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Computer Games and Prosocial Behaviour

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  • Friederike Mengel

Abstract

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.

Suggested Citation

  • Friederike Mengel, 2014. "Computer Games and Prosocial Behaviour," PLOS ONE, Public Library of Science, vol. 9(4), pages 1-5, April.
  • Handle: RePEc:plo:pone00:0094099
    DOI: 10.1371/journal.pone.0094099
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    References listed on IDEAS

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    1. Schmidt, David & Shupp, Robert & Walker, James & Ahn, T. K. & Ostrom, Elinor, 2001. "Dilemma games: game parameters and matching protocols," Journal of Economic Behavior & Organization, Elsevier, vol. 46(4), pages 357-377, December.
    2. Andreoni, James A & Miller, John H, 1993. "Rational Cooperation in the Finitely Repeated Prisoner's Dilemma: Experimental Evidence," Economic Journal, Royal Economic Society, vol. 103(418), pages 570-585, May.
    3. Grimm, Veronika & Mengel, Friederike, 2009. "Cooperation in viscous populations--Experimental evidence," Games and Economic Behavior, Elsevier, vol. 66(1), pages 202-220, May.
    4. Daniel Friedman & Ryan Oprea, 2012. "A Continuous Dilemma," American Economic Review, American Economic Association, vol. 102(1), pages 337-363, February.
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    Cited by:

    1. Soowon Park & Jongho Shin, 2017. "The influence of anonymous peers on prosocial behavior," PLOS ONE, Public Library of Science, vol. 12(10), pages 1-21, October.

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