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. © 2014 Friederike Mengel.
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CITATION STYLE
APA
Mengel, F. (2014). Computer games and prosocial behaviour. PLoS ONE, 9(4). https://doi.org/10.1371/journal.pone.0094099
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