Gaming For Good
Gaming For Good
Gaming For Good
n J. Graham (Ed.), Video games: Parents' perceptions, role of social media and effects on behavior
(pp. 141-166). Nova.
T he effect s of playing cooperat ive and compet it ive video games on t eamwork and t eam performance
John Leddo
Moral posit ioning in video games and it s relat ion wit h disposit ional t rait s: T he emergence of a social d…
Giuseppe Riva
Chapter
ABSTRACT
The number of publications pertaining to video gaming and its
effects on subsequent behavior has more than tripled from the past to the
current decade. This surge of research parallels the ubiquitousness of
video game play in everyday life, and the increasing concern of parents,
educators, and the public regarding possible deleterious effects of
gaming. Numerous studies have now investigated this concern. Recently,
research has also begun to explore the possible benefits of gaming, in
particular, increasing prosocial behaviour. This chapter presents a
comprehensive review of the research literature examining the effects of
video game playing on prosocial behaviour.
Within this literature, a variety of theoretical perspectives and
research methodologies have been adopted. For example, many
researchers invoke the General Learning Model to explain the
mechanisms by which video games may influence behaviour. Other
researchers refer to frameworks involving moral education, character
education, and care-ethics in their examination of the relationship
between gaming and prosocial development. Diverse parameters have
been explored in these studies. For example, different studies have
Email: PassmoreH@alumni.ubc.ca.
2
Holli-Anne Passmore and Mark D. Holder
assessed both the immediate and delayed impacts of gaming, and
investigated the effects of different durations of video game playing.
Additionally, based on each study’s operational definitions of “aggressive
behaviour” and “prosocial behaviour”, a variety of behaviours have been
assessed and different measures have been employed. For instance,
studies have used self-report measures of empathy, the character strengths
of generosity and kindness, and the level of civic engagement, as well as
used word-completion and story completion tasks and tit-for-tat social
situation games such as “Prisoners' Dilemma”. These studies have
examined both changes in aggressive and prosocial behaviours.
“Video games” collectively span a wide spectrum of content,
contexts, and player engagement modalities. Therefore, researchers have
focused on different aspects of the video games and on different aspects
of the context or structure within which the games are played.
Competitive versus cooperative games have been studied, as have
antisocial versus prosocial games; additionally, combinations of these
facets (e.g., games that use violent or antisocial methods to achieve
prosocial goals) have been studied. The effects of solo game playing
versus co-playing with another research participant have also been
studied.
A cross-section of the variety of perspectives, methodologies,
findings and foci of research within the study of video game playing and
prosocial behaviour is included in this literature review. Despite the wide
array of research approaches and questions, gaps exist within the video
game—prosocial behaviour literature. This is not surprising, given that
this is a relatively new domain of research. We conclude the chapter,
therefore, by proposing future research questions and directions with
which to address this gap in our knowledge.
APPENDIX
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