Prosocial games prime prosocial behavior. (#168)

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Reference to Report of Original Finding Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Interpersonal Relations and Group Processes, 98(2), 211-221.
Reference to Published Report of Replication Attempt Tear, M. J., & Nielsen, M. (2013). Failure to demonstrate that playing violent video games diminishes prosocial behavior. PLoS One, 8(7): e68382. doi:10.1371/ journal.pone.0068382
Title Prosocial games prime prosocial behavior.
If the original article contained multiple experiments, which one did the authors attempt to replicate? e.g., you might respond 'Study 1' or 'Experiment 4'. Experiment 1
Link to PDF of Original ReportView Article
Brief Statement of Original Result Participants who had played a prosocial video game were more likely to pick up the pencils (67%) than were those who had played a neutral (33%) or an aggressive (28%) video game, chi-square(2, N=54) = 6.51, p<.05, w=.35.
Type of Replication Attempted Fairly Direct Replication
Result Type Failure to Replicate
Number of Subjects 54
Any other details on results or statistics that you want to mention? We ran three experiments to reveal a violent video game effect on prosocial behavior, measured using the pen-drop task. The first two experiments were initially extensions on experiment 1 in Greitemeyer and Osswald (2010). When these surprisingly failed to reveal the anticipated effect we ran a third experiment that was a more faithful replication. I describe the third experiment below. IV: video game type (violent vs prosocial) DV: Did participants help gather pens? (yes vs no) Participants were randomly allocated to play either the violent or the prosocial game, which were the same games used in Greitemeyer and Osswald (2010). The prosocial game was a popular game from the 90s called Lemmings, where players need to prevent a colony of lemmings from mindlessly marching over cliff edges or into hazards by assigning them useful roles (e.g. assigning a parachute role so they do not fall to their death). This gets progressively more taxing as players proceed through the increasingly difficult levels. A player’s score is determined by how many lemmings they save from mindless self-death. The violent game was a cruel parody of Lemmings, called Lamers, where the goal is to kill as many of the characters as possible before they reach their goal. Players have various weapons at their disposal, including guns and explosives. Participants were informed they would take part in two unrelated studies that bundled together in the interest of time. These studies were presented as; 1) a pilot test of video games as potential future stimuli, and 2) questionnaires about social attitudes. The pilot test of video games involved playing the video game for 8mins (as per Greitemeyer and Osswald, 2010) and then filling out a questionnaire to measure their experience. This questionnaire included 3 4-item scales measuring frustration, interest, and arousal while playing the game. These were used to see if the video games differed on experience, aside from presence or absence of violent content. The social attitudes questionnaires were not related to the current hypotheses, and involved questions about the self (belongingness) and assigning personality traits to different groups. Participants first played the video game and filled out the experience measures. Once completed, the experimenter reached for materials for the second experiment and pretended to accidentally knock over a jar of pens from the table. The jar was placed equidistant between the experimenter and participant. The experimenter waited five seconds before picking up the pens himself. Once the pens had been gathered, the experimenter administered the second study, before participants were probed for suspicion and debriefed. The reported pen-drop protocol was the same as Greitemeyer and Osswald (we report a different delivery technique in other experiments of our paper). No participant suspected the true aim of the experiment so there were no exclusions. We were unable to show any detrimental effect of violent games on prosocial behavior, chi-square(1,N=32)=0.53,p=.716,V=.129
Difference? Opposite Direction, .716
Any Known Methodological Differences
(between original and present study)?
The original study was conducted by 4 experimenters (one at a time, 2 males, 2 females), whereas the replication attempt was conducted by a single male experimenter.
TAG: Attention TAG: JDM TAG: Language TAG: Learning TAG: Memory TAG: Perception TAG: Performance TAG: Problem Solving TAG: Social Cognition TAG: Social Psychology TAG: Thinking

Are you posting an unpublished replication attempt that you conducted yourself, or noting a published replication attempt?

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