Abstract

A majority of the video game literature focuses on the negative effects of violent gaming. In addition, research tends not to analyze in-game practices of varying game genres; instead, researchers treat games as largely uniform interactive media. This study addresses gaming from multiple perspectives, including in-game prosocial actions, learning about civics, and witnessing or practicing antisocial behaviors while gaming. Using the uses and gratifications perspective and social-cognitive theories of gaming as the theoretical backbones, this study analyzed a nationally representative and convenience sample dataset using multiple regression analyses. Several genres revealed positive associations with in-game prosocial actions, learning about civics, and witnessing and/or practicing antisocial behaviors while gaming. Specifically, the role-playing genre was related to prosocial behaviors, learning about civics, and the antisocial behaviors. Similarly, the first-person shooter genre correlated significantly with each of the five dependent variables. Thus, several genres necessitate that gamers behave prosocially, antisocially, and educationally. This lends credence to the argument that games do not simply have negative effects on individuals but can simultaneously have positive effects. These results are discussed in terms of reimagining the social-cognitive theories of gaming, given that the stimulus inherent in each genre is more complicated than traditional games studies assume.

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