{"id":{"repo_id":"mississippi","oai_identifier":"oai:egrove.olemiss.edu:etd-1808"},"canonical_url":"https://search.dev.ndltd.org/etd/mississippi/oai:egrove.olemiss.edu:etd-1808","repository":{"repo_id":"mississippi","name":"University of Mississippi","base_url":"https://egrove.olemiss.edu/do/oai/"},"display":{"title":"The Effect Of Cooperative Gameplay On Aggression And Prosociality In Violent Video Game Play","abstract":"The aim of this study was to determine what impact (if any) the context (isolated vs. social) of playing different types (violent vs. non-violent) of video games have on people's aggression and positive social behaviors. Participants were randomly assigned to play either a violent video game or a non-violent video game in an isolated context or with another player for 30 minutes, after which they completed the same questionnaires again. Data were then collected on behavioral tasks measuring aggression and prosociality. This experiment failed to find significant effects of violent video game exposure on aggression. Participants who played a violent video game cooperatively scored higher on self-report scales of public prosociality after gameplay. Additionally, participants who played a non-violent game cooperatively scored higher on self-report scales of altruism after gameplay than participants who played a violent video game cooperatively.","abstract_html":"The aim of this study was to determine what impact (if any) the context (isolated vs. social) of playing different types (violent vs. non-violent) of video games have on people&#x27;s aggression and positive social behaviors. Participants were randomly assigned to play either a violent video game or a non-violent video game in an isolated context or with another player for 30 minutes, after which they completed the same questionnaires again. Data were then collected on behavioral tasks measuring aggression and prosociality. This experiment failed to find significant effects of violent video game exposure on aggression. Participants who played a violent video game cooperatively scored higher on self-report scales of public prosociality after gameplay. Additionally, participants who played a non-violent game cooperatively scored higher on self-report scales of altruism after gameplay than participants who played a violent video game cooperatively.","abstract_has_math":false,"creators":["Beene, Jeremiah Nathaniel"],"institution":null,"degree_name":"M.A. in Psychology","degree_level":"Thesis","degree_discipline":"Psychology","degree_department":null,"school":null,"contributors":["John N. Young","Karen A. Christoff","Todd A. Smitherman"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2015,"date_issued":"2015-01-01T08:00:00Z","date_published":"2015-01-01T08:00:00Z","updated_at":"2026-07-24T03:05:59Z","subjects":["Aggression","Media","Prosocial","Video Games","Violence","Clinical Psychology"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://egrove.olemiss.edu/etd/809","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["John N. Young","Karen A. Christoff","Todd A. Smitherman"]},{"key":"dc:creator","label":"Author","values":["Beene, Jeremiah Nathaniel"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.available","label":"Dc Date Available","values":["2019-06-27T07:00:00Z"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Psychology"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.A. in Psychology"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Aggression","Media","Prosocial","Video Games","Violence","Clinical Psychology"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://egrove.olemiss.edu/etd/809"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["The aim of this study was to determine what impact (if any) the context (isolated vs. social) of playing different types (violent vs. non-violent) of video games have on people's aggression and positive social behaviors. Participants were randomly assigned to play either a violent video game or a non-violent video game in an isolated context or with another player for 30 minutes, after which they completed the same questionnaires again. Data were then collected on behavioral tasks measuring aggression and prosociality. This experiment failed to find significant effects of violent video game exposure on aggression. Participants who played a violent video game cooperatively scored higher on self-report scales of public prosociality after gameplay. Additionally, participants who played a non-violent game cooperatively scored higher on self-report scales of altruism after gameplay than participants who played a violent video game cooperatively."]},{"key":"dc:title","label":"Title","values":["The Effect Of Cooperative Gameplay On Aggression And Prosociality In Violent Video Game Play"]}]}],"canonical_facts":{"dc:contributor":["John N. Young","Karen A. Christoff","Todd A. Smitherman"],"dc:creator":["Beene, Jeremiah Nathaniel"],"dc:date.available":["2019-06-27T07:00:00Z"],"dc:description.abstract":["The aim of this study was to determine what impact (if any) the context (isolated vs. social) of playing different types (violent vs. non-violent) of video games have on people's aggression and positive social behaviors. Participants were randomly assigned to play either a violent video game or a non-violent video game in an isolated context or with another player for 30 minutes, after which they completed the same questionnaires again. Data were then collected on behavioral tasks measuring aggression and prosociality. This experiment failed to find significant effects of violent video game exposure on aggression. Participants who played a violent video game cooperatively scored higher on self-report scales of public prosociality after gameplay. Additionally, participants who played a non-violent game cooperatively scored higher on self-report scales of altruism after gameplay than participants who played a violent video game cooperatively."],"dc:identifier":["https://egrove.olemiss.edu/etd/809"],"dc:subject":["Aggression","Media","Prosocial","Video Games","Violence","Clinical Psychology"],"dc:title":["The Effect Of Cooperative Gameplay On Aggression And Prosociality In Violent Video Game Play"],"thesis:degree_discipline":["Psychology"],"thesis:degree_level":["Thesis"],"thesis:degree_name":["M.A. in Psychology"]},"updated_at":"2026-07-24T03:05:59Z"}