The study conducted by Stanford University’s Virtual Human Interaction Lab conducted a study where they took 30 male and 30 female participants and immersed them in a virtual world and assigned them either to play a superhero character who could fly or to become a passenger in a helicopter. The subjects were then directed to either join a tour of the city or to save a lost diabetic child in dire need of insulin. After the game was over, participants waited as the researcher then “accidently” spilled a cup of pens a few feet away. The results were interesting. Any participant who did NOT help had been in the virtual world as a passenger in the helicopter. No former virtual world helicopter passengers helped pick up the spilled pens. People who played superheros—from either scenario—took an average of just 2 seconds to respond and help while those in the helicopter scenario took between six and seven seconds to help.

斯坦福大学的虚拟互动实验室进行进行了一项研究,他们让30名男性和30名女性参与者置身一个虚拟的世界并分配他们扮演一个超级英雄人物,比如能飞行的或一位直升机乘客。受试者被指定参加某一城市的旅游项目或拯救一个需要胰岛素的糖尿病孩子。结果很有趣。那些扮演超级英雄的仅仅花了2秒钟就做出了反应,那些直升机的乘客则需要6-7秒才做出反应。

This is interesting by itself but when you combine it with the results of other similar studies, it becomes clear that pro-social games can and do influence behavior positively.

Other research has shown that pro-social games—games where the player is helping others—have a positive influence on pro-social behavior.

如果你将这个实验和其他研究综合起来看就会发现,亲社会游戏对个体行为具有巨大的影响。

In a study led by Douglas A. Gentil from Iowa state university with researchers from around the world, the findings indicated that video games in which game characters help and support each other in nonviolent ways increase both short-term and long-term pro-social behaviors.The research team reported on three studies conducted in three countries with three age groups.

在一个由全球各地研究者组成的研究项目中,研究者发现游戏人物帮助其他人的非暴力视频游戏对增加亲社会行为产生巨大影响。

In a correlational study, Singaporean middle-school students who played more pro-social games behaved more pro-socially. In two longitudinal samples of Japanese children andadolescents, pro-social game play predicted later increases in pro-social behavior. In an experimental study, U.S. undergraduates randomly assigned to play pro-social games behaved more pro-socially toward another student. These results across different methodologies, ages, and cultures provide robust evidence that pro-social games can positively impact pro-social behavior.

而在最近的对新加坡中学生和美国大学生的研究中,研究者发现,不同的年龄、文化和方法均能证明亲社会游戏可以影响亲社会行为。

In another study, researchers wanted to see if a person’s empathic reactions to social issues could be influenced by playing an interactive digital game. The study focused on a game called “Darfur is Dying”. It is a narrative-based game where the player, from the perspective of a displaced refuge, negotiates forces that threaten the survival of his or her refugee camp. It is meant to highlight the plight of people who have been displaced by the fighting in the Sudan region of Africa. Two experiments were conducted.

在另外一项研究中,研究者想要了解一个人对社会问题的情感反应是否会被互动游戏所影响。研究主要集中在一个叫“达尔富尔死亡”的游戏上。

The first experiment demonstrated that playing the “Darfur is Dying” game and resulted in greater willingness to help the Darfurian people than reading a text conveying the same information.

第一个“达尔富尔死亡”的实验游戏证明了相比阅读一段文本情景,人们更愿意通过互动游戏去施助他人。

The second experiment added a game watching condition and results were found such that game playing resulted in greater role-taking and willingness to help than game watching and text reading. The study provides empirical evidence that interactive digital games are more effective than non-interactive presentation modes in influencing people’s empathic reactions to social issues.

第二个游戏增加了一些条件,通过两个实验,研究者发现互动和数字化的游戏比非互动、非数字化的模式更能影响人们对社会问题的情感或行动反应。

These positive effects pro-social games is just one more reason to consider using games for your training requirements. The results of using a game can be far larger than merely knowledge transfer, if designed properly, they can impact behavior in a positive manner.

使用游戏似乎比单纯的传输知识效果更好,更能满足培训的目的。如果设计得当,它能对人们产生的积极的行为方式影响。