ACCEPTED MANUSCRIPTProsocial video games and aggressive cognitions 2
AbstractPrevious research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) (Buckley & Anderson, 2006), depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played.Key Words: video games; aggression; media effects
ACCEPTED MANUSCRIPTProsocial video games and aggressive cognitions 3
Prosocial video games reduce aggressive cognitionsPlaying video games is becoming more and more popular. According to recent largescale surveys, 70% of homes with children aged 2 to 17 have computers and 68% have video game equipment (Woodard & Gridina, 2000). Whereas children aged 2 to 7 spend an average of 3 to 5 hours a week playing video games (Gentile & Walsh, 2002), 8th and 9th grade students even average 9 hours per week (Gentile, Lynch, Linder, & Walsh, 2004). Overall, 87% of children play video games regularly (Walsh, Gentile, Gieske, Walsh, & Chasco, 2003). Not only children, but also young and middle-aged adults spend a considerable amount of their time playing video games. According to a recent estimate (Gentile & Anderson, 2006), the average age of a video game player is 29. This growing interest in playing video games has raised concerns about the consequences of video game play. In fact, playing video games with violent content may lead to criminal actions (Anderson & Dill, 2000) and physical violence (Gentile et al., 2004), whereas reducing children's exposure to media violence reduces aggressive tendencies (Robinson, Wilde, Navracruz, Haydel, & Varady, 2001). Thus, there is clear evidence that media exposure can be harmful to social relations.But can it be also beneficial? Does video game play not only increase, but may also decrease aggressive tendencies? In the present research, we test the hypothesis that playing prosocial (relative to neutral) video games reduces aggressive cognitions.
Effects of Media Exposure on Anti-and Prosocial TendenciesWhen accounting for the effects of exposure to violent media on anti-and prosocial tendencies researchers have predominantly referred to the General Aggression Model (GAM)proposed by Anderson and colleagues (e.g., . According to this model, the aggressive content of violent media evokes aggressive behavior through at least one of three routes: aggressive cognitions, arousal, and affect related to violence. When these variables are activated they affect the processing of new information, which in turn
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