Prosocial video games reduce aggressive cognitions
By Tobias Greitemeyer, Silvia Osswald. 2009
156 citations recorded by the source corpus.
Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In: P. Vorderer & J. Bryant (Eds.), Playing video games motives responses and consequences (pp. 363–378). Mahwah, NJ: Lawrence Erlbaum], depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/da0211e02ea26bc7395778c9a036a3806a0c3659
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Citations in the corpus
- Video Games Do Affect Social Outcomes (2014, background): “Moreover, prosocial video game play has been found to increase positive affect (Saleem, Anderson, & Gentile, 2012a) and the accessibility of prosocial thoughts (Greitemeyer & Osswald, 2011) and to decrease the accessibility of aggressive thoughts (Greitemeyer & Osswald, 2009).”
- Effects of Prosocial Media on Social Behavior (2011, background): “In one study at PENNSYLVANIA STATE UNIV on March 6, 2016cdp.sagepub.comDownloaded from (Greitemeyer & Osswald, 2009), after participants had played either a prosocial or a neutral video game, they completed three ambiguous story stems (e.g., one made an appointment with a friend to watch a movie,…”