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Journal Article

Citation

Saleem M, Anderson CA, Gentile DA. Aggressive Behav. 2012; 38(4): 281-287.

Affiliation

Department of Psychology, Center for the Study of Violence, Iowa State University, Ames, Iowa.

Copyright

(Copyright © 2012, International Society for Research on Aggression, Publisher John Wiley and Sons)

DOI

10.1002/ab.21428

PMID

25363697

Abstract

Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects. Aggr. Behav. 38:281-287, 2012. © 2012 Wiley Periodicals, Inc.


Language: en

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