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

How researchers see this paper

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In Literature and Literary Theory

  1. Dirk O. Mügge
  2. Tobias Greitemeyer

In Social Psychology

  1. Dirk O. Mügge
  2. Tobias Greitemeyer

In Sociology and Political Science

  1. Dirk O. Mügge
  2. Tobias Greitemeyer

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