2022
DOI: 10.1177/08944393211069599
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Effects of Prosocial Video Games on Prosocial Thoughts and Prosocial Behaviors

Abstract: In this study, we examined the prosocial video game (PVG) versus neutral video game (NVG) effects on children’s prosocial behaviors. The first objective is to rate and choose the PVG and NVG by 67 experts. The second objective is to test whether playing a PVG can increase prosocial thoughts and behaviors. The third objective is to test the gender effects on prosocial thoughts and behaviors. The final objective is to assess the mediation effect of prosocial thoughts on prosocial behaviors. One hundred and 76 ch… Show more

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Cited by 9 publications
(8 citation statements)
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“…Finally, the efficacity of group and/or individual interventions could be tested using EmQue-vf, with the questionnaire being completed before and after the sessions. For example, the effects of training programmes (e.g., Roots of Empathy, Gordon, 2001), and of the use of children's literature (e.g., Kucirkova, 2019) or videos (e.g., Li & Zhang, 2023) on preschoolers' empathy could be observed through parents' perceptions. This questionnaire could also be a relevant measure in clinical settings, allowing clinicians to identify excessive emotional contagion, which may prevent chil-dren from regulating their own emotions and behaving appropriately in response to others' emotions.…”
Section: Discussionmentioning
confidence: 99%
“…Finally, the efficacity of group and/or individual interventions could be tested using EmQue-vf, with the questionnaire being completed before and after the sessions. For example, the effects of training programmes (e.g., Roots of Empathy, Gordon, 2001), and of the use of children's literature (e.g., Kucirkova, 2019) or videos (e.g., Li & Zhang, 2023) on preschoolers' empathy could be observed through parents' perceptions. This questionnaire could also be a relevant measure in clinical settings, allowing clinicians to identify excessive emotional contagion, which may prevent chil-dren from regulating their own emotions and behaving appropriately in response to others' emotions.…”
Section: Discussionmentioning
confidence: 99%
“…This provides children with valuable experience working in groups and with others. Li and Zhang's (2022) research showed that children playing video games that involve positive social behavior for a short time increased their positive social thoughts and prosocial behaviors. The longitudinal study by Gentile et al (2009) showed that while violent digital games increase aggressive thoughts and behaviors, prosocial game content increases prosocial thoughts and behaviors.…”
Section: Discussionmentioning
confidence: 99%
“…Here, interventions were successful in supporting children's behavioural outcomes [15], their mathematical competencies [16,17], and their literacy competencies [18]. Moreover, these interventions were successful in laboratory settings [15,16] as well as in naturalistic contexts such as in the family [19]. This effectiveness is partly due to the entertaining power of digital games that in these cases serve an educational purpose [20].…”
Section: Digital Family Interventionsmentioning
confidence: 93%
“…Consequently, utilizing these tools for the support of children's competencies' development seems to be promising. In fact, research indicates that interventions with digital tools can support children's learning (e.g., [15,16]).…”
Section: Digital Family Interventionsmentioning
confidence: 99%