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Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

Overview of attention for article published in PLOS ONE, July 2013
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12 news outlets
blogs
2 blogs
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237 X users
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34 Facebook pages
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5 Wikipedia pages
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14 Google+ users
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6 Redditors
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5 YouTube creators

Citations

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60 Dimensions

Readers on

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186 Mendeley
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2 CiteULike
Title
Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior
Published in
PLOS ONE, July 2013
DOI 10.1371/journal.pone.0068382
Pubmed ID
Authors

Morgan J. Tear, Mark Nielsen

Abstract

Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used.

X Demographics

X Demographics

The data shown below were collected from the profiles of 237 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 186 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 3 2%
United Kingdom 2 1%
Brazil 2 1%
Germany 2 1%
France 1 <1%
Spain 1 <1%
New Zealand 1 <1%
Greece 1 <1%
Japan 1 <1%
Other 0 0%
Unknown 172 92%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 44 24%
Student > Master 26 14%
Researcher 22 12%
Student > Ph. D. Student 18 10%
Student > Doctoral Student 10 5%
Other 41 22%
Unknown 25 13%
Readers by discipline Count As %
Psychology 81 44%
Social Sciences 20 11%
Arts and Humanities 9 5%
Computer Science 8 4%
Agricultural and Biological Sciences 6 3%
Other 31 17%
Unknown 31 17%