This research was supported in part by grant P23809 from the Austrian Science Fund to the first author.
There's no “I” in team: Effects of cooperative video games on cooperative behavior†
Version of Record online: 10 APR 2013
Copyright © 2013 John Wiley & Sons, Ltd.
European Journal of Social Psychology
Volume 43, Issue 3, pages 224–228, April 2013
How to Cite
Greitemeyer, T. and Cox, C. (2013), There's no “I” in team: Effects of cooperative video games on cooperative behavior. Eur. J. Soc. Psychol., 43: 224–228. doi: 10.1002/ejsp.1940
- Issue online: 10 APR 2013
- Version of Record online: 10 APR 2013
- Manuscript Accepted: 25 FEB 2013
- Manuscript Revised: 10 FEB 2013
- Manuscript Received: 13 AUG 2012
The present research tests the idea that playing a team-player video game in which players work together as teammates and assist each other in achieving a common goal increases cooperative behavior toward a new partner. In fact, relative to a single-player mode, cooperatively playing a video game increased cooperation in a mixed-motive decision dilemma task. Because the players were exposed to the same video game content in both experimental conditions, the effect on cooperative behavior can only be accounted for by the different way the game was played. Mediation analyses revealed that cooperative team play promoted feelings of cohesion, which activated trust (i.e., the expectation of reciprocal cooperation), which in turn increased cooperative behavior. Copyright © 2013 John Wiley & Sons, Ltd.