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
The objective of the pare is to determine which positive relationship building skills can come from gaming. To gather this information, a group of young children and adolescents filled out a empathy measuring questionaries. It showed in the study that participants showed tendencies towards cooperation, sharing and empathy towards other avatars in the game. They found in conclusion that gaming with prosocial motifs and objectives could help and develop empathic concern.
The paper explains firstly that video games have been increasingly popular in youth and some people have responded to this by suggesting that video games are used in schools.
They question whether videos can be used to solve conflicts non-violently and prosocial tendencies such as cooperation to succeed.
In the study they explain the GLM (general learning model) for the preposition of learning outcomes for different scenes in the video game. They explain that there is firstly a dependence on scripts and objectives of the game to produce beneficial actions of the gamers. Secondly, levels of physiological arousal will entice a result in prosocial feelings.
Harrington, Brian, and Michael O’Connell. “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.” Computers in Human Behavior, vol. 63, Oct. 2016, pp. 650–58. Crossref, doi:10.1016/j.chb.2016.05.062.
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