Video Games and Prosocial Behaviour
- Greitemeyer and Osswald (2010):
- Participants playing Lemmings = significantly more prosocial behaviour than those who played an aggressive game Lamers, or a neutral game Tetris.
- Researcher accidently knocked a cup of pencils off a table and onto the floor:
- Prosocial gamers = 67% helped pick up the pencils
- Neutral gamers = 37% helped
- Aggressive gamers = 28% helped
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Computers: Facebook use
Facebook and self-esteem
- Gonzales and Hancock (2011):
- Facebook walls can have a positive influence on our self-esteem
- Feedback posted on them by others tends to be overwhelmingly positive.
- US university students, were given three minutes to
- (1) use their facebook page (2) look at themselves in the mirror, or (3) do nothing
- Those who had interacted with their facebook page subsequently gave much more positive feedback about themselves than the other two groups.
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Video Games and Prosocial Behaviour AO2/3
Why don't prosocial video games have more of an effect?
Because they're not as common - SIMPLES.
- Greitemeyer and Osswals (2010):
- 85% of video games involve some kind of violence
- Although the content of prosocial games can have some positive effects, people who play video games are much less likely to experience this type of game
- Could be because they are seen as less attractive
- Also, video game industry is less likely to produce such games for commercial reason (less likely to sell)
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Computers: Facebook use AO2/3
How does Facebook increase self-esteem?
- Self-selection of the information we choose to represent ourselves (photos, personal details, witty comments) can have a positive influence on self-esteem
- This is because computer mediated communication offers people such an opportunity for positive self-esteem as feedback left on their 'wall' is invariably positive.
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