Computer games and prosocial behaviour.
We relate different self-reported measures of computer use to individuals' propensity to cooperate in the Prisoner's dilemma. The average cooperation rate is positively related to the self-reported amount participants spend playing computer games. None of the other computer time use variables (including time spent on social media, browsing internet, working etc.) are significantly related to cooperation rates.
Department of Economics, University of Essex, Wivenhoe Park, Colchester, Essex, United Kingdom; Department of Economics (AE 1), Maastricht University, MD Maastricht, Limburg, The Netherlands.
Friederike
F
Mengel
D000328:Adult; D003299:Cooperative Behavior; D054242:Emigrants and Immigrants / Q000523:psychology; D004739:England; D005006:Ethnicity / Q000523:psychology; D005260:Female; D005716:Game Theory; D006801:Humans; D008297:Male; D012067:Religion; D061108:Social Media / Q000706:statistics & numerical data; D013334:Students / Q000523:psychology* / Q000706:statistics & numerical data; D013997:Time Factors; D014495:Universities; D018910:Video Games / Q000523:psychology* / Q000706:statistics & numerical data; D064878:Web Browser / Q000706:statistics & numerical data; D055815:Young Adult