Abstract
This study investigates the correlation between players’ prosocial behavior in computer games and their well-being in real life. Participants were invited to engage in a simple computer game where their task was to assist others in enhancing their mobility to reach the goal. The primary objective of this study was to determine whether the characteristics of this supportive behavior in the game could predict the participants’ well-being in real life. Participants’ prosociality was evaluated from two perspectives: a subjective evaluation of their prosocial behavior in daily life, as measured by the Altruistic Personality Scale (APS), and the number of assists provided in the game. While controlling for key demographic variables, the study examined the effect of participants’ prosociality on their level of well-being. The results revealed that players who exhibited more prosocial behavior in the game also reported higher levels of well-being outside the game context.
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Acknowledgement
The experimental environment was developed by Mr. Yuki Fujita as part of his graduation study. The author expresses gratitude to Mr. Fujita and Dr. Mayu Yamakawa, both of whom made beneficial contributions to the earlier phase of this research project.
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Miwa, K. (2024). Does Players’ Prosocial Behavior in Computer Game Predict Their Well-Being in Real Life?. In: Dondio, P., et al. Games and Learning Alliance. GALA 2023. Lecture Notes in Computer Science, vol 14475. Springer, Cham. https://doi.org/10.1007/978-3-031-49065-1_11
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DOI: https://doi.org/10.1007/978-3-031-49065-1_11
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