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Published on: December 16, 2010
Predictors of Players' Decisions to Help Others in Video Games
Varuni Wickramasinghe1, Katherine M White1, Daniel Johnson2
1School of Psychology and Counselling, Queensland University of Technology, Brisbane, Australia.
Abstract:
Little previous research has examined the in-play decision-making processes of multiplayer video game players related to both prosocial (helping others in general) and altruistic (helping with no expectation of reward) actions. The study used an established decision-making model, the Theory of Planned Behavior, and assessed additional constructs of prototypical images (favorability and similarity to a typical gamer who helps) and general levels of empathy. Participants completed two self-report online surveys. At Time 1, participants (N = 387) completed measures assessing the predictors of prosocial and altruistic intentions. The model accounted for 53 percent of variance in prosocial players' prosocial intentions and 60 percent of variance in players' altruistic intentions. Participants' reported prosocial and altruistic gameplay behaviors were assessed 4 weeks later (n = 107), with intention to help significantly predicting both types of helping behaviors. Given established links between helping and positive health and well-being outcomes, these findings are relevant to both game developers, as well as stakeholders concerned with the impact of video games on players.
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