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Effect of prosocial video games on positive empathy and prosocial behavior of athletes

Effect of prosocial video games on empathy and prosocial behavior of athletes

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ChiCTR
Registry ID
ChiCTR2300074814
Enrollment
Unknown
Registered
2023-08-17
Start date
2023-08-20
Completion date
Unknown
Last updated
2023-08-21

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None

Interventions

Experimental group:Prosoical video game
Control group:Neutral game

Sponsors

Beijing Sport University
Lead Sponsor

Eligibility

Sex/Gender
All
Age
18 Years to 28 Years

Inclusion criteria

Inclusion criteria: (1)being between 18 and 26 years of age (2) Sport-specific or being a collegiate athlete with at least the national second level in China (3)have some experience in video games (4)normal vision (5)no color weakness or color blindness

Exclusion criteria

Exclusion criteria: (1)internet addiction (2)history of mental illness (e.g. depression, anxiety) (3)drug dependence, alcohol and tobacco addiction, or other types of behavioral addictions

Design outcomes

Primary

MeasureTime frame
prosocial behavior;empathy level;athletic prosocial/antisocial behavior;

Countries

China

Contacts

Public ContactRuohang Wang

Beijing Sport University

wangruohang@bsu.edu.cn+86 137 8178 6969

Outcome results

None listed

Source: ChiCTR (via WHO ICTRP) · Data processed: Feb 4, 2026