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Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
This research investigates the complex relationship between empathy, video game content, and behavioral outcomes, specifically examining whether empathy induction can mitigate the negative effects of violent media or enhance the positive effects of prosocial games. The central thesis posits that while prosocial and violent media content generally influence behavior in predictable ways, the role of empathy is highly nuanced and dependent on factors such as character identification, game outcomes, and the intensity of the empathy-inducing stimulus.
The study utilized two experiments involving 80 university students each. The first experiment tested the impact of reading an empathy-related text versus a neutral text before playing either a prosocial or violent video game. The second experiment employed a more robust methodology, using emotional video clips to induce empathy before participants played as either a victim or a perpetrator in a violent fighting game. Prosocial behavior was measured through real-world indicators, such as the willingness to return questionnaires or donate money to charity.
Key findings indicate that prosocial game content consistently promotes prosocial behavior, while violent content correlates with increased antisocial behavior. The impact of empathy induction is inconsistent; while a simple text-based prompt failed to produce significant behavioral changes, a more immersive video clip successfully increased moral concerns and donation rates. However, the research highlights a critical paradox: empathy induction can sometimes lead to negative behavioral outcomes depending on the game character and the player's success. Specifically, players who identified with a perpetrator or experienced victory in a violent context showed reduced prosocial tendencies despite prior empathy priming.
Ultimately, the findings challenge the binary classification of video games as strictly good or bad. The results suggest that the interaction between player identification, game outcomes, and emotional priming creates a complex psychological environment. The authors conclude that empathy is not a universal panacea for mitigating media-induced aggression and call for further research to better understand the differential effects of media content on human behavior.
Serious Games Society · 2026