Investigating prosocial gameplay and prosocial self-concept
Links to Fileshttp://library.towson.edu/cdm/ref/collection/etd/id/47901
MetadataShow full item record
Type of Workapplication/pdf
vi, 87 pages
DepartmentTowson University. Department of Psychology
Video games are an increasingly popular form of entertainment media, with the hardware and software more now than ever finding their way into the homes of youths. The present study sought to expand on prior research concerning video game play and self-concept, while also adding to the prosocial video game literature generally. Specifically, this research tested whether playing a prosocial video game encouraged individuals to automatically associate themselves with prosocial ideas, that is, prosocial self-concept. An implicit association test (IAT) was developed to investigate this research question. A measure of helping behavior was also implemented via a tangram help/hurt task, with the idea that self-concept is a contributing factor in determining behavioral outcomes. One hundred student participants played two sessions (10 minutes each) of either a prosocial or a neutral video game, followed by measures of prosocial self-concept and helping behavior. Results indicated that those who played the prosocial video game more readily associated themselves with prosocial ideas as compared to those who played the neutral game, though there was no effect on helping behavior. Interpretation and implications of these findings are discussed, as are possible future directions for this line of research.