Video Games and Players’ Empathy, Compassion, and Sympathy: A Systematic Review and Meta-Analysis

Due to the importance of empathy, the popularity of video games, and the potential contributions to the Differential Susceptibility to Media Effects Model (DSMM), this thesis examined the relationship between video games and empathy-related constructs, including compassion and sympathy. Based on 84 previous studies, this systematic review revealed associations between video games and empathy-related constructs, as well as the diversity in the empathy-related concepts measured by scholars and the instruments used to measure these concepts. A meta-analysis based on 18 studies supported the superior positive impact of prosocial gaming content on players' state empathy, compared to violent video games, neutral video games, and other formats of education such as reading textbooks. This synthesis and integration of research findings support both existing and new propositions for the DSMM

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Publication Details

Journal
UNC Libraries
Published
2026-05-21
DOI
https://doi.org/10.17615/k7wt-br41
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Video Games and Players’ Empathy, Compassion, and Sympathy: A Systematic Review and Meta-Analysis

K. Li
UNC Libraries
Digital Games and Media
article

Video Games and Players’ Empathy, Compassion, and Sympathy: A Systematic Review and Meta-Analysis

K. Li
article en

Abstract

Due to the importance of empathy, the popularity of video games, and the potential contributions to the Differential Susceptibility to Media Effects Model (DSMM), this thesis examined the relationship between video games and empathy-related constructs, including compassion and sympathy. Based on 84 previous studies, this systematic review revealed associations between video games and empathy-related constructs, as well as the diversity in the empathy-related concepts measured by scholars and the instruments used to measure these concepts. A meta-analysis based on 18 studies supported the superior positive impact of prosocial gaming content on players' state empathy, compared to violent video games, neutral video games, and other formats of education such as reading textbooks. This synthesis and integration of research findings support both existing and new propositions for the DSMM

UNC Libraries
University of North Carolina at Chapel Hill (US)
Quality Education
Openalex Percentile: Top 3%
Digital Games and Media
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