Positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in MOBAs

Previous studies on the positive effects of video games have suggested that prosocial behavior observed in gamers may be predicted by exposure to the prosocial mechanisms of video games. This relationship was also suggested to be mediated by affect and cognition, specifically positive affect and acc...

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Main Authors: Evangelista, Joanna Densie Ples, Macaraig, Anna Patricia Salvio, Paez, Juan Marco Cabral, Zipagan, Emil Joseph Macadaeg
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Language:English
Published: Animo Repository 2017
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Online Access:https://animorepository.dlsu.edu.ph/etd_bachelors/8623
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Institution: De La Salle University
Language: English
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spelling oai:animorepository.dlsu.edu.ph:etd_bachelors-92682021-08-25T05:49:22Z Positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in MOBAs Evangelista, Joanna Densie Ples Macaraig, Anna Patricia Salvio Paez, Juan Marco Cabral Zipagan, Emil Joseph Macadaeg Previous studies on the positive effects of video games have suggested that prosocial behavior observed in gamers may be predicted by exposure to the prosocial mechanisms of video games. This relationship was also suggested to be mediated by affect and cognition, specifically positive affect and accessibility to prosocial thoughts. This is understood through the framework of the general learning model which states that repeated exposure to the prosocial mechanisms of video games can lead to short and long-term learned behavioral changes such as increased prosocial behavior in real life. This study aimed to examine this phenomenon in regular MOBA (multiplayer online battle arena) players in a non-experimental qualitative research design due to the rising popularity of this sub-genre of video game as well as its online interactive structure which allows players to work together to fulfill game objectives. Results showed that only positive affect was found to be a significant mediator for prosocial exposure and prosocial behavior even though prosocial exposure and behavior by themselves were not found to have a significant relationship. Though despite the data not supporting accessibility to prosocial thoughts as a mediator, this may imply that the salience of affect or emotions produced by prosocial exposure is a more prominent stimulus in prompting prosocial behavior among gamers. 2017-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/etd_bachelors/8623 Bachelor's Theses English Animo Repository Video games--Social aspects Affect (Psychology)
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
topic Video games--Social aspects
Affect (Psychology)
spellingShingle Video games--Social aspects
Affect (Psychology)
Evangelista, Joanna Densie Ples
Macaraig, Anna Patricia Salvio
Paez, Juan Marco Cabral
Zipagan, Emil Joseph Macadaeg
Positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in MOBAs
description Previous studies on the positive effects of video games have suggested that prosocial behavior observed in gamers may be predicted by exposure to the prosocial mechanisms of video games. This relationship was also suggested to be mediated by affect and cognition, specifically positive affect and accessibility to prosocial thoughts. This is understood through the framework of the general learning model which states that repeated exposure to the prosocial mechanisms of video games can lead to short and long-term learned behavioral changes such as increased prosocial behavior in real life. This study aimed to examine this phenomenon in regular MOBA (multiplayer online battle arena) players in a non-experimental qualitative research design due to the rising popularity of this sub-genre of video game as well as its online interactive structure which allows players to work together to fulfill game objectives. Results showed that only positive affect was found to be a significant mediator for prosocial exposure and prosocial behavior even though prosocial exposure and behavior by themselves were not found to have a significant relationship. Though despite the data not supporting accessibility to prosocial thoughts as a mediator, this may imply that the salience of affect or emotions produced by prosocial exposure is a more prominent stimulus in prompting prosocial behavior among gamers.
format text
author Evangelista, Joanna Densie Ples
Macaraig, Anna Patricia Salvio
Paez, Juan Marco Cabral
Zipagan, Emil Joseph Macadaeg
author_facet Evangelista, Joanna Densie Ples
Macaraig, Anna Patricia Salvio
Paez, Juan Marco Cabral
Zipagan, Emil Joseph Macadaeg
author_sort Evangelista, Joanna Densie Ples
title Positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in MOBAs
title_short Positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in MOBAs
title_full Positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in MOBAs
title_fullStr Positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in MOBAs
title_full_unstemmed Positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in MOBAs
title_sort positive affect and accessibility to prosocial thoughts as mediators of prosocial exposure and behavior in mobas
publisher Animo Repository
publishDate 2017
url https://animorepository.dlsu.edu.ph/etd_bachelors/8623
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