Out of Game: Intergroup Cooperation

Video games have long been the target of criticism for their effects on things like aggression and antisocial behavior. For a review of the literature on this topic, see Anderson et al. (2010). This post, however, will focus on research on the other side of the coin, namely that which indicates ways that video games can promote prosocial behaviors, even in the context of violent games.

First, a study by Velez and colleagues (2014) tested the effects of cooperation versus competition with a perceived outgroup member in a violent multiplayer shooter. Participants played either with or against a research confederate who was perceived as a supporter of either the participant’s university or a rival university. Those in the cooperative group with outgroup members reported less aggression towards those outgroup members in hypothetical situations than those who cooperated with ingroup members. That is, when presented with a hypothetical scenario in which aggression towards an outgroup member was a possible course of action, those participants who cooperated with outgroup members selected that course of action less often. Additionally, cooperative play regardless of the perceived identity of the partner led to more prosocial behavior after play. This was measured with a task in which participants had the option to give coins to the partner or keep them themselves, with the condition that giving the coins to the partner would result in the partner receiving twice the number of coins. Those in the cooperative condition gave more, particularly on the first trial when they would have had no indication of how generous their partner would be. So, playing a violent game cooperatively with perceived outgroup members resulted in less aggression towards outgroup members and more prosocial behaviors.

Another study, by Adachi and colleagues (2015), also examined cooperation in a violent video game with outgroup members. The researchers placed participants in a cooperative game with a remote partner and either told the participants that the partner was a fellow student at the same university or a foreign student at an international university (in this case, the participants were Canadian and the international university was American). They tested whether cooperating with outgroup members would lead to more favorable attitudes towards members of that outgroup. Results indicated exactly this, with participants who cooperated with the foreigner in the video game reporting more favorable attitudes towards both the American university’s as well as the Canadian university’s students. Those who cooperated with the ingroup member did not report significant changes in attitude. Additionally, those who played with the outgroup member did not report significant improvements in attitudes towards unrelated outgroups, only towards that particular group that their partner was a member of. For instance, playing with a student from a foreign university improved attitudes towards other members of that university, but not towards alcoholics or AIDS patients, for example. So, while simply playing a game together with a perceived outgroup member improved attitudes towards their group, it did not extend to outgroups in general.

These studies have several limitations. As with many studies, they both used university students as participants, and they both also used students at a different university as outgroup members. More research will be needed to determine whether playing games cooperatively can improve attitudes and behaviors towards members of outgroups that are less similar than fellow university students. However, this does not detract from the results these studies did find, namely that even a violent video game can improve attitudes and cooperation out of game. Video games have the ability to be played together with people all around the world, so if playing them cooperatively can improve relationships between very distant (physically or metaphorically) groups, then games will be an important tool for creating a more globally aware and cooperative world.

References:

Adachi, P. J. C., Hodson, G., Willoughby, T., & Zanette, S. (2015). Brothers and sisters in arms: Intergroup cooperation in a violent shooter game can reduce intergroup bias. Psychology of Violence, 5(4), 455–462. https://doi.org/10.1037/a0037407

Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., … & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251

Velez, J. A., Mahood, C., Ewoldsen, D. R., & Moyer-Gusé, E. (2014). Ingroup versus outgroup conflict in the context of violent video game play: The effect of cooperation on increased helping and decreased aggression. Communication Research, 41(5), 607–626. https://doi.org/10.1177/0093650212456202

2 thoughts on “Out of Game: Intergroup Cooperation

  1. I think it’s funny (or rather: a bit sad) that everyone knows that “traditional” games are very beneficial for people, and especially kids. They learn how to settle disputes, learn to accept different opinions, and hone their social skills. As far as I know, it has long been disproven that adults stop learning with age (sadly, I cannot provide you with sources, like you always do), so pretty much everyone gains from playing games.

    The main difference between games and video games are the form of presentation. Digital vs. real-life activity. I don’t hink that the involvement of a screen magically makes games bad for you. Of course, it is not just that simple, there are a lot more smaller differences, but they still do not justify the downright demonisation that is aimed towards video games sometimes.

    Alright, sorry for rambling that much 🙂 Interesting article, as always. I especially like that you always provide sources for you information! I take it that you actively follow these publications and purchase the contents? Or are you just aware of them and link it for your readers? (that sentence probably sounds condescening, but I have no idea how to rephrase it to sound less “judging”^^)

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    1. Yeah, it’s exactly like you say: video games are just games presented through a different medium. That medium just happens to be very good at engaging players with the game itself and potentially with other players around the world. And with the rise of VR and AR, video games won’t even be limited to looking at a screen and pressing buttons for long. Hopefully society grows to be more accepting of video games as they become more frequently used for more than just entertainment.

      Regarding the sources I link in these theory posts, I have access to them through my university library since I’m a current student. Most of the articles I use in these posts are ones that I’ve used in papers for classes or just found as I’ve been doing research for projects. I know the direct links probably ask you to purchase the article to read the full text, but you can sometimes find free versions of the PDF just by searching the title. And if you really want to read them and can’t find them free anywhere, try emailing the author. The price, from what I understand, is mostly for universities or other organizations that will be going on to redistribute it or provide more widespread access. The authors themselves will likely be happy to share their work if you ask.

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