“…For example, when playing alone, prosocial behavior is relatively similar across participants who play ultraviolent, violent, and nonviolent video games (Tear & Nielsen, 2014). Some study findings indicate that VVGs themselves have little to no relationship to prosocial behavior (Ferguson, 2015; Tear & Nielsen, 2013), whereas others demonstrate that VVGs are associated with lower prosocial behavior (Anderson & Bushman, 2001; Coyne, Warburton, Essig, & Stockdale, 2018). However, research has demonstrated that adding a prosocial aspect to the game, such as protecting another character—either one controlled by another player or an NPC—can increase prosocial and helping behavior (Gitter, Ewell, Guadagno, Stillman, & Baumeister, 2013; Velez, Greitemeyer, Whitaker, Ewoldsen, & Bushman, 2016; Velez et al, 2014).…”