Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth.
Whether playing video games with prosocial content has an influence on empathy among players remains contentious in the research literature. Some evidence suggests playing cooperatively with other gamers enhances empathy, but data have not conclusively linked prosocial content with empathy. Further,...
| Published in: | Journal of Youth & Adolescence Vol. 51; no. 1; pp. 62 - 74 |
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| Main Authors: | , , |
| Format: | Article |
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Springer Nature
Jan2022
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| Subjects: | |
| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=154502241&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 154502241 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00472891 JYA jtl: Journal of Youth & Adolescence issn: 00472891 maglogo: N pubinfo: dt: Jan2022 vid: 51 iid: 1 pid: 237 pub: Springer Nature artinfo: ui: 154502241 10.1007/s10964-021-01512-1 ppf: 62 ppct: 12 formats: fmt: – @attributes: type: T – @attributes: type: P size: 579KB tig: atl: Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth. aug: au: Garcia, Sarah Ferguson, Christopher J. John Wang, C. K. affil: Stetson University, Deland, USA Nanyang Technological University, Singapore, Singapore su: Singapore Prosocial behavior Video games Youth psychology Empathy Cognitive ability Human behavior Executive function Cooperativeness Mental depression Anxiety Social skills Video gamers Reasoning Cognitive testing Longitudinal method sug: subj: Prosocial behavior Video games Youth psychology Empathy Cognitive ability Human behavior Executive function Cooperativeness Mental depression Anxiety Social skills Singapore Home entertainment equipment merchant wholesalers Doll, Toy, and Game Manufacturing Video game publishers Video game design and development services Video gamers Reasoning Cognitive testing Longitudinal method keyword: Adolescence Adolescence ab: Whether playing video games with prosocial content has an influence on empathy among players remains contentious in the research literature. Some evidence suggests playing cooperatively with other gamers enhances empathy, but data have not conclusively linked prosocial content with empathy. Further, mechanisms of this potential relationship are unclear, and little work has been conducted on how cognitive skills, such as fluid reasoning, may mediate this relationship. The current study examines these relationships with a large sample of 3034 youth (27.2% female, Mage = 11.2; range 8–17 at time 1) in Singapore. Data were considered longitudinally across two years in three waves. Ultimately, no evidence emerged that prosocial content in video games had any impact on empathy related outcomes, nor was fluid reasoning a mediator variable for any relationship. However, variables such as social competence and depression and anxiety symptoms were highly related to empathy measures. This evidence adds to the growing debate in the field that video games may not dramatically alter, whether positively or negatively, the development of emotional and behavioral outcomes for youth. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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