The increasing popularity of online videogames has raised questions concerning their potential to influence online and offline social behaviour. Previous research on social behaviour in relation to playing videogames has often focused on either cooperation (playing in pairs against the game) or competition (playing alone against other players); however, videogames, particularly multiplayer online games, often include both. This study investigates prosocial behaviour in videogames with both cooperative and competitive elements—team-based player versus player (PvP) games—and aims to examine whether the amount of time spent playing these games is related to in-game prosocial behaviour. A cross-sectional survey was conducted among 727 responden...
There is a growing population of studies concerning the effects of video games on people\u27s prosoc...
Previous research has shown that playing violent video games increased aggressive tendencies. Howeve...
We relate different self-reported measures of computer use to individuals' propensity to cooperate i...
The increasing popularity of online videogames has raised questions concerning their potential to in...
Past research indicates that prosocial video game play has a role in subsequent prosocial behaviors,...
Although dozens of studies have documented a relation-ship between violent video games and aggressiv...
Although dozens of studies have documented a relationship between violent video games and aggressive...
Experimental evidence has pointed toward a negative effect of violent video games on social behavior...
Media effects research has shown that video games can have both antisocial and prosocial effects, de...
The use of technology for training purposes is a growing field. Many of the traits for successful te...
Background: Past research has found that playing a classic prosocial video game resulted in heighten...
Although dozens of studies have documented a relation-ship between violent video games and aggressiv...
The aim of this study was to determine what impact (if any) the context (isolated vs. social) of pla...
Previous studies on the positive effects of video games have suggested that prosocial behavior obser...
Past research provided abundant evidence that exposure to violent video games increases aggressive t...
There is a growing population of studies concerning the effects of video games on people\u27s prosoc...
Previous research has shown that playing violent video games increased aggressive tendencies. Howeve...
We relate different self-reported measures of computer use to individuals' propensity to cooperate i...
The increasing popularity of online videogames has raised questions concerning their potential to in...
Past research indicates that prosocial video game play has a role in subsequent prosocial behaviors,...
Although dozens of studies have documented a relation-ship between violent video games and aggressiv...
Although dozens of studies have documented a relationship between violent video games and aggressive...
Experimental evidence has pointed toward a negative effect of violent video games on social behavior...
Media effects research has shown that video games can have both antisocial and prosocial effects, de...
The use of technology for training purposes is a growing field. Many of the traits for successful te...
Background: Past research has found that playing a classic prosocial video game resulted in heighten...
Although dozens of studies have documented a relation-ship between violent video games and aggressiv...
The aim of this study was to determine what impact (if any) the context (isolated vs. social) of pla...
Previous studies on the positive effects of video games have suggested that prosocial behavior obser...
Past research provided abundant evidence that exposure to violent video games increases aggressive t...
There is a growing population of studies concerning the effects of video games on people\u27s prosoc...
Previous research has shown that playing violent video games increased aggressive tendencies. Howeve...
We relate different self-reported measures of computer use to individuals' propensity to cooperate i...