Now showing 1 - 2 of 2
  • Publication
    Video game use and prosocial behaviour: an investigation into the relationship between prosocial video game use, empathy and prosocial behaviour in children and adolescents from different socio-economic groups
    (University College Dublin. School of Psychology, 2016)
    1. Objectives: The main aim of this study was to determine if there was a positive relationship between prosocial video game use and prosocial behaviour in Irish children and adolescents. In addition this study had three related objectives: to determine if prosocial video game use was positively associated with empathy in children and adolescents; to determine if the relationship between prosocial video game use and prosocial behaviour remained significant after controlling for theoretically relevant variables such as sociodemographic variables and weekly game play; to determine if there was a negative relationship between violent video game use and prosocial behaviour in children and adolescents.2. Method: This study had a cross-sectional correlational design. Data were collected from 538 9-15 year old children and adolescents between March and December 2014. Participants completed measures of empathy, prosocial behaviour and video game habits. Teachers rated the prosocial behaviour of participants. The socio-economic status of participants was also recorded.3. Results: Multiple linear regressions were conducted on these data using two models. Prosocial video game use was positively associated with empathy and affective relationships in Models 1 and 2. This association remained significant after controlling for gender, age, violent video game use, socio-economic status and school status (disadvantaged/non-disadvantaged) in Model 1. Weekly game play was controlled for alongside the aforementioned independent variables in Model 2.4. Conclusions: These findings provide evidence that prosocial video game use could develop empathic concern and improve affective relationships in a diverse population of youth.
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  • Publication
    Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour
    Objective: The main aim of this study was to determine if there was a positive relationship between prosocial video game use and prosocial behaviour in children and adolescents. Method: This study had a cross-sectional correlational design. Data were collected from 538 9–15 year old children and adolescents between March and December 2014. Participants completed measures of empathy, prosocial behaviour and video game habits. Teachers rated the prosocial behaviour of participants. The socioeconomic status of participants was also gathered. Results: Multiple linear regressions were conducted on these data. Prosocial video game use was positively associated with the tendency to maintain positive affective relationships, cooperation and sharing as well as empathy. This association remained significant after controlling for gender, age, school type (disadvantaged/non-disadvantaged), socioeconomic status, weekly game play and violent video game use. Conclusions: These findings provide evidence that prosocial video game use could develop empathic concern and improve affective relationships in a diverse population of young people.
    Scopus© Citations 57  2756