Chambers J H, Ascione F R
Department of Psychology, Utah State University, Logan 84322-2810.
J Genet Psychol. 1987 Dec;148(4):499-505. doi: 10.1080/00221325.1987.10532488.
We investigated the effects of a prosocial and an aggressive videogame on children's prosocial behavior. Third-, fourth-, seventh-, and eighth-grade boys and girls (N = 160) were randomly assigned to either a control condition or one of four treatment conditions. In two of the treatment conditions, children played a videogame with prosocial content either singly or cooperatively with another child. In the other two conditions, children played an aggressive videogame either singly or competitively. Subsequent levels of donating and helping were measured. A three-way analysis of variance indicated that older students donated significantly more than did younger students. Children who played either of the aggressive videogames donated significantly less than did those who played prosocial games by themselves. No significant effects were found for helping. Playing the prosocial videogame did not increase prosocial responding, but playing the aggressive videogame tended to suppress this behavior. The failure of the prosocial game to accelerate prosocial responding might be due to the relatively brief treatments used in this study and/or to the particular prosocial videogame utilized.
我们研究了亲社会类电子游戏和攻击性电子游戏对儿童亲社会行为的影响。三、四、七、八年级的男女生(N = 160)被随机分配到一个控制组或四个实验组之一。在其中两个实验组中,儿童单独或与另一名儿童合作玩一款具有亲社会内容的电子游戏。在另外两个实验组中,儿童单独或竞争性地玩一款攻击性电子游戏。随后对捐赠和帮助行为的水平进行了测量。一项三因素方差分析表明,年龄较大的学生捐赠的显著多于年龄较小的学生。玩任何一款攻击性电子游戏的儿童捐赠的显著少于独自玩亲社会游戏的儿童。在帮助行为方面未发现显著影响。玩亲社会电子游戏并未增加亲社会反应,但玩攻击性电子游戏往往会抑制这种行为。亲社会游戏未能加速亲社会反应,可能是由于本研究中使用的处理时间相对较短和/或所使用的特定亲社会电子游戏。