Psyc 64 210 Final Case Study

1680 Words 7 Pages
PSYC 6421 Final Exam
2) What factors may influence whether people engage in prosocial or antisocial behavior? Please discuss both forms of behavior. Prosocial behavior involves behavior that aims to benefit other people. Conversely, antisocial behavior is behavior that aims to hurt others. Numerous factors relate to whether or not someone will engage in prosocial behavior. Grant and Gino (2010) noted that giving thanks to people for their efforts lead to an increase in helping behaviors. Therefore, based on this concept, companies who thank their employees are more like to have employees partaking in the appropriate behaviors. Furthermore, children who are thanked positive behaviors (e.g., sharing a toy), will be more likely to exhibit those
…show more content…
The classic Bobo Doll study exhibited the implications of modeling aggressive behaviors on children. Compared to children who did not observe aggressive behavior towards toys, children who witnesses aggressive behaviors towards toys were more likely to mimic the observed aggressive behaviors and exhibit novel aggressive behaviors. Consequently, multiple research studies have suggested a link between violence in the media and increased aggressive behaviors (Anderson et al., 2010). Conversely, Greitemeyer (2011) investigated the link between media exposure and increased prosocial behavior and decreased antisocial behavior. Based on longitudinal research studies, participants who played video games that contained prosocial goals of helping another video game character had increased chances of engaging in prosocial behaviors (e.g., cooperation, sharing, empathy) in the future. Furthermore, the participants exposed to prosocial video games engaged in less aggressive behaviors than participants in the control groups. Research investigating semantic memory even shows that individuals how played a prosocial video game responded quicker to prosocial words than those who played a neutral video game. Therefore, increasing an individual’s exposure to prosocial thoughts established associations in their semantic memory. Furthermore, those who participated in prosocial behavior were more likely to assume that the other characters will engage in positive behaviors. Consequently, engaging in prosocial video games may increase one’s empathy and decease reinforcement/pleasure one receives from engaging in antisocial behavior in violent video game. In fact, even individuals who played neutral video games exhibited increased prosocial behaviors along with decreased aggressive behaviors and thought. In other words, the removal of violent media can increase prosocial behaviors and decrease antisocial behaviors (Greitemeyer,

Related Documents