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The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children's basic psychological needs and prosocial behavior
Computers in Human Behavior ( IF 9.0 ) Pub Date : 2021-03-01 , DOI: 10.1016/j.chb.2020.106641
Anat Shoshani , Maya Krauskopf

Abstract The current study examined the differential impact of playing a violent multiplayer online game in the co-player mode compared to the single mode on children's subsequent prosocial behavior. Satisfaction of the psychological needs of competence, relatedness, positive-emotions, and enjoyment was examined as possible mediator of the hypothesized effect of cooperative violent game on prosociality. The sample was composed of 845 nine to twelve-year-olds who were randomly allocated to a 2 (game content: violent versus neutral) X 2 (game mode: single-versus co-player) between-subjects design. After playing one type of video game, the participants were asked to engage in two types of prosocial tasks where they could provide assistance to the experimenter and donate money to charity. Compared to the single-player conditions, the participants in the cooperative conditions engaged in more prosocial behaviors. The violent co-player condition was associated with more helping behaviors than the neutral co-player condition. Increased satisfaction of psychological needs was shown to act as a mediator. The social context and the psychological experience influenced the participants' prosocial behavior more than the formal content of the game.

中文翻译:

Fortnite 社会悖论:暴力合作多人视频游戏对儿童基本心理需求和亲社会行为的影响

摘要 当前的研究调查了在多人模式下玩暴力多人在线游戏与单人模式相比对儿童随后的亲社会行为的不同影响。对能力、相关性、积极情绪和享受的心理需求的满足被视为合作暴力游戏对亲社会性的假设影响的可能中介。样本由 845 名 9 至 12 岁的儿童组成,他们被随机分配到 2(游戏内容:暴力对中立)X 2(游戏模式:单人对合作玩家)之间的被试设计。在玩一种类型的视频游戏后,参与者被要求从事两种类型的亲社会任务,他们可以为实验者提供帮助,并向慈善机构捐款。与单人条件相比,合作条件下的参与者从事更多的亲社会行为。与中立的合作伙伴条件相比,暴力合作伙伴条件与更多的帮助行为相关。心理需求的增加被证明可以起到中介作用。与游戏的正式内容相比,社会背景和心理体验对参与者的亲社会行为的影响更大。
更新日期:2021-03-01
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