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
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|Title:||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||Authors:||Harrington, Brian||metadata.dc.contributor.advisor:||O'Connell, Michael||Permanent link:||http://hdl.handle.net/10197/8536||Date:||2016||Abstract:||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.||Type of material:||Master Thesis||Publisher:||University College Dublin. School of Psychology||Advisor:||M.Litt.||Copyright (published version):||2016 the author||Keywords:||Children and adolescents;Different socioeconomic groups;Empathy;Prosocial behaviour;Prosocial video game use;Violent video game use||Language:||en||Status of Item:||Peer reviewed|
|Appears in Collections:||Psychology Theses|
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