Abstract

Most violent video game (VVG) research focuses on aggressive behaviors as the primary outcome variable of interest. Using pro-social behavior as the dependent variable, this study explores factors beyond VVG content as a contributing factor to player outcomes. Participants were randomly assigned to play VVG or non-VVG content with viewing screens obstructed by large pieces of paper to increase difficulty, or unobstructed. Screen condition accounted for 34.5% of the variance in pro-social behavior of helping to retrieve spilled pens. Players in obstructed viewing conditions experienced more in-game losses and engaged in significantly less helping behavior. Fewer pens were retrieved by participants in obstructed viewing conditions while playing either a VVG or non-VVG. The present study cautions against generalized assumptions that VVG content is a primary determinant of behavior and underscores the role of important contextual factors like failure and achievement loss to consider in future studies of this nature.

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