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.
Full textGreitemeyer, 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.
Full textGreitemeyer, 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.
Full textMaraza-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.
Full textGreitemeyer, 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.
Full textGreitemeyer, 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.
Full textBreuer, 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.
Full textNecula, 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.
Full textGreitemeyer, 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.
Full textVanegas 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.
Full textSHAO, Rong, Zhaojun TENG, and Yanling LIU. "How violent video games affect prosocial outcomes: A meta-analysis." Advances in Psychological Science 27, no. 3 (2019): 453. http://dx.doi.org/10.3724/sp.j.1042.2019.00453.
Full textBreves, Priska. "Reducing Outgroup Bias through Intergroup Contact with Non-Playable Video Game Characters in VR." PRESENCE: Virtual and Augmented Reality 27, no. 3 (2020): 257–73. http://dx.doi.org/10.1162/pres_a_00330.
Full textİNANLI, Seçil, and Ayşegül METİNDOĞAN. "Preschool - Aged Children's Media Use and Its Relationship to Their Prosocial and Aggressive Behavior." e-Kafkas Eğitim Araştırmaları Dergisi 10, no. 3 (2023): 589–610. http://dx.doi.org/10.30900/kafkasegt.1374809.
Full textVelez, John A., and David R. Ewoldsen. "Helping Behaviors During Video Game Play." Journal of Media Psychology 25, no. 4 (2013): 190–200. http://dx.doi.org/10.1027/1864-1105/a000102.
Full textAnnie Jin, Seung-A. "“My Avatar Behaves Well and this Feels Right”: Ideal and Ought Selves in Video Gaming." Social Behavior and Personality: an international journal 39, no. 9 (2011): 1175–82. http://dx.doi.org/10.2224/sbp.2011.39.9.1175.
Full textTear, Morgan J., and Mark Nielsen. "Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior." PLoS ONE 8, no. 7 (2013): e68382. http://dx.doi.org/10.1371/journal.pone.0068382.
Full textTshen, Ho Wei, and Angeline Khoo. "Leadership Behaviors among Gamers and Student Leaders." International Journal of Cyber Behavior, Psychology and Learning 4, no. 3 (2014): 17–33. http://dx.doi.org/10.4018/ijcbpl.2014070102.
Full textSiu, Andrew M. H., Daniel T. L. Shek, and Ben Law. "Prosocial Norms as a Positive Youth Development Construct: A Conceptual Review." Scientific World Journal 2012 (2012): 1–7. http://dx.doi.org/10.1100/2012/832026.
Full textGentile, Douglas A., Craig A. Anderson, Shintaro Yukawa, et al. "The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies." Personality and Social Psychology Bulletin 35, no. 6 (2009): 752–63. http://dx.doi.org/10.1177/0146167209333045.
Full textSaleem, Muniba, Craig A. Anderson, and Douglas A. Gentile. "Effects of Prosocial, Neutral, and Violent Video Games on College Students' Affect." Aggressive Behavior 38, no. 4 (2012): 263–71. http://dx.doi.org/10.1002/ab.21427.
Full textHalbrook, Yemaya J., Aisling T. O’Donnell, and Rachel M. Msetfi. "When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being." Perspectives on Psychological Science 14, no. 6 (2019): 1096–104. http://dx.doi.org/10.1177/1745691619863807.
Full textTeng, Huina, Lixin Zhu, Xuanyu Zhang, and Boyu Qiu. "The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment." JMIR Serious Games 11 (November 14, 2023): e48317-e48317. http://dx.doi.org/10.2196/48317.
Full textGreitemeyer, Tobias. "The dark and bright side of video game consumption: Effects of violent and prosocial video games." Current Opinion in Psychology 46 (August 2022): 101326. http://dx.doi.org/10.1016/j.copsyc.2022.101326.
Full textSestir, Marc A., and Bruce D. Bartholow. "Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes." Journal of Experimental Social Psychology 46, no. 6 (2010): 934–42. http://dx.doi.org/10.1016/j.jesp.2010.06.005.
Full textFerrari, Manuela, Sarah V. McIlwaine, Gerald Jordan, Jai L. Shah, Shalini Lal, and Srividya N. Iyer. "Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games." JMIR Mental Health 6, no. 5 (2019): e12418. http://dx.doi.org/10.2196/12418.
Full textHarrington, Brian, and Michael O’Connell. "Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour." Computers in Human Behavior 63 (October 2016): 650–58. http://dx.doi.org/10.1016/j.chb.2016.05.062.
Full textIten, Glena H., Julia Ayumi Bopp, Clemens Steiner, Klaus Opwis, and Elisa D. Mekler. "Does a prosocial decision in video games lead to increased prosocial real-life behavior? The impact of reward and reasoning." Computers in Human Behavior 89 (December 2018): 163–72. http://dx.doi.org/10.1016/j.chb.2018.07.031.
Full textWhitaker, Jodi L., and Brad J. Bushman. "“Remain Calm. Be Kind.” Effects of Relaxing Video Games on Aggressive and Prosocial Behavior." Social Psychological and Personality Science 3, no. 1 (2011): 88–92. http://dx.doi.org/10.1177/1948550611409760.
Full textBoxer, Paul, Christopher L. Groves, and Meagan Docherty. "Video Games Do Indeed Influence Children and Adolescents’ Aggression, Prosocial Behavior, and Academic Performance." Perspectives on Psychological Science 10, no. 5 (2015): 671–73. http://dx.doi.org/10.1177/1745691615592239.
Full textSaleem, Muniba, Craig A. Anderson, and Douglas A. Gentile. "Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors." Aggressive Behavior 38, no. 4 (2012): 281–87. http://dx.doi.org/10.1002/ab.21428.
Full textFerguson, Christopher J., Allen Copenhaver, and Patrick Markey. "Reexamining the Findings of the American Psychological Association’s 2015 Task Force on Violent Media: A Meta-Analysis." Perspectives on Psychological Science 15, no. 6 (2020): 1423–43. http://dx.doi.org/10.1177/1745691620927666.
Full textGitter, Seth A., Patrick J. Ewell, Rosanna E. Guadagno, Tyler F. Stillman, and Roy F. Baumeister. "Virtually justifiable homicide: The effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition." Aggressive Behavior 39, no. 5 (2013): 346–54. http://dx.doi.org/10.1002/ab.21487.
Full textCoyne, Sarah M., Wayne A. Warburton, Lee W. Essig, and Laura A. Stockdale. "Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence." Developmental Psychology 54, no. 10 (2018): 1868–80. http://dx.doi.org/10.1037/dev0000574.
Full textLi, Yan, Tao Deng, Matthew David Thurston, and Philipp Kanske. "Affective empathy mediates the positive effect of prosocial video games on young children’s sharing behavior." Cognitive Development 67 (July 2023): 101343. http://dx.doi.org/10.1016/j.cogdev.2023.101343.
Full textBruno, Bruna, Marisa Faggini, and Anna Parziale. "Motivation, Incentives and Performance: An Interdisciplinary Review." International Journal of Business and Management 12, no. 12 (2017): 29. http://dx.doi.org/10.5539/ijbm.v12n12p29.
Full textWang, Jiangnan, and Brianna Zhang. "Effects of Aggression, Empathy, and Schadenfreude on Behavior and Thoughts in Violent and Prosocial Video Games." Journal of Education, Humanities and Social Sciences 18 (August 11, 2023): 97–102. http://dx.doi.org/10.54097/ehss.v18i.10962.
Full textPrzybylski, Andrew K., and Netta Weinstein. "Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report." Royal Society Open Science 6, no. 2 (2019): 171474. http://dx.doi.org/10.1098/rsos.171474.
Full textCastillo, Evelyn Fernández. "USE OF VIDEO GAMES AND THEIR RELATIONSHIP WITH PROTECTIVE FACTORS OF MENTAL HEALTH." Child in a Digital World 1, no. 1 (2023): 81. http://dx.doi.org/10.61365/forum.2023.063.
Full textReed, Lawrence Ian, Yanal Matari, Molly Wu, and Revathi Janaswamy. "Emotional Tears: An Honest Signal of Trustworthiness Increasing Prosocial Behavior?" Evolutionary Psychology 17, no. 3 (2019): 147470491987242. http://dx.doi.org/10.1177/1474704919872421.
Full textHauge, Theresa C., Daniel P. Ferris, and Rachael D. Seidler. "Individual differences in cooperative and competitive play strategies." PLOS ONE 18, no. 11 (2023): e0293583. http://dx.doi.org/10.1371/journal.pone.0293583.
Full textTear, Morgan J., and Mark Nielsen. "Video games and prosocial behavior: A study of the effects of non-violent, violent and ultra-violent gameplay." Computers in Human Behavior 41 (December 2014): 8–13. http://dx.doi.org/10.1016/j.chb.2014.09.002.
Full textBorrego-Ruiz, Alejandro, and Juan J. Borrego. "Adolescent Aggression: A Narrative Review on the Potential Impact of Violent Video Games." Psychology International 7, no. 1 (2025): 12. https://doi.org/10.3390/psycholint7010012.
Full textKurniawan, I. Gde Yudhi, I. Komang Ana Mahardika, Luh Nyoman Alit Aryani, and I. Ketut Arya Santosa. "Relationship of strength and difficulty factors and video game addiction in adolescents of Denpasar Junior High School." International journal of health & medical sciences 7, no. 4 (2024): 98–107. http://dx.doi.org/10.21744/ijhms.v7n4.2329.
Full textThiel, Jaye Johnson, and Karen Wohlwend. "#Playrevolution: Engaging Equity through the Power of Play." Teachers College Record: The Voice of Scholarship in Education 123, no. 3 (2021): 1–7. http://dx.doi.org/10.1177/016146812112300301.
Full textShoshani, Anat, and Maya Krauskopf. "The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children's basic psychological needs and prosocial behavior." Computers in Human Behavior 116 (March 2021): 106641. http://dx.doi.org/10.1016/j.chb.2020.106641.
Full textAnderson, Craig A., and Brad J. Bushman. "Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature." Psychological Science 12, no. 5 (2001): 353–59. http://dx.doi.org/10.1111/1467-9280.00366.
Full textHu, Jialiangli. "Effect of Choice of Family Activities on Prosocial Behavior in Preschool Children." Lecture Notes in Education Psychology and Public Media 81, no. 1 (2025): 42–48. https://doi.org/10.54254/2753-7048/2025.20377.
Full textPurnama, Sigit, Maulidya Ulfah, Laili Ramadani, Bahbibi Rahmatullah, and Iqbal Faza Ahmad. "Digital Storytelling Trends in Early Childhood Education in Indonesia: A Systematic Literature Review." JPUD - Jurnal Pendidikan Usia Dini 16, no. 1 (2022): 17–31. http://dx.doi.org/10.21009/jpud.161.02.
Full textKhoiri, Muhammad Hilmy, and Abdul Muhid. "EFFECTIVENESS OF ONLINE VIDEO GAMES IN CINEMATHERAPY TO IMPROVE STUDENT'S PROSOCIAL BEHAVIOR." EDUCATIONE, August 9, 2023, 48–54. http://dx.doi.org/10.59397/edu.v1i2.15.
Full textQiu, Boyu, and Wei Zhang. "Video Game Feedback Learning and Aggressive or Prosocial Effects." Social Science Computer Review, August 22, 2024. http://dx.doi.org/10.1177/08944393241277556.
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