Is prosocial video game exposure related to prosociality? An ERP study based on a prosocial help needed decision task

亲社会行为 心理学 移情 任务(项目管理) 移情关怀 电子游戏 社会心理学 助人行为 个人痛苦 发展心理学 透视法 多媒体 计算机科学 经济 管理
作者
Zhaojun Teng,Qian Nie,Yanling Liu,Cheng Guo
出处
期刊:Computers in Human Behavior [Elsevier]
卷期号:79: 30-39 被引量:16
标识
DOI:10.1016/j.chb.2017.10.014
摘要

Previous research has shown that exposure to prosocial video games increases empathy and related-prosocial behaviors. However, little is known about the neural correlates of this effect. This work examined the electrophysiological features of the prosocial video game effect on prosociality by using a help-needed decision task. Seventy participants played either prosocial or neutral video games for 20 min and then participated in an event-related potential (ERP) experiment that estimated the perceived need for help in others and prosocial behavior (i.e., charitable money donated). The results showed no significant differences between the two games in perceived need for help and money donation (prosocial behavior). Moreover, there were inconsistent results for N2 and P300 waves, in which weak evidence was found for larger frontal N2 when help was needed but not offered in the prosocial video game group; however, there were no differences in right-parietal P300 amplitudes. These findings provide no supportive evidence for the general learning model, which proposes that prosocial video games may promote empathy and prosocial-related behaviors. However, we should note the limitation of the small sample size. Further implications and limitations are discussed.
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