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Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour
Affiliation:1. Communication Department, Santa Clara University, 500 El Camino Real, Santa Clara, CA 95053, USA;2. Department of Education, Santa Clara University, 500 El Camino Real, Santa Clara, CA 95053, USA;3. Santa Clara University, 500 El Camino Real, Santa Clara, CA 95053, USA;1. Instituto Universitario de Lisboa (ISCTE-IUL) ISTAR-IUL, Portugal;2. NOVA IMS, Universidade Nova de Lisboa, Portugal;3. Unidcom/IADE, Portugal;1. School of Psychology and Human Development, London Knowledge Lab, Institute of Education, University of London, UK;2. School of Psychology and Human Development, Institute of Education, University of London, UK;3. London Knowledge Lab, Institute of Education, University of London, UK;1. School of Family Life, Brigham Young University, USA;2. Norton School of Family & Consumer Sciences, The University of Arizona, USA
Abstract:ObjectiveThe main aim of this study was to determine if there was a positive relationship between prosocial video game use and prosocial behaviour in children and adolescents.MethodThis study had a cross-sectional correlational design. Data were collected from 538 9–15 year old children and adolescents between March and December 2014. Participants completed measures of empathy, prosocial behaviour and video game habits. Teachers rated the prosocial behaviour of participants. The socioeconomic status of participants was also gathered.ResultsMultiple linear regressions were conducted on these data. Prosocial video game use was positively associated with the tendency to maintain positive affective relationships, cooperation and sharing as well as empathy. This association remained significant after controlling for gender, age, school type (disadvantaged/non-disadvantaged), socioeconomic status, weekly game play and violent video game use.ConclusionsThese findings provide evidence that prosocial video game use could develop empathic concern and improve affective relationships in a diverse population of young people.
Keywords:Prosocial video game use  Violent video game use  Prosocial behaviour  Empathy  Socioeconomic status  Young people
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