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. 2013 Jul 3;8(7):e68382. doi: 10.1371/journal.pone.0068382

Table 2. Frequency of prosocial behavior across video game and timing conditions in Experiment 2.

Behavioral Outcome
Timing Condition Video Game Condition Help No Help
Session-Ends Anti-social 6 (37.5) 10 (62.5)
Non-violent 4 (25.0) 12 (75.0)
Session-Continues Anti-social 14 (87.5) 2 (12.5)
Non-violent 10 (62.5) 6 (37.5)

Percentages in parentheses.