Abstract
In this study, a content analysis and a survey were conducted to clarify the correlation between the frequency and duration of prosocial behavior in digital games and prosocial tendencies of players. First, this study adopted Eisenberg’s definition of prosocial behavior[7] and Carlo & Randall’s classification of prosocial behavior based on contexts[8]. A content analysis of popular digital games was conducted based on the definition. The average frequency of prosocial behaviors in 27 digital games analyzed was 3.59. In the second part of the study, a survey was conducted to see the correlation between the play time of top nine prosocial digital games based on the result of the content analysis and players’ prosocial tendencies. As a result, there was a weak, marginally significant correlation between prosocial digital game play time and players’ prosocial tendencies.