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Peer groups are critical socialization agents for the development of social behavior in adolescence, but studies examining peer-group effects on individuals' prosocial behavior are scarce. Using a two-wave, multilevel data set (N = 16,893, 8481 male; 8412 female; mean age at Time 1: 14.0 years) from 1308 classes in 252 secondary schools in Germany, main effects of the classroom level of prosocial behavior, cross-level interactions between the classroom and the individual levels of prosocial behavior at Time 1, and the moderating role of gender were examined. The results showed that adolescents in classrooms with high collective levels of prosocial behavior at Time 1 reported more prosocial behavior at Time 2, about two years later, reflecting a class-level main effect. A significant cross-level interaction indicated that a high classroom level of prosocial behavior particularly affected individuals with lower levels of prosocial behavior at Time 1. The influence of same-gender peers was larger compared with opposite-gender peers. The findings are discussed with respect to social learning mechanisms in the development of prosocial behavior and their implications for interventions to promote prosocial behavior.
Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.
Individuals differ in their sensitivity toward injustice. Justice-sensitive persons perceive injustice more frequently and show stronger responses to it. Justice sensitivity has been studied predominantly in adults; little is known about its development in childhood and adolescence and its connection to prosocial behavior and emotional and behavioral problems. This study evaluates a version of the justice sensitivity inventory for children and adolescents (JSI-CA5) in 1472 9- to 17-year olds. Items and scales showed good psychometric properties and correlations with prosocial behavior and conduct problems similar to findings in adults, supporting the reliability and validity of the scale. We found individual differences in justice sensitivity as a function of age and gender. Furthermore, justice sensitivity predicted emotional and behavioral problems in children and adolescents over a 1- to 2-year period. Justice sensitivity perspectives can therefore be considered as risk and/or protective factors for mental health in childhood and adolescence.
Digital media are being used more and more frequently by children and for a wide variety of functions.
However, there are no studies to date that examine the effect of such use on peer interactions and the occurrence of prosocial behavior in peers.
For parents, it has been found that when using digital media only few parents respond responsively to their children's attempts at interaction and also very rarely, they communicate with them verbally and nonverbally.
In the present study, we investigated how playing a game in a digital versus analog form influences in-teractions (especially prosocial behavior) of peers.
We used an experimental situation, where 24 dyads of 4-10-year-old children were examined. Each of the dyads was randomly assigned to a condition where they played either a digital or analog game together. Various interaction parameters and prosocial behavior during and after the game were analyzed.
Results show that children in the analog condition communicated verbally with each other more often, responded more often to interaction attempts of their partners and showed less often negative forms of inter-action and more often positive forms of interaction than children in the digital condition.
However, the type of medium had no influence on prosocial behavior after the game situation.
These results suggest that the format of a game (digital vs. analog) has a decisive influence on peer interactions concerning their communication during but not their prosocial behavior after the game situation.
Charitable giving
(2023)
We investigate how different levels of information influence the allocation decisions of donors who are entitled to freely distribute a fixed monetary endowment between themselves and a charitable organization in both giving and taking frames. Participants donate significantly higher amounts, when the decision is described as taking rather than giving. This framing effect becomes smaller if more information about the charity is provided.