2020
DOI: 10.1089/cyber.2019.0745
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Short-Term Prosocial Video Game Exposure Influences Attentional Bias Toward Prosocial Stimuli

Abstract: Research has shown that violent video games induce attentional bias toward aggressive information. However, the effects of prosocial video games on selective attention are poorly understood. This study investigated attentional bias toward prosocial stimuli at different presentation durations (i.e., 100, 500, and 1,250 milliseconds [ms]) after short-term prosocial video game exposure. Sixty males (mean age: 20.26 years; range: 19-23 years) participated in this study. Half of them played a prosocial video game f… Show more

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Cited by 10 publications
(12 citation statements)
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References 31 publications
(35 reference statements)
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“…On the one hand, based on the sample size used in previous studies on attentional bias (Liu et al, 2017; Qiu et al, 2020) and, on the other hand, based on the effect size and efficacy value (0.8) reported in relevant studies (Koster et al, 2005), G-Power 3.1.7 was used to estimate the sample size of this study. Finally, the sample size of the experimental plan was 36 people in each group.…”
Section: Methodsmentioning
confidence: 99%
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“…On the one hand, based on the sample size used in previous studies on attentional bias (Liu et al, 2017; Qiu et al, 2020) and, on the other hand, based on the effect size and efficacy value (0.8) reported in relevant studies (Koster et al, 2005), G-Power 3.1.7 was used to estimate the sample size of this study. Finally, the sample size of the experimental plan was 36 people in each group.…”
Section: Methodsmentioning
confidence: 99%
“…Music, like video games, belongs to the category of social media; they may have great similarities in terms of their impact on individuals (Buckley & Anderson, 2006). Previous studies have found that individuals exhibit attentional bias toward corresponding information after coming in contact with a prosocial or violent video game, specifically in regard to attentional engagement and difficulty in attentional disengagement (Liu et al, 2017; Qiu et al, 2020). For instance, Qiu et al (2020) found that after exposure to prosocial video games, people were more likely to focus on prosocial information; that is, produce attentional engagement to prosocial information.…”
mentioning
confidence: 99%
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“…After they finished gaming, participants in the video game group rated their game experience [ 33 ]. Participants used a 10-point scale (0 = totally disagree, 9 = totally agree) to rate whether the game was action-packed, enjoyable, exciting, entertaining, fun, involving, hard to play and frustrating; the extent to which they felt able to play the game; and whether the game had violent or prosocial content.…”
Section: Instrumentsmentioning
confidence: 99%
“…On the one hand, most video-game players in China play through their touchscreen phones [ 32 ]. On the other hand, social information displayed in the video game may affect participants’ attentional processing [ 33 ]. The type of game used in the current study conveys less social information.…”
Section: Introductionmentioning
confidence: 99%