Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
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Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
#2Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
#3After 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.
Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
#4Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
#5Very cool. 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.
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
Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
#6What about the opposite? Does anti-social activity in games lead to anti-social activity in the real world?
Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
#7What about the opposite? Does anti-social activity in games lead to anti-social activity in the real world?
Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]
#8What about the opposite? Does anti-social activity in games lead to anti-social activity in the real world?