavioural effects that video games have, and
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Hawk, Christopher Edward. "Effects of Competition in Violent and Nonviolent Video Games on Aggressive/Prosocial Behavior." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7306.

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Previous research shows that playing violent video games leads to increases in aggressive feelings, thoughts, and behaviors. However, recent research has questioned the reliability of these findings. Two important variables associated with aggressive outcomes that have yet to be fully explored in the violent video game literature are the competitive aspects of the games and the outcomes of that competition (e.g., winning or losing). The present study was a two (gameplay: violent vs. nonviolent) by two (difficulty: easy vs. hard) by three (competition: no competition vs. competition win vs.
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Tom, Ethan. "Generosity in Gaming: The Effect of Prosocial Video Games on Charitable Donation Behavior." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/cmc_theses/2222.

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Although the link between violent video games and aggressive behavior has received extensive coverage, there is growing evidence that prosocial video games can exert a positive influence as well. However, whether these effects generalize to costlier prosocial behaviors that help more distant recipients remains unclear. Here I propose an experimental study to examine whether prosocial video games can influence charitable donation behavior. College students will be randomly assigned to play 45 min of either a prosocial video game (Lemmings) or neutral video game (Tetris), followed by a 10 min fi
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Chambers, John H. "The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping." DigitalCommons@USU, 1985. https://digitalcommons.usu.edu/etd/5953.

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The purpose of this research was to investigate the effects of prosocial videogames, played both singly and cooperatively, and aggressive videogames, played both singly and competitively, on children's prosocial behavior. Eighty boys and 80 girls, half third and fourth graders, and half seventh and eighth graders, were randomly assigned to one of five conditions. In a control condition, children answered questions about videogame experience and enjoyment. In two of the treatment conditions, children played a videogame with prosocial content (a human-like fantasy character rescuing another from
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Lemercier, Maud. "Comprendre les comportements prosociaux et antisociaux à travers une approche méthodologique mixte : le cas des jeux vidéo en ligne multijoueur." Thesis, Paris 10, 2020. http://www.theses.fr/2020PA100094.

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Ce travail de recherche a pour objectif de mieux comprendre les déterminants psychologiques, émotionnels et motivationnels des comportements prosociaux et antisociaux dans les jeux vidéo en ligne multijoueur en associant plusieurs approches méthodologiques. L’approche quantitative, par le biais de questionnaires en ligne, permet de différencier les profils psychologiques et motivationnels des joueurs occasionnels, des joueurs réguliers et des hyperjoueurs et de proposer des modèles explicatifs des comportements sociaux dans les jeux en ligne multijoueur. Une étude complémentaire vise à évaluer
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Bahari, Hanif. "Observation : A prosocial video game on the way of social integration." Thesis, Mittuniversitetet, Avdelningen för design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31139.

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The vision of this project is to prevent prejudice which comes from wrong stereotypes. The goal is to design a pro-social video game by which people are informed through observation, hence stereotypes will be eliminated. Questionnaire was made and published on social media. The test game with same character was made and published in iTunes and after receiving feedbacks, technical problems were fixed.
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Smith, Nathan J. "Does Video Game Content Matter? An Examination of Two Competing Ideas." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6026.

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The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in o
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Books on the topic "Prosocial video games"

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Ryan, Rogers. How Video Games Impact Players. The Rowman & Littlefield Publishing Group, 2016. https://doi.org/10.5040/9781666999228.

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How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.
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Melzer, A., and C. Happ. Empathy and Violent Video Games: Aggression and Prosocial Behavior. Palgrave Pivot, 2014.

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Melzer, A., and C. Happ. Empathy and Violent Video Games: Aggression and Prosocial Behavior. Palgrave Macmillan Limited, 2014.

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Coyne, Sarah M., Laura M. Padilla-Walker, and Emily Howard. Media Uses in Emerging Adulthood. Edited by Jeffrey Jensen Arnett. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199795574.013.003.

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This chapter reviews recent literature on uses, effects, and gratifications of media during emerging adulthood. The authors examine traditional media forms, including television, films, video games, music, and books, and also newer media, such as cell phones, social networking sites, and other Internet use, finding that emerging adults spend more time using media than they spend doing any other activity, with most time being spent on the Internet and listening to music. They also find that exposure to certain types of media content can influence both positive and negative outcomes in emerging
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Reese, Elaine. How Stories Change Us. Oxford University Press, 2024. http://dx.doi.org/10.1093/oso/9780197747902.001.0001.

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Abstract How Stories Change Us relates the developmental science of stories across cultures, and across the lifespan, in an accessible way for professionals, practitioners, scholars, and parents. Stories from fiction and real life have more in common than most people realize; neuroscience shows that remembering and imagining involve similar processes in the brain’s default network. Stories from books, TV and movies, and video games share similar benefits for promoting social understanding and prosocial behaviors. Real-life stories also foster physical health, mental health, and well-being. Reg
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Book chapters on the topic "Prosocial video games"

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Redmond, Theresa, and Scott Seider. "Video Games for Prosocial Learning." In Encyclopedia of the Sciences of Learning. Springer US, 2012. http://dx.doi.org/10.1007/978-1-4419-1428-6_887.

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Lim, Ji Soo. "The Process of Prosocial Behavior Between Players/Characters in Digital Games." In Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-7271-9.ch043.

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To understand the influence of video games on the player, several important questions must be answered. First, what accounts for the higher level of engagement in digital games relative to other entertainment media? Furthermore, what kind of experience does the player have during gameplay? Specifically, what does the player think when he or she interacts with other characters in the game? This study examines digital games with a focus on the interaction between the game itself and the person playing it. Among the various social behaviors elicited by digital games, much attention has been given
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Tshen, Ho Wei, and Angeline Khoo. "Leadership Behaviors among Gamers and Student Leaders." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch089.

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This study explored the relationship between leadership in video games and in real-life. The effects of motivation of play, prosocial orientation, and the social context of play on leadership behavior were also investigated. A Game Leadership Behavior questionnaire was constructed to measure game leadership. Other measures included the Leadership Behavior Description Questionnaire, the Motivation of Play questionnaire, Prosocial Orientation Questionnaire (POQ), and questions identifying the type of game play participants were involved in. A total of 321 students participated in the study. All
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Reese, Elaine. "The Bright Side of Stories." In How Stories Change Us. Oxford University Press, 2024. http://dx.doi.org/10.1093/oso/9780197747902.003.0001.

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Abstract Stories from books, TV, movies, video games, theatre, and real life help social understanding, health, and thriving. Reading and watching fiction, and playing video games with a storyline, benefit empathy, emotional understanding, theory of mind, perspective-taking, and prosocial behavior and attitudes. These effects are stronger for romance, domestic/literary, and suspense genres, and weaker for science fiction. Watching narrative films containing health messages also promotes healthy behavior more than fact-based advice. Telling life stories about negative and positive events with t
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Conference papers on the topic "Prosocial video games"

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Langlois, Danielle Kathryn, Scott Drury, and Simone Kriglstein. "Press H to Help: The Impact of Prosocial Video Games on Prosocial Behaviors by Exposure Time." In FDG 2023: Foundations of Digital Games 2023. ACM, 2023. http://dx.doi.org/10.1145/3582437.3582459.

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Xuanwen, Liu, and Zhang Meng. "The impact of video games on minors: A review of aggressive and prosocial research." In 2011 International Conference on Electrical and Control Engineering (ICECE). IEEE, 2011. http://dx.doi.org/10.1109/iceceng.2011.6056872.

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George, Birgit Christina, Marc Schwettmann, Angela Kreienkamp, and Kerstin Müller. "Prosocial activities in video games player type based study concerning the genres assively Multiplayer Online, Shooter and Role-Playing Games." In ECCE 2022: 33rd European Conference on Cognitive Ergonomics. ACM, 2022. http://dx.doi.org/10.1145/3552327.3552361.

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Reports on the topic "Prosocial video games"

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Martínez-Cano, FJ, R. Cifuentes-Albeza, and B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.

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Rodríguez Chatruc, Marisol, and Sandra V. Rozo. How Does it Feel to Be Part of the Minority?: Impacts of Perspective Taking on Prosocial Behavio. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003612.

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Can online experiences that illustrate the lives of vulnerable populations improve prosocial behaviors and reduce prejudice? We randomly assign 850 individuals to: i) an online game that immerses individuals in the life decisions of a Venezuelan migrant and ii) a documentary about the migration process of Venezuelans to Colombia. Both treatments effectively improve altruism and reduce prejudice towards migrants. The impacts of both treatments are not statistically different in any of the other outcomes that we examine. The effects of the game are mainly driven by changes in perspective-taking
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