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.