2010
DOI: 10.1016/j.jesp.2010.06.005
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Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes

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Cited by 91 publications
(84 citation statements)
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References 37 publications
(51 reference statements)
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“…Adolescents with greater empathy and helpfulness scores playing the brain training game may be exhibiting brain activity linked to greater approach motivation to succeed in performance situations that present mastery of goals and achievement (Elliot & Church, 1997). The cognitive tasks required by the brain training game could have resulted in higher left hemisphere activation in those with greater prosocial scores, which also supports Sestir and Bartholow's (2010) finding that games containing puzzle solving or logical components are able to enhance the accessibility of prosocial constructs.…”
Section: Discussionsupporting
confidence: 57%
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“…Adolescents with greater empathy and helpfulness scores playing the brain training game may be exhibiting brain activity linked to greater approach motivation to succeed in performance situations that present mastery of goals and achievement (Elliot & Church, 1997). The cognitive tasks required by the brain training game could have resulted in higher left hemisphere activation in those with greater prosocial scores, which also supports Sestir and Bartholow's (2010) finding that games containing puzzle solving or logical components are able to enhance the accessibility of prosocial constructs.…”
Section: Discussionsupporting
confidence: 57%
“…Video games containing prosocial content produce opposing outcomes compared to games with violent content (Sestir & Bartholow, 2010). Prosocial game play increases empathy and helping behaviors consistently among different cultures and age groups (Gentile, et al, 2009;Prot, et al, 2013;Saleem, Anderson, & Gentile, 2012).…”
Section: Positive Video Game Outcomesmentioning
confidence: 97%
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“…El modelo de ecuaciones estructurales que se derivó del estudio destacó la ausencia de efecto de la exposición a videojuegos violentos en la práctica de actos delictivos (sí formaron parte del modelo la violencia vista en la familia, el género masculino y la agresión rasgo). Cabe destacar por otro lado, el efecto del videojuego no agresivo, que tras una breve demora, puede provocar un aumento de la respuesta agresiva (Sestir y Bartholow, 2010); produciéndose un decremento de las diferencias entre las condiciones experimentales.…”
Section: Discussionunclassified