Article : Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior
  • Auteurs
    David R. Ewoldsen, Cassie A. Eno, Bradley M. Okdie, John A. Velez, Rosanna E. Guadagno, Jamie DeCoster
  • Année de publication
    2012
  • Journal
    Cyberpsychology, Behavior, and Social Networking
  • Abstract (dans sa langue originale)

    Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors—a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.

  • Identifiant unique
    10.1089/cyber.2011.0308
  • Accéder à la référence
  • Apparait dans la controverse
    Les jeux vidéo, et ceux à caractère violent en particulier, rendent-ils plus agressifs dans la vie de tous les jours ?
  • Comment les contributeurs jugent la qualité scientifique de cette référence :

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  • Les jeux vidéo, et ceux à caractère violent en particulier, rendent-ils plus agressifs dans la vie de tous les jours ? Oui ou Non
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