Effects of reward and punishment in prosocial video games on attentional bias and prosocial behaviors

亲社会行为 惩罚(心理学) 心理学 注意偏差 社会心理学 认知心理学 认知 神经科学
作者
Mengyun Yin,Boyu Qiu,Xu He,Zhiyuan Tao,Chengrong Zhuang,Qiheng Xie,Yu Tian,Wei Zhang
出处
期刊:Computers in Human Behavior [Elsevier BV]
卷期号:137: 107441-107441 被引量:11
标识
DOI:10.1016/j.chb.2022.107441
摘要

Based on the General Learning Model, previous studies have examined how video game content affects players' post-game attentional bias toward prosocial information and prosocial behaviors. However, these studies ignored the reward and punishment players received for their behaviors in video games. In this study, we tested the effects of reward and punishment on players' post-game attentional bias toward prosocial information measured by the spatial cueing task and their prosocial behaviors measured by the maze selection task. In Experiment 1, reward and punishment were controlled to reconfirm the effect of prosocial content in the video game. In Experiment 2, participants were assigned to one of three conditions: being rewarded for prosocial behaviors, being punished for not performing prosocial behaviors, or not receiving feedback in the video game. The results showed that prosocial content in the video game predicted increased post-game attentional bias toward prosocial information and prosocial behaviors, and the attentional bias was amplified through punishments. In addition, the results from a reinforcement learning computational model suggested that participants learned prosocial behaviors faster in the punishment condition than in the reward condition. The results contribute to fostering players’ prosocial behaviors through video games. • Short-term exposure to prosocial video games could increase post-game attentional bias toward prosocial information and prosocial behaviors. • Participants in the punishment condition had a greater attentional bias toward prosocial information than those in the reward condition and control condition. • Participants learned prosocial behaviors faster in the punishment condition than in the reward condition. • Learning rate predicted in-game prosocial behaviors and post-game attentional bias toward prosocial information.
最长约 10秒,即可获得该文献文件

科研通智能强力驱动
Strongly Powered by AbleSci AI
更新
PDF的下载单位、IP信息已删除 (2025-6-4)

科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
柳劲南完成签到,获得积分10
刚刚
刚刚
打打应助zy采纳,获得10
刚刚
1秒前
2秒前
yck1027发布了新的文献求助10
2秒前
2秒前
善学以致用应助Blank采纳,获得10
2秒前
2秒前
科研通AI6应助Dd采纳,获得10
2秒前
白云完成签到,获得积分10
2秒前
2秒前
3秒前
SciGPT应助乌冬面采纳,获得10
4秒前
4秒前
4秒前
4秒前
Akim应助阳光襄采纳,获得10
5秒前
wsgdhz发布了新的文献求助10
6秒前
Hello应助笑点低的碧琴采纳,获得30
6秒前
6秒前
Lucas应助隐形的纸鹤采纳,获得10
7秒前
天真松鼠发布了新的文献求助10
7秒前
7秒前
大个应助安静海云采纳,获得10
7秒前
高煦喆发布了新的文献求助10
7秒前
小灵通发布了新的文献求助10
8秒前
8秒前
海藻发布了新的文献求助10
8秒前
8秒前
8秒前
9秒前
9秒前
Lucas应助石幻枫采纳,获得10
9秒前
Nothing发布了新的文献求助10
10秒前
cute666发布了新的文献求助10
11秒前
量子星尘发布了新的文献求助10
11秒前
纸质超人发布了新的文献求助10
11秒前
12秒前
12秒前
高分求助中
计划经济时代的工厂管理与工人状况(1949-1966)——以郑州市国营工厂为例 500
INQUIRY-BASED PEDAGOGY TO SUPPORT STEM LEARNING AND 21ST CENTURY SKILLS: PREPARING NEW TEACHERS TO IMPLEMENT PROJECT AND PROBLEM-BASED LEARNING 500
The Pedagogical Leadership in the Early Years (PLEY) Quality Rating Scale 410
Why America Can't Retrench (And How it Might) 400
Stackable Smart Footwear Rack Using Infrared Sensor 300
Modern Britain, 1750 to the Present (第2版) 300
Writing to the Rhythm of Labor Cultural Politics of the Chinese Revolution, 1942–1976 300
热门求助领域 (近24小时)
化学 材料科学 医学 生物 工程类 有机化学 生物化学 物理 纳米技术 计算机科学 内科学 化学工程 复合材料 物理化学 基因 催化作用 遗传学 冶金 电极 光电子学
热门帖子
关注 科研通微信公众号,转发送积分 4603996
求助须知:如何正确求助?哪些是违规求助? 4012488
关于积分的说明 12423933
捐赠科研通 3693069
什么是DOI,文献DOI怎么找? 2036050
邀请新用户注册赠送积分活动 1069178
科研通“疑难数据库(出版商)”最低求助积分说明 953646