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The Impact Of Video Game On Prosocial Behavior:the Mediating Role Of Empathy

Posted on:2020-06-22Degree:MasterType:Thesis
Country:ChinaCandidate:S H QiuFull Text:PDF
GTID:2427330602457464Subject:Development and educational psychology
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Positive psychology advocates that psychologists should serve most of the relatively healthy people,focusing on the positive aspects of individuals and society,including positive emotions,positive behaviors,and the potential of individuals.Prosocial behavior is a kind of positive behavior,which refers to behaviors that are inconsistent with the expectations of the society,have no obvious benefits to the conducter,and are beneficial to the recipient of the behavior.All behaviors that benefit others' society are acts that are contrary to attacks and violations,such as Help,sympathy,comfort,cooperation,etc.are the result of a combination of personal and situational factors.Empathy,also known as empathy,refers to the ability of individuals to understand and understand other people's emotions and make appropriate feedback.It is an important personal factor that affects prosocial behavior.As one of the common entertainment methods in life,video games use images and sounds to simulate game scenes on electronic devices,and individuals can enjoy the entertainment activities of pleasure.Most of the research on video games and prosocial behavior is based on the General Learning Model(GLM),which considers video games to launch scripts that add to the nature of the script's content.At present,most video games in the game market contain some degree of violence and attack components.The negative impact of video games has attracted widespread attention from researchers,parents,schools and government departments.Research on video games and prosocial behavior has yielded some results,but most of them focus on violent video games,violent game contacts or online game addiction.Games are not only violent,but also curative,Warm,educational video games are less focused on proactive social video games.Aiming at the current situation of collegestudents' prosocial consciousness and lack of behavior,the paper explores the influence of video games on prosocial behavior and the mediating role of empathy from the perspective of positive psychology,in order to further promote the prosocial behavior of college students and provide a harmonious campus.Revelation.Study 1uses a questionnaire survey to explore the relationship between contemporary college students' video games,empathy and prosocial behavior.Study 2 further explores the impact of video games and empathy on prosocial behavior through experimental methods.Study 1: Firstly,the video game questionnaire was translated and distributed,and then the 650 college students from a university in Shanxi were investigated with the empathy scale and prosocial behavior questionnaire.Relevant analysis was used to explore the relationship between video games,empathy and prosocial behavior,and further use regression analysis to explore the mediating role of empathy in video games and prosocial behavior.The study found that prosocial video games are positively related to empathy and prosocial behavior.Prosocial video games promote individual empathy and prosocialism;violent video games are negatively correlated with empathy and prosocial behavior,and violent video games reduce individual empathy And prosocial level;regression analysis found that empathy plays an intermediary role between video games and prosocial behavior,and part of the impact of video games on prosocial behavior is through empathy.Study 2: Pre-experiment screening of pro-social experimental materials,experiment 1 using single-factor experimental design,selecting 64 college students as subjects to explore the impact of different video games on prosocial behavior.The study found that the prosocial video game group's prosocial behavior is significantly higher than the neutral video game group and the violent video game group,while the neutral video game group's prosocial behavior is also significantly higher than the violent video game group,that is,prosocial video games.The group showed more prosocial behavior.On the basis of Experiment 1,Experiment 2 involved the empathy factor,and adopted the 3*2 mixed experiment design,and re-selected 54 subjects from the studyone to conduct the experiment.The participants were subjected to high and low empathy grouping through questionnaires,and the prosocial behavior was measured after the video game was operated.The study found that:(1)Pro-social video game groups showed more prosocial behavior than high-low empathic subjects,significantly higher than the neutral video game group and the violent video game group,that is,the pro-social video game group performance.Prosocial behavior will be more;violent video game groups will show less prosocial behavior;(2)whether it is operating pro-social video games,neutral video games or violent video games,individuals in the high-community group show More prosocial behavior.
Keywords/Search Tags:Video Game, College Students, Empathy, Prosocial Behavior
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