Early Competitive Game Playing in Same- and Mixed-Gender Peer Groups

2008 ◽  
Vol 54 (4) ◽  
pp. 499-514 ◽  
Author(s):  
Nanci Weinberger ◽  
Kristen Stein
2004 ◽  
Vol 46 (3) ◽  
pp. 135-150 ◽  
Author(s):  
A.L. Nelson ◽  
E. Grant ◽  
T.C. Henderson

2021 ◽  
Author(s):  
Nicole Charewicz

The present study examined the effects of cooperative and competitive game playing on empathy. Participants were randomly assigned to one of two conditions, with a confederate: playing a video game cooperatively (N = 51), or playing a video game competitively (N = 55). The game played was the non-violent, puzzle-platformer Portal 2. When playing cooperatively, participants completed levels through the multiplayer option where they had to act together with the confederate to be successful. In the competitive condition participants played the single-player campaign and competed with the confederate for the best time-to-completion of the first series of levels. After playing Portal 2 for approximately 15 minutes, participants watched the confederate submerge her hand in what they thought was ice-cold water for 30 seconds. Participants sat facing the confederate and rated their perception of the confederate’s pain, their own pain, the amount of empathy they felt for the confederate, as well as how close they felt to the confederate. A subsequent measure also assessed the extent of participants’ empathic concern by providing them the option to reduce the time that the confederate had to put her hand in the water a second time. Results showed no significant differences between the two conditions with respect to levels of empathy. However, participants felt more trusting and friendly towards the confederate in the cooperative condition.


2021 ◽  
Author(s):  
Nicole Charewicz

The present study examined the effects of cooperative and competitive game playing on empathy. Participants were randomly assigned to one of two conditions, with a confederate: playing a video game cooperatively (N = 51), or playing a video game competitively (N = 55). The game played was the non-violent, puzzle-platformer Portal 2. When playing cooperatively, participants completed levels through the multiplayer option where they had to act together with the confederate to be successful. In the competitive condition participants played the single-player campaign and competed with the confederate for the best time-to-completion of the first series of levels. After playing Portal 2 for approximately 15 minutes, participants watched the confederate submerge her hand in what they thought was ice-cold water for 30 seconds. Participants sat facing the confederate and rated their perception of the confederate’s pain, their own pain, the amount of empathy they felt for the confederate, as well as how close they felt to the confederate. A subsequent measure also assessed the extent of participants’ empathic concern by providing them the option to reduce the time that the confederate had to put her hand in the water a second time. Results showed no significant differences between the two conditions with respect to levels of empathy. However, participants felt more trusting and friendly towards the confederate in the cooperative condition.


2021 ◽  
pp. 105756772110386
Author(s):  
Anke Erdmann

Despite the substantive evidence on the victim-offender overlap from various national contexts, comprehensive examinations for Germany are lacking. This article provides insights into peer group-related correlates of the victim-offender overlap by specifically differentiating the roles of victims, offenders, and victim-offenders. The analysis examines risk factors for involvement in violence using a sample of 3,519 14- and 16-year-old students from a large crime study conducted in Germany. Applying multinomial logistic regression, the risk of being a victim-only, offender-only, or victim-offender is predicted by peer group characteristics such as frequency of meeting, group composition, delinquent norms, and routine activities with friends. The results show that proximity to friends and delinquent norms of peers significantly influence victimization, offending, and the victim-offender overlap. Regarding group composition, violent offending and being a victim-offender occurred more often in male-dominated mixed-gender friend groups, whereas victimization risk is not affected by group composition. Frequent alcohol consumption within the group is associated with victimization risk and the victim-offender overlap, whereas going out is associated with offending and the overlap. The findings underline that the peer context is not only of importance for explaining delinquency but also for unraveling victimization and the victim-offender overlap.


2013 ◽  
Author(s):  
Eshwar Bachu ◽  
Margaret Bernard

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