Citation

Playing Video Games to Become an Active Citizen? The Influence of Learning Prosocial Behaviors on Real Life Civic Engagement

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Abstract:

The motivations for carrying out any form of civic activities closely resemble those of prosocial behavior. Despite being a strong determinent for civic engagement, the influences prosocial behaviors on civic engagement have never been studied within a video game context. Utilizing social learning theory, this study aims to examine the impact of prosocial behavior displayed by players inside the game have on one’s civic engagement. The effect was examine in relation to 2 forms of civic engagement: real life civic engagement and in-game civic behaviors. On top of that, the study was interested to see whether playing games could serve as a platform to practice civic behaviors and gain civic experiences, and as a result leads to an increase in real life civic engagement. A mediation model was hypothesized predicting in-game civic behaviors would mediate the positive effect of prosocial encounters inside the game on real-life civic engagement. The model was build based on social learning theory assumption that practicing an observed behavior would enhances the learning and internalization of behaviors. Stratified sampling technique was used to gather a national representative sample of youth in Singapore. A total of 927 valid survey responses from youth age 13 to 18 were analyzed. Results revealed prosocial encounters inside the game were related to higher civic engagement both inside the game and real life. A partial mediation effect was found suggesting that the increase in real life civic engagement were partly due to performing civic behaviors inside the game. The study contributes to civic literature on the relevance of prosocial behaviors to promote civic engagement. In addition, the study provides empirical evidence on the potential of using video games to promote civic engagement. The study highlights the important how social context within the game can be use to socialize values such as prosocial behavior.

Most Common Document Word Stems:

game (202), civic (188), engag (110), behavior (106), play (96), prosoci (78), life (64), video (58), real (56), studi (54), learn (50), player (48), social (45), activ (39), insid (37), in-gam (37), effect (32), could (30), encount (30), relat (26), time (25),
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Association:
Name: International Communication Association
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http://www.icahdq.org


Citation:
URL: http://citation.allacademic.com/meta/p641137_index.html
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MLA Citation:

Chen, Vivian Hsueh-Hua. and Wong, Qinyuen. "Playing Video Games to Become an Active Citizen? The Influence of Learning Prosocial Behaviors on Real Life Civic Engagement" Paper presented at the annual meeting of the International Communication Association, Hilton Metropole Hotel, London, England, Jun 14, 2013 <Not Available>. 2014-12-11 <http://citation.allacademic.com/meta/p641137_index.html>

APA Citation:

Chen, V. and Wong, Q. , 2013-06-14 "Playing Video Games to Become an Active Citizen? The Influence of Learning Prosocial Behaviors on Real Life Civic Engagement" Paper presented at the annual meeting of the International Communication Association, Hilton Metropole Hotel, London, England Online <APPLICATION/PDF>. 2014-12-11 from http://citation.allacademic.com/meta/p641137_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: The motivations for carrying out any form of civic activities closely resemble those of prosocial behavior. Despite being a strong determinent for civic engagement, the influences prosocial behaviors on civic engagement have never been studied within a video game context. Utilizing social learning theory, this study aims to examine the impact of prosocial behavior displayed by players inside the game have on one’s civic engagement. The effect was examine in relation to 2 forms of civic engagement: real life civic engagement and in-game civic behaviors. On top of that, the study was interested to see whether playing games could serve as a platform to practice civic behaviors and gain civic experiences, and as a result leads to an increase in real life civic engagement. A mediation model was hypothesized predicting in-game civic behaviors would mediate the positive effect of prosocial encounters inside the game on real-life civic engagement. The model was build based on social learning theory assumption that practicing an observed behavior would enhances the learning and internalization of behaviors. Stratified sampling technique was used to gather a national representative sample of youth in Singapore. A total of 927 valid survey responses from youth age 13 to 18 were analyzed. Results revealed prosocial encounters inside the game were related to higher civic engagement both inside the game and real life. A partial mediation effect was found suggesting that the increase in real life civic engagement were partly due to performing civic behaviors inside the game. The study contributes to civic literature on the relevance of prosocial behaviors to promote civic engagement. In addition, the study provides empirical evidence on the potential of using video games to promote civic engagement. The study highlights the important how social context within the game can be use to socialize values such as prosocial behavior.


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