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Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth

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Abstract

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.

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Authors’ Contributions

SG conceived of the current study, analyzed data, and wrote the main draft of the manuscript; CFJ participated in the design of the current study and analysis, as well as drafting and editing of the manuscript; CKJW conceived and oversaw collection of data for the main database, maintained the main database, and helped with editing of the manuscript. All authors read and approved the final manuscript.

Funding

This research is supported by a grant from Ministry of Education, Singapore and the Media Development Authority: EPI/06AK.

Preregistration

Preregistration for the study (hypotheses and main analyses) can be found at: https://aspredicted.org/see_one.php.

Data Sharing and Declaration

This manuscript’s data will not be deposited. Raw data will be provided upon request.

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Correspondence to Christopher J. Ferguson.

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The authors declare no competing interests.

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Approval for this study was obtained from the University IRB and the ethics review board of the National Healthcare Group (Singapore) prior to the study commencement.

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Letters of parental consent were obtained through the schools on behalf of all participants.

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Garcia, S., Ferguson, C.J. & John Wang, C.K. Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth. J Youth Adolescence 51, 62–73 (2022). https://doi.org/10.1007/s10964-021-01512-1

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