Influencia de los videojuegos violentos y prosociales en la conducta de ayuda
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2015-09-18
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Pontificia Universidad Católica del Perú
Abstract
El objetivo de la investigación fue analizar el efecto que tienen los videojuegos con
contenido violento y prosocial en la intención de realizar conductas de ayuda (o
prosociales) dependiendo del contexto en el que se juegue. La muestra estuvo compuesta
por 79 estudiantes de una universidad privada de Lima Metropolitana, los cuales fueron
asignados aleatoriamente a una de las siguientes condiciones experimentales: juego
individual con contenido prosocial (prosocial individual) (n = 23); juego multijugador en un
contexto prosocial (cooperativo) (n = 18); juego individual con contenido violento (violento
individual) (n = 21) y juego multijugador en contexto violento (competitivo) (n = 17). Se
cuantificó la intención de ayuda en función a la cantidad de dinero que los participantes
mencionaron dar en dos tipos de situaciones (una altruista y otra cooperativa) y en
relación al tiempo que estarían dispuestos a ayudar al investigador en otro estudio a
futuro. Los resultados muestran que los sujetos en las condiciones prosociales dieron más
dinero en las situaciones de ayuda que los que jugaron en las condiciones violentas.
Además, se encontró una relación estadísticamente significativa entre la disposición del
tiempo que estaría dispuesto a ayudar al investigador en un estudio futuro y qué tan
divertido los usuarios consideraban el videojuego que jugaron r(77) = .28, p = .02. Estos
resultados son discutidos a la luz de lo encontrado en otras investigaciones.
The aim of this study was to analyze the effect of video games with prosocial and violent content in the willingness to do prosocial behaviors depending the playing context. The sample consisted in 79 students from a private university in Lima that were randomly assigned to play one of the next conditions: single videogame with prosocial content (n = 23); multiplayer videogame in prosocial context (n = 18); single videogame with violent content (n = 21) and multiplayer videogame in violent context (n = 17). The willingness to help was quantified according to the amount of money the participants refer to give in two different situations (an altruistic and a cooperative one) and their disposition to help the researcher in further studies. It was found that participants who played in the prosocial conditions gave more money in the helping situations than those who played in the violent conditions. Furthermore, it was a significant correlation between the disposition to help in further studies and how enjoyable the users perceived the videogame they played r(77) = .28, p = .02. These results are discussed comparing the findings of other researches.
The aim of this study was to analyze the effect of video games with prosocial and violent content in the willingness to do prosocial behaviors depending the playing context. The sample consisted in 79 students from a private university in Lima that were randomly assigned to play one of the next conditions: single videogame with prosocial content (n = 23); multiplayer videogame in prosocial context (n = 18); single videogame with violent content (n = 21) and multiplayer videogame in violent context (n = 17). The willingness to help was quantified according to the amount of money the participants refer to give in two different situations (an altruistic and a cooperative one) and their disposition to help the researcher in further studies. It was found that participants who played in the prosocial conditions gave more money in the helping situations than those who played in the violent conditions. Furthermore, it was a significant correlation between the disposition to help in further studies and how enjoyable the users perceived the videogame they played r(77) = .28, p = .02. These results are discussed comparing the findings of other researches.
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Keywords
Videojuegos, Conducta (Psicología), Altruismo
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