Heroic video game violence and prosocial behavior
preprint
OA: closed
Abstract
Research into violent videogames has yet to investigate how violence used in videogames for prosocial purposes could affect prosocial behavior. We assigned participants to one of three videogame conditions: an antisocial violence game, a prosocial violence game, or a control game. After gameplay, participants were dismissed from the experiment, but a confederate approached them in the hallway and asked them to help the Red Cross with a blood drive. Contrasts found that participants in the hero violence condition were more prosocial than those in the gratuitous violence condition, but these conditions did not differ from the control condition. This finding is discussed in light of several limitations of the study, including the nonnormal distribution of the dependent variable and issues related to the size of the final sample.
My notes (saved in your browser only)
Citation neighborhood (no data yet)
We don't have any in-corpus citations linked to this paper yet. The paper's references may be in our DB but unresolved to ``paper_id`` (resolution happens at ingest when the cited DOI matches a row we already have). Run the cross-source citation reconcile pass to retry.
Source provenance
- europepmc
- last seen: 2026-05-19T01:45:01.086888+00:00