“…For instance, Batson and colleagues (Batson, Eklund, Chermok, Hoyt, & Ortiz, 2007) suggested that perceived need, imagining the other's perspective, and valuing the other's welfare are antecedents of empathy. With regard to schadenfreude, research has shown that perceivers are more likely to experience schadenfreude if the misfortune is perceived as deserved (Feather & Sherman, 2002), if the misfortune is befalling an envied person (Smith, Turner, Garonzik, Leach, Urch-Druskat, & Weston, 1996), or if the person befalling the misfortune is disliked (Hareli & Weiner, 2002). It thus may be that playing prosocial video games increases the accessibility of prosocial thoughts, which in turn evokes one of these direct antecedents of empathy and schadenfreude.…”