Computer games and prosocial behaviour

PLoS One. 2014 Apr 9;9(4):e94099. doi: 10.1371/journal.pone.0094099. eCollection 2014.

Abstract

We relate different self-reported measures of computer use to individuals' propensity to cooperate in the Prisoner's dilemma. The average cooperation rate is positively related to the self-reported amount participants spend playing computer games. None of the other computer time use variables (including time spent on social media, browsing internet, working etc.) are significantly related to cooperation rates.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adult
  • Cooperative Behavior*
  • Emigrants and Immigrants / psychology
  • England
  • Ethnicity / psychology
  • Female
  • Game Theory*
  • Humans
  • Male
  • Religion
  • Social Media / statistics & numerical data
  • Students / psychology*
  • Students / statistics & numerical data
  • Time Factors
  • Universities
  • Video Games / psychology*
  • Video Games / statistics & numerical data
  • Web Browser / statistics & numerical data
  • Young Adult

Grants and funding

Funding was obtained from a research grant from the European Union (grant PERG08-GA-2010-277026). The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.