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.
| Original language | English |
|---|---|
| Article number | e94099 |
| Number of pages | 5 |
| Journal | PLOS ONE |
| Volume | 9 |
| Issue number | 4 |
| Early online date | 9 Apr 2014 |
| DOIs | |
| Publication status | Published - 9 Apr 2014 |
Keywords
- PLAYING VIOLENT VIDEO
- COOPERATION
- DILEMMA
- AGGRESSION
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