Recent work on the social effects of video gaming has moved away from the view they are detrimental, and has instead demonstrated how they may be a force for good. One example is how collaborative intergroup play can reduce prejudice between groups. However, this literature is at a nascent stage, and many of the intricacies of such a mechanism are unknown. Previous work has predominantly used attitude scales and ignored other measures. Factors such as the role of the opponent in games and what may be the mechanism behind any effects have likewise received little attention. In this laboratory study, participants played collaborative games with an outgroup member or alone. Their opponent was also reported to be computer controlled or controlled by another person. Following play, intergroup anxiety was reported, and participants wrote a short passage of prose regarding the outgroup and rated on attitude scales. Analysis demonstrated that playing with outgroup members was indeed an effective method of increasing the positivity toward outgroup members, reflected in both scale and prose measures. Anxiety was also found to be a significant mediator; however, it was less clear whether a human opponent moderated any effects. Further ideas of how these findings could be developed are then discussed.
Public Policy Relevance StatementPlaying collaborative video games with individuals who belong to rival groups reduces subsequent prejudice toward that group as a whole. This is reflected not only in attitude measures but also in the language used to refer to that group. The effect seems to be mediated by reducing anxiety about another group's members, and does not seem reliant on playing against a human opponent. This offers a useful and efficient way to improve relations between rival groups.