Introduction

You may be familiar with the extant research demonising video games as catalysts for violence and aggression in society, however, you may be less familiar with an expanding body of research on the positive social outcomes of video game play. The purpose of this article is to outline some of the latter, the benefits of these findings for adolescents, and some practical examples of video games that can help stimulate these positive outcomes. I hope you find this exploration both informative and practical.

Before we begin, we will first explore some concepts fundamental to this area. Below, I have provided definitions for the following to get us started: prosocial behaviour, prosocial video games, priming scripts, emotional intelligence theory and relatedness needs.

What is prosocial behaviour?

Put simply, you might think about prosocial behavior as being the opposite of antisocial behavior.

Powell[1] modifies Batson’s[2] definition of prosocial behaviour in the context of video games as those which engender attitudes and behaviours in the player that aim to benefit others and society.

What is a prosocial video game?

Prosocial video games are defined by Powell[1] as video games that enable players to experiment with prosocial behaviours in virtual environments. Similarly, they are defined by Gentile et al.[3] as video games where characters and players help one another through nonviolent means.

What are priming scripts and social learning theory?

Social learning theory focuses on explaining how individuals learn through observation of others. Priming scripts, particularly with regards prosocial behaviour, fall under this umbrella theory[4]. Video games are uniquely placed when it comes to prosocial learning as they provide something called priming scripts[5] to the player. In simple terms, the script in this case is like a set of instructions the individual is primed to follow when they encounter a particular social situation. The game acts as a form of social rehearsal that can later be enacted in the real world.

According to Gentile et al.[3], if the video game contains prosocial content, then prosocial scripts are likely to become primed for the player. Gentile et al.[3] also assert that mechanics rewarding prosocial behaviour in video games, for example where a certain prosocial behaviour is necessary to succeed in the game, help reinforce the priming of the prosocial scripts. They explain that where this builds up over time long-term, changes to things like beliefs, attitudes, stereotypes, emotion and empathy can result. In the context of prosocial games, the result can be assumed to be positive.

What is emotional intelligence theory?

The concept of emotional intelligence was first introduced by Salovey and Mayer[6] and is defined by them as a set of skills that contribute to the following:

  • accurate identification of emotions in oneself and others,
  • ability to accurately express one’s emotions,
  • ability to assist others to express their emotions,
  • ability to regulate one’s emotions,
  • ability to assist others to regulate their emotions,
  • utilisation of feelings for motivation in life,
  • utilisation of feelings for life planning,
  • utilisation of feelings to help one achieve desired outcomes in life.

What are relatedness needs and why are they important?

While exploring intrinsic motivation, well-being, self-regulation, Deci and Ryan[7] found that the three innate psychological needs of relatedness, competence and and autonomy, when satisfied, enhance self-motivation and mental health. Most relevant to our discussion here, is the relatedness need, which is defined by Deci and Ryan[7] as the need to feel connectedness and belonging with others.


 

How do video games foster prosocial behaviour in adolescents?

 

Development of social skills

Broadly speaking, Granic et al.[8] assert that any video game that rewards gamers who work together for a shared purpose will teach social skills applicable to real-world relationships. Gentile et al.[3] support this claim, providing strong evidence to suggest engagement with prosocial games results in prosocial behaviour in youth of various ages across numerous cultural contexts. Research has shown that even when violent actions are acted out in-game, the antisocial effects are lessened when they take place in a prosocial context, for example, when defending a teammate from an enemy[9][10]. Building on the work of Stellar et al.[11], Hemenover and Bowman[12] assert that playing video games enhances prosocial functioning by engendering connection, attachment and commitment to others.

Despite what many stereotypes about socially isolated gamers would have you believe[13][14], Kowert et al.[15] assert that most games are played in perfectly healthy social networks. Some examples of how video games foster social skills and are as follows:

  • gamers have conversations with one another about video games,
  • gamers will share games with one another,
  • gamers will have gaming get-togethers,
  • gamers strategise with one another,
  • gamers participate in gaming streams,
  • gamers need to resolve conflict in game scenarios,
  • gamers must learn to regulate their emotions while playing in order to achieve success[16][17][18][19][8][20]

Gamers do not interact with their friends in real life any less frequently than non-gamers, and gaming even provides them with opportunities to make new friends [21][20]. Additionally, initiating and maintaining these friendships are in themselves social skills[22]

Prosocial benefits of gaming

According to Przybylski[23], because of the social benefits gaming provides, young gamers enjoy the following benefits compared to their peers who do not game on a regular basis:

  • fewer problems with conduct
  • less trouble with peers
  • fewer emotional issues

It is theorised that players can derive meaning from the fulfilment of relatedness needs[24][25][7] through cooperative gameplay[26][27][28], in other words, cooperative experiences young people encounter in gameplay can be incredibly meaningful for those individuals. The effects can be particularly beneficial for emotionally sensitive, timid, introverted, and developmentally disabled adolescents, helping them to form, build, and maintain friendships in a controlled environment[15][29], aided by a reduction in fear and anxiety that these young people associate with non-virtual settings[17]. Research has also found that for many gamers, the friendships they form with fellow gamers online are just as meaningful as friendships formed in non-virtual environments[30][16]

Video game researcher Tobias Greitemeyer and his colleagues have written extensively on the positive effects of prosocial games, finding that playing such games:

  • decreases aggression[31]
  • increases empathy[32][33]
  • decreases pleasure-taking in others’ misfortune[33]
  • increases helping behaviour[34]

Video game play can also help players achieve the mental state of ‘flow’[35][36][37][38][39]. In the contect of video games, Kirwan[40] defines flow as a state of engagement with the activity, including feelings of enjoyment, presence, being focused and energised, as well as feelings of oneness with the video game. This is significant in terms of prosocial behaviour as flow is associated with lower levels of delinquency[41].

Research also suggests that consumers of media in which moral goodness is portrayed can help these consumers experience a greater connection with humanity[42][28]. Similarly, consumers have been found to derive meaning from media that provides them with a sense of human connection, insight into life’s purpose, and provides presentations of human virtue[43][28]. Some studies of virtual reality have found that this medium can be particularly useful for priming prosocial scripts that then translate into real-world prosocial action.[44][45]

 


Examples of contemporary prosocial video games

Scholars suggest that the context of games is of fundamental importance to the learning outcomes, that is to say, young people will be unlikely to learn prosocial behaviour from a game that is entirely violent, devoid of opportunities for cooperation, and morally void, however, the opposite can be said for prosocial games that promote moral values[46]. With that in mind, we have provided some examples of games below that meet the definitions of prosocial games provided and in this author’s view promote moral cognition.

Ni3’s Games

Drawing on emotional intelligence theory, ‘None in three’, or Ni3, have produced a series of prosocial video games designed to teach players about gender based violence and sexual abuse with the view to engendering empathy for victims, help understand perpetrators and the routes to redemption for them, as well as informing players what they might be able to do if faced with these challenges in the real world[1].

Findings from research on the ‘Jesse’ game showed that it was effective at increasing empathy in young people for victims of violence, and that these feelings of empathy persisted long-term[47].

This game has been trialled and implemented in schools and has been approved by various Misitries of Education, child protection services and UNICEF and the research findings from the ‘Jesse’ project have also been used in policy briefings and trainings[48][1]. You can find and download Ni3’s games for free here.

That Dragon, Cancer

This autobiographical game follows the story of a family whose child is diagnosed with brain cancer. It is meant as a memorial to the real-world child the developers of the game, the Green family, lost[49]. In an incredible display of sympathy, 160 families are reported to have celebrated the launch of the game alongside the Green family[50]. The game’s official website is available here.

Journey

During gameplay, players encounter anonymous others playing synchronously, and can aid one another in the pursuit of the shared goal of game completion, solving puzzles and communicating through abstract sounds along the way. The game has won numerous awards, including several BAFTAs and was even nominated for a Grammy Award[51]. The official webpage for the game is available here.

Stray

Players navigate this game in third-person, playing as a cat who is trying to escape a post-apocalyptic slum and return to their friends. Throughout the game, the player encounters a number of companions who share the common goal of escaping the slum. By assisting the non-playable characters (NPCs), the player can beat the game. Such was the game’s success in evoking empathy in players and fans that they began helping stray cats in the real world[52]. The game’s official website is available here.

 


Conclusions

I hope that you have enjoyed this article and found it useful. You should now have a more robust understanding of how prosocial games contribute to the development of emotional intelligence in young people. I hope that you are able to implement this understanding in your households to create positive outcomes for the young people in your care.

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