Re:Using Superpowers in Virtual Reality to Encourage Prosoci...
by jcr on Friday July 31, 2015 @03:46PM
(#9983933)
For the record, "prosocial" is not a real word in the English language
[1], but the phrase "prosocial behavior" [2] is a defined term (albeit
somewhat contrived) in behavioral psychology, sociology and related
fields.
You'd probably want to compare "Prosocial Behavior" to general "Social
Behavior" [3], as well as "Antisocial Behavior" [4] and "Asocial
Behavior" [5]. To keep things simple, I consider "Prosocial Behavior" to
be a combination of empathy, consideration, and kindness being shown
towards others.
Re:Using Superpowers in Virtual Reality to Encourage Prosoci...
by lux on Friday July 31, 2015 @03:06PM
(#9983671)
This is very cool. There's a lot of talk in VR about the importance and power of creating empathy for characters, so this really gives the sense that VR can be a great tool for improving how people relate to and treat each other.
After the stigma of the antisocial impact of game have followed them for decades, I'm glad to see some potential prosocial* impact of games.
*: I hadn't even heard or read that word before now. Excellent concept.
You'd probably want to compare "Prosocial Behavior" to general "Social Behavior" [3], as well as "Antisocial Behavior" [4] and "Asocial Behavior" [5]. To keep things simple, I consider "Prosocial Behavior" to be a combination of empathy, consideration, and kindness being shown towards others.
[1] http://dictionary.reference.com/misspelling?term=prosocial
[2] https://en.wikipedia.org/wiki/Prosocial_behavior
[3] https://en.wikipedia.org/wiki/Social_behavior
[4] https://en.wikipedia.org/wiki/Anti-social_behavior
[5] https://en.wikipedia.org/wiki/Asociality
What about the opposite? Does anti-social activity in games lead to anti-social activity in the real world?