Live data from Hacker News

Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]

vhil.stanford.edu

1–8 of 8 posts

Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]

#5
post #3

Very 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.

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

Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]

#6
>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?

Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]

#7
>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?

Re: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013) [pdf]

#8
>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?