Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf](vhil.stanford.edu)
vhil.stanford.edu
Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
http://vhil.stanford.edu/pubs/2013/rosenberg-plos-virtual-superheroes.pdf
6 comments
For the record, "prosocial" is not a real word in the English language
[1], but the phrase "prosocial behavior" [2] is a defined term (albeit
somewhat contrived) in behavioral psychology, sociology and related
fields.
You'd probably want to compare "Prosocial Behavior" to general "Social Behavior" [3], as well as "Antisocial Behavior" [4] and "Asocial Behavior" [5]. To keep things simple, I consider "Prosocial Behavior" to be a combination of empathy, consideration, and kindness being shown towards others.
[1] http://dictionary.reference.com/misspelling?term=prosocial
[2] https://en.wikipedia.org/wiki/Prosocial_behavior
[3] https://en.wikipedia.org/wiki/Social_behavior
[4] https://en.wikipedia.org/wiki/Anti-social_behavior
[5] https://en.wikipedia.org/wiki/Asociality
You'd probably want to compare "Prosocial Behavior" to general "Social Behavior" [3], as well as "Antisocial Behavior" [4] and "Asocial Behavior" [5]. To keep things simple, I consider "Prosocial Behavior" to be a combination of empathy, consideration, and kindness being shown towards others.
[1] http://dictionary.reference.com/misspelling?term=prosocial
[2] https://en.wikipedia.org/wiki/Prosocial_behavior
[3] https://en.wikipedia.org/wiki/Social_behavior
[4] https://en.wikipedia.org/wiki/Anti-social_behavior
[5] https://en.wikipedia.org/wiki/Asociality
This is very cool. There's a lot of talk in VR about the importance and power of creating empathy for characters, so this really gives the sense that VR can be a great tool for improving how people relate to and treat each other.
>Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior
in the real world.
What about the opposite? Does anti-social activity in games lead to anti-social activity in the real world?
What about the opposite? Does anti-social activity in games lead to anti-social activity in the real world?
I love the extended abstract at the top that includes the principle findings and conclusion. More academic papers should use this format.
After the stigma of the antisocial impact of game have followed them for decades, I'm glad to see some potential prosocial* impact of games.
*: I hadn't even heard or read that word before now. Excellent concept.