151
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Chun J, Lee HK. Developing a service evaluation index for Internet addiction through the Delphi method. INTERNATIONAL JOURNAL OF MENTAL HEALTH PROMOTION 2017. [DOI: 10.1080/14623730.2017.1345686] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Affiliation(s)
- JongSerl Chun
- Department of Social Welfare, Ewha Womans University, Seoul, South Korea
| | - Hae Kook Lee
- Department of Psychiatry, The Catholic University of Korea, Uijongbu, South Korea
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152
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Use-of-time and health-related quality of life in 10- to 13-year-old children: not all screen time or physical activity minutes are the same. Qual Life Res 2017; 26:3119-3129. [DOI: 10.1007/s11136-017-1639-9] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/27/2017] [Indexed: 01/08/2023]
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153
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Siyez DM, Baran B. Determining reactive and proactive aggression and empathy levels of middle school students regarding their video game preferences. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.03.006] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
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154
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Lin HW, Luarn P, Lin YL. Hierarchical Relationship of Negative Emotion Perception from Violent Video Games. SCIENCE TECHNOLOGY AND SOCIETY 2017. [DOI: 10.1177/0971721817702281] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Video games featuring violent contents have become more and more prevalent among children and teenagers. It is therefore imperative to ponder on questions such as ‘Are violent video games dangerous digital games?’ and ‘What negative emotions do they trigger in gamers?’ As such, this study aims to explore the negative emotions that violent video games trigger in gamers and determine the cause for each negative emotion. For the purpose of this research, Resident Evil, a violent video game, has been chosen as the focus. Taking the gamer’s perspective, the study aims to explore and construct a thorough network structure (game triggered event—gamer’s personal belief—feeling of negative emotions) of gamer’s emotions, the structure of gamers’ emotional cluster and the correlation and level of inter-influence between relevant factors. Results of the study reveal that the overall hierarchical value map (HVM) not only presents a comprehensive gamer emotional network structure but also offers a clear illustration of how key game activating events (enemies, stage mission, BOSS level monsters, horror atmosphere, third-person view) lead to the formation of gamers’ personal beliefs of character death, high difficulty, trigger negative emotion, being frightened, enemy ambush and tough enemies, which ultimately lead to negative emotions such as fear, worry, anger, disgust and frustration on gamers’ part. In addition, among the five gamer emotional clusters, the clusters of fear and anger had the heaviest influence on the gamers. The correlation between factors and influence showed different levels of significance.
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155
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Batra RK, Ghoshal T, Raghunathan R. You are what you eat: An empirical investigation of the relationship between spicy food and aggressive cognition. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2017. [DOI: 10.1016/j.jesp.2017.01.007] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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156
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Abstract
There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.
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Affiliation(s)
- Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Daria J. Kuss
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Angelica B. Ortiz de Gortari
- International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK & Psychology and Neuroscience of Cognition Research Unit, University of Liège, Belgium
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157
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Peña J, Chen M. Playing with power: Power poses affect enjoyment, presence, controller responsiveness, and arousal when playing natural motion-controlled video games. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.02.019] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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158
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Affiliation(s)
| | - Markus Schott
- Faculty of Psychology, Sigmund Freud Privat University, Vienna, Austria
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159
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Gao X, Pan W, Li C, Weng L, Yao M, Chen A. Long-Time Exposure to Violent Video Games Does Not Show Desensitization on Empathy for Pain: An fMRI Study. Front Psychol 2017; 8:650. [PMID: 28512439 PMCID: PMC5412091 DOI: 10.3389/fpsyg.2017.00650] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2016] [Accepted: 04/11/2017] [Indexed: 12/30/2022] Open
Abstract
As a typical form of empathy, empathy for pain refers to the perception and appraisal of others’ pain, as well as the corresponding affective responses. Numerous studies investigated the factors affecting the empathy for pain, in which the exposure to violent video games (VVGs) could change players’ empathic responses to painful situations. However, it remains unclear whether exposure to VVG influences the empathy for pain. In the present study, in terms of the exposure experience to VVG, two groups of participants (18 in VVG group, VG; 17 in non-VVG group, NG) were screened from nearly 200 video game experience questionnaires. And then, the functional magnetic resonance imaging data were recorded when they were viewing painful and non-painful stimuli. The results showed that the perception of others’ pain were not significantly different in brain regions between groups, from which we could infer that the desensitization effect of VVGs was overrated.
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Affiliation(s)
- Xuemei Gao
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Wei Pan
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Chao Li
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Lei Weng
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Mengyun Yao
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Antao Chen
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
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160
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Gentile DA, Bender PK, Anderson CA. Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2016.12.045] [Citation(s) in RCA: 37] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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161
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Nagendra H, Kumar V, Mukherjee S. Evaluation of cognitive behavior among deaf subjects with video game as intervention. COGN SYST RES 2017. [DOI: 10.1016/j.cogsys.2016.11.007] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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162
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Cheung CHM, Bedford R, Saez De Urabain IR, Karmiloff-Smith A, Smith TJ. Daily touchscreen use in infants and toddlers is associated with reduced sleep and delayed sleep onset. Sci Rep 2017; 7:46104. [PMID: 28406474 PMCID: PMC5390665 DOI: 10.1038/srep46104] [Citation(s) in RCA: 91] [Impact Index Per Article: 13.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2016] [Accepted: 03/08/2017] [Indexed: 11/27/2022] Open
Abstract
Traditional screen time (e.g. TV and videogaming) has been linked to sleep problems and poorer developmental outcomes in children. With the advent of portable touchscreen devices, this association may be extending down in age to disrupt the sleep of infants and toddlers, an age when sleep is essential for cognitive development. However, this association has not been demonstrated empirically. This study aims to examine whether frequency of touchscreen use is associated with sleep in infants and toddlers between 6 and 36 months of age. An online survey was administered to 715 parents reporting on child media use (daily exposure to TV and use of touchscreens), sleep patterns (night-time and daytime sleep duration, sleep onset - time to fall asleep, and frequencies of night awakenings). Structural equation models controlling for age, sex, TV exposure and maternal education indicated a significant association between touchscreen use and night-time sleep, daytime sleep and sleep onset. No significant effect was observed for the number of night awakenings. To our knowledge, this is the first report linking the use of touchscreen with sleep problems in infants and toddlers. Future longitudinal studies are needed to clarify the direction of effects and the mechanisms underlying these associations using detailed sleep tracking.
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Affiliation(s)
- Celeste H M Cheung
- Centre for Brain and Cognitive Development, Birkbeck, University of London, London, UK
| | - Rachael Bedford
- Biostatistics Department, Institute of Psychiatry, Psychology &Neuroscience, King's College London, London, UK
| | | | | | - Tim J Smith
- Psychological Sciences, Birkbeck, University of London, London, UK
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163
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Ferguson CJ. Pay No Attention to That Data Behind the Curtain: On Angry Birds, Happy Children, Scholarly Squabbles, Publication Bias, and Why Betas Rule Metas. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2017; 10:683-91. [PMID: 26386008 DOI: 10.1177/1745691615593353] [Citation(s) in RCA: 31] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
This article responds to five comments on my "Angry Birds" meta-analysis of video game influences on children (Ferguson, 2015, this issue). Given ongoing debates on video game influences, comments varied from the supportive to the self-proclaimed "angry," yet hopefully they and this response will contribute to constructive discussion as the field moves forward. In this reply, I address some misconceptions in the comments and present data that challenge the assumption that standardized regression coefficients are invariably unsuitable for meta-analysis or that bivariate correlations are invariably suitable for meta-analysis. The suitability of any data should be considered on a case-by-case basis, and data indicates that the coefficients included in the "Angry Birds" meta-analysis did not distort results. Study selection, effect size extraction, and interpretation improved upon problematic issues in other recent meta-analyses. Further evidence is also provided to support the contention that publication bias remains problematic in video game literature. Sources of acrimony among scholars are explored as are areas of agreement. Ultimately, debates will only be resolved through a commitment to newer, more rigorous methods and open science.
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164
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Boxer P, Groves CL, Docherty M. Video Games Do Indeed Influence Children and Adolescents' Aggression, Prosocial Behavior, and Academic Performance: A Clearer Reading of Ferguson (2015). PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2017; 10:671-3. [PMID: 26386004 DOI: 10.1177/1745691615592239] [Citation(s) in RCA: 22] [Impact Index Per Article: 3.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Psychological scientists have long sought to determine the relative impact of environmental influences over development and behavior in comparison with the impact of personal, dispositional, or genetic influences. This has included significant interest in the role played by media in children's development with a good deal of emphasis on how violent media spark and shape aggressive behavior in children and adolescents. Despite a variety of methodological weaknesses in his meta-analysis, Ferguson (2015, this issue) presents evidence to support the positive association between violent media consumption and a number of poor developmental outcomes. In this Commentary we discuss this meta-analytic work and how it fits into a broader understanding of human development.
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165
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Stinchcombe A, Kadulina Y, Lemieux C, Aljied R, Gagnon S. Driving is not a game: Video game experience is associated with risk-taking behaviours in the driving simulator. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2016.12.006] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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166
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The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance. JOURNAL OF COGNITIVE ENHANCEMENT 2017. [DOI: 10.1007/s41465-017-0015-6] [Citation(s) in RCA: 51] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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167
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Meersand P. Early Latency and the Impact of the Digital World: Exploring the Effect of Technological Games on Evolving Ego Capacities, Superego Development, and Peer Relationships. PSYCHOANALYTIC STUDY OF THE CHILD 2017. [DOI: 10.1080/00797308.2016.1277883] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
- Pamela Meersand
- Department of Psychiatry, Columbia University Medical Center
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168
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Shin KS, Yim YK, Kim Y, Park S, Lee JY. Effects of Visual Game Experience on Auditory Processing Speed. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:187-194. [PMID: 28263679 DOI: 10.1089/cyber.2016.0171] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Games are one of the fastest growing and most exciting forms of entertainment. Whether casual mobile game playing has a cognitive, physiological, or behavioral effect on players whose game use is not pathological is unknown. Here we explored whether preattentive auditory processing is linked to the behavioral inhibition system (BIS) in frequent and infrequent game players. A total of 74 subjects who were enrolled in our study were divided into two groups, 40 subjects were frequent gamers and 34 subjects were age-, gender-, IQ-, and education-matched infrequent gamers. All participants underwent a passive auditory oddball paradigm and completed the behavioral inhibition/behavioral activation system scales. The mismatch negativity (MMN) latency was shorter for the frequent gamers relative to the infrequent gamers, whereas no difference in MMN amplitude was found between groups. MMN amplitude was negatively associated with the degree of behavioral inhibition in the frequent and infrequent gaming group. We also found that those who frequently play games show an enhanced processing speed, which could be an effect of game practice. Greater behavioral inhibition induces increased vigilance, and this may have enhanced the MMN amplitude in the infrequent gamers. This differential pattern of correlations suggests that differences in the BIS could lead to different approaches to auditory information processing.
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Affiliation(s)
- Kyung Soon Shin
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Yoon Kyoung Yim
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Yuwon Kim
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Soowon Park
- 3 Department of Psychiatry and Behavioral Science, SMG-SNU Boramae Medical Center , Seoul, Republic of Korea.,4 Department of Education, Sejong University, Seoul, Republic of Korea
| | - Jun-Young Lee
- 2 Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine , Seoul, Republic of Korea.,3 Department of Psychiatry and Behavioral Science, SMG-SNU Boramae Medical Center , Seoul, Republic of Korea
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169
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Briñol P, Petty RE, Requero B. Aggressive primes can increase reliance on positive and negative thoughts affecting self-attitudes. SELF AND IDENTITY 2016. [DOI: 10.1080/15298868.2016.1255251] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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170
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Werle GD. The Lived Experience of Violence: Using Storytelling as a Teaching Tool With Middle School Students. J Sch Nurs 2016; 20:81-7. [PMID: 15040767 DOI: 10.1177/10598405040200020501] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
This qualitative study explored 8th-grade students’ responses to hearing stories about the lived experience of violence. A convenience sample of 13 students attending health education classes at a public middle school was used. After hearing each story, students answered a series of questions using the process of free writing. Free writing is a technique that allows students to explore their thoughts and reactions while promoting critical thinking. Student free writing samples were analyzed using a process of constant comparison. Three themes emerged from the data: (a) students gain insights into the realities of violence through hearing these stories, (b) students respond on an emotional level to both the stories and the storytellers, and (c) students respond positively to and are engaged by these stories. The findings lend support to the use of storytelling in teaching youth about violence. School nurses can develop and implement violence prevention education programs using the storytelling model, seek grant and community support for such programs, and conduct further research into the use of the storytelling model.
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171
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Tang WY, Fox J. Men's harassment behavior in online video games: Personality traits and game factors. Aggress Behav 2016; 42:513-521. [PMID: 26880037 DOI: 10.1002/ab.21646] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/15/2015] [Revised: 01/03/2016] [Accepted: 01/07/2016] [Indexed: 11/12/2022]
Abstract
Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc.
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Affiliation(s)
| | - Jesse Fox
- The Ohio State University; Columbus Ohio
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172
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Janssen I. Estimating Whether Replacing Time in Active Outdoor Play and Sedentary Video Games With Active Video Games Influences Youth's Mental Health. J Adolesc Health 2016; 59:517-522. [PMID: 27567064 DOI: 10.1016/j.jadohealth.2016.07.007] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/04/2016] [Revised: 07/06/2016] [Accepted: 07/06/2016] [Indexed: 11/27/2022]
Abstract
PURPOSE The primary objective was to use isotemporal substitution models to estimate whether replacing time spent in sedentary video games (SVGs) and active outdoor play (AOP) with active video games (AVGs) would be associated with changes in youth's mental health. METHODS A representative sample of 20,122 Canadian youth in Grades 6-10 was studied. The exposure variables were average hours/day spent playing AVGs, SVGs, and AOP. The outcomes consisted of a negative and internalizing mental health indicator (emotional problems), a positive and internalizing mental health indicator (life satisfaction), and a positive and externalizing mental health indicator (prosocial behavior). Isotemporal substitution models estimated the extent to which replacing time spent in SVGs and AOP with an equivalent amount of time in AVGs had on the mental health indicators. RESULTS Replacing 1 hour/day of SVGs with 1 hour/day of AVGs was associated with a 6% (95% confidence interval: 3%-9%) reduced probability of high emotional problems, a 4% (2%-7%) increased probability of high life satisfaction, and a 13% (9%-16%) increased probability of high prosocial behavior. Replacing 1 hour/day of AOP with 1 hour/day of AVGs was associated with a 7% (3%-11%) increased probability of high emotional problems, a 3% (1%-5%) reduced probability of high life satisfaction, and a 6% (2%-9%) reduced probability of high prosocial behavior. CONCLUSIONS Replacing SVGs with AVGs was associated with more preferable mental health indicators. Conversely, replacing AOP with AVGs was associated with more deleterious mental health indicators.
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Affiliation(s)
- Ian Janssen
- School of Kinesiology and Health Studies, Queen's University, Kingston, Ontario, Canada; Department of Public Health Sciences, Queen's University, Kingston, Ontario, Canada.
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173
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Kelishadi R, Qorbani M, Motlagh ME, Heshmat R, Ardalan G, Jari M. Relationship between leisure time screen activity and aggressive and violent behaviour in Iranian children and adolescents: the CASPIAN-IV Study. Paediatr Int Child Health 2016; 35:305-11. [PMID: 26744154 DOI: 10.1080/20469047.2015.1109221] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Abstract
BACKGROUND This study aimed to assess the relationship between leisure time spent watching television (TV) and at a computer and aggressive and violent behaviour in children and adolescents. METHODS In this nationwide study, 14,880 school students, aged 6-18 years, were selected by cluster and stratified multi-stage sampling method from 30 provinces in Iran. The World Health Organization Global School-based Health Survey questionnaire (WHO-GSHS) was used. RESULTS Overall, 13,486 children and adolescents (50·8% boys, 75·6% urban residents) completed the study (participation rate 90·6%). The risk of physical fighting and quarrels increased by 29% (OR 1·29, 95% CI 1·19-1·40) with watching TV for >2 hr/day, by 38% (OR 1·38, 95% CI 1·21-1·57) with leisure time computer work of >2 hr/day, and by 42% (OR 1·42, 95% CI 1·28-1·58) with the total screen time of >2 hr/day. Watching TV or leisure time spent on a computer or total screen time of >2 hr/day increased the risk of bullying by 30% (OR 1·30, 95% CI 1·18-1·43), 57% (1·57, 95% CI 1·34-1·85) and 62% (OR 1·62, 95% CI 1·43-1·83). Spending >2 hr/day watching TV and total screen time increased the risk of being bullied by 12% (OR 1·12, 95% CI 1·02-1·22) and 15% (OR 1·15, 95% CI 1·02-1·28), respectively. This relationship was not statistically significant for leisure time spent on a computer (OR 1·10, 95% CI 0·9-1·27). CONCLUSIONS Prolonged leisure time spent on screen activities is associated with violent and aggressive behaviour in children and adolescents. In addition to the duration of screen time, the association is likely to be explained also by the media content.
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Affiliation(s)
- Roya Kelishadi
- Department of Pediatrics, Faculty of Medicine and Child Growth and Development Research Center, Isfahan University of Medical Sciences , Isfahan
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174
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Gliksman Y, Weinbach N, Henik A. Alerting cues enhance the subitizing process. Acta Psychol (Amst) 2016; 170:139-45. [PMID: 27423007 PMCID: PMC5058260 DOI: 10.1016/j.actpsy.2016.06.013] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/10/2015] [Revised: 06/15/2016] [Accepted: 06/28/2016] [Indexed: 11/28/2022] Open
Abstract
Enumeration of elements differs as a function of their range. Subitizing (quantities 1-4) is considered to be an accurate and quick process with reaction times minimally affected by the number of presented elements within its range. In contrast, small estimation (range of 5-9 elements exposed briefly) is a less precise linear process. Subitizing was consider to be a pre-attentive process for many years. However, recent studies found that when attentional resources were occupied elsewhere, the subitizing process was impaired. In the current study, we examined whether subitizing can be facilitated by improving engagement of attention. Specifically, brief alerting cues that increase attentional engagement were presented in half of the trials during enumeration tasks. In Experiment 1, participants were required to enumerate dots presented in random arrays within the subitizing or small estimation range. Alerting facilitated enumeration of quantities in the subitizing range, but not in the small estimation range. We suggested that the benefit of alerting on the subitizing process was achieved via enhancement of global processing, a process that was previously associated with both alerting and subitizing. In Experiment 2, we provided direct evidence for this hypothesis by demonstrating that when global processing was used for items in the small estimation range (i.e., presenting quantities in a canonical array), a subitizing-like pattern was revealed in quantities beyond the subitizing range.
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Affiliation(s)
- Yarden Gliksman
- Department of Psychology and the Zlotowski Center for Neuroscience, Ben-Gurion University of the Negev, Beer-Sheva, Israel.
| | - Noam Weinbach
- Department of Psychology and the Zlotowski Center for Neuroscience, Ben-Gurion University of the Negev, Beer-Sheva, Israel
| | - Avishai Henik
- Department of Psychology and the Zlotowski Center for Neuroscience, Ben-Gurion University of the Negev, Beer-Sheva, Israel
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175
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Kim HHS, Ahn SJG. How Does Neighborhood Quality Moderate the Association Between Online Video Game Play and Depression? A Population-Level Analysis of Korean Students. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2016; 19:628-634. [DOI: 10.1089/cyber.2016.0155] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
| | - Sun Joo Grace Ahn
- Department of Advertising and Public Relations, Grady College of Journalism and Mass Communication, University of Georgia, Athens, Georgia
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176
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Harrington B, O’Connell M. Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.05.062] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022]
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177
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CAVALCANTI JG, PIMENTEL CE. Personality and aggression: A contribution of the General Aggression Model. ESTUDOS DE PSICOLOGIA (CAMPINAS) 2016. [DOI: 10.1590/1982-02752016000300008] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
Abstract
Abstract The aim of the study was to identify the direct and indirect existing relationship among personality traits on aggression of high school and undergraduate students from the city of João Pessoa, Brazil, using the General Aggression Model as the theoretical framework. The sample consisted of 218 students, of which 107 were high school students and 111 undergraduate students. The instruments used for data collection were as follows: Aggression Questionnaire, the Big Five Inventory and a Socio-Demographic Questionnaire. The main results showed direct effects of neuroticism (+), extraversion (+) and agreeableness (-) in physical aggression. On the other hand, indirect effects of neuroticism (+), opening (+) and agreeableness (-) in physical aggression, mediated by aggressive emotions have been found. These findings are discussed based on previous research and the General Aggression Model along with suggestions of research which have been conducted in an attempt to further knowledge in this area.
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178
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179
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Read GL, Ballard M, Emery LJ, Bazzini DG. Examining desensitization using facial electromyography:Violent videogames, gender, and affective responding. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.03.074] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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180
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Ng YL. More than Social–Cultural Influences: A Research Agenda for Evolutionary Perspectives on Prosocial Media Effects. REVIEW OF GENERAL PSYCHOLOGY 2016. [DOI: 10.1037/gpr0000084] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/10/2023]
Abstract
Prosocial media effects, short- and long-term intrapersonal changes in prosocial personality traits, values, emotions, and behavior caused by media use, have attracted much less attention than media violence research. Empirical examinations of current theories of prosocial media effects have focused on the indirect effects of prosocial media that explain why exposure to it results in prosocial behavior. However, they have neglected other types of media effects. Further, because of philosophical biases in the field of communication, only the social-cultural perspective has been used to explain the psychological antecedents and consequences of prosocial media effects. The origins and ultimate functions of prosociality in the processes of media effects are unknown. The intersection of evolutionary theories and media effects theories provides a more comprehensive explanation of prosocial media effects. Using various evolutionary perspectives on altruism, reciprocity, and cooperation, this article synthesizes 4 types of prosocial media effects: selective, indirect, conditional, and transactional, suggesting that the dramatic prosocial media learning process should be considered from a comprehensive nature-nurture interactive view. The research agenda, implications, and recent methodological advances are highlighted.
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181
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Comello MLG, Francis DB, Marshall LH, Puglia DR. Cancer Survivors Who Play Recreational Computer Games: Motivations for Playing and Associations with Beneficial Psychological Outcomes. Games Health J 2016; 5:286-92. [PMID: 27487462 DOI: 10.1089/g4h.2016.0003] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being. METHODS We conducted a cross-sectional online survey of survivors who play recreational games (N = 794). Key variables were motivations and indicators of psychological health, including self-efficacy in cancer communications, resilient coping, and beliefs that one is living a fulfilling and meaningful life (flourishing). RESULTS Participants were most likely to be motivated to play for stimulation and a sense of accomplishment (intrinsic rewards), followed by development of self, sense of community, and personal affirmation. Multiple regression analyses revealed positive associations between playing for intrinsic rewards and all three psychological health outcomes. Playing for a sense of community was also positively associated with coping and flourishing. CONCLUSION Playing recreational videogames, particularly to receive intrinsic rewards and to connect with others, may play a supportive role in the psychological health of survivors. Findings suggest future areas for research and implications for development of serious games.
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Affiliation(s)
- Maria Leonora G Comello
- 1 School of Media and Journalism, University of North Carolina at Chapel Hill , Chapel Hill, North Carolina
| | - Diane B Francis
- 2 Manship School of Mass Communication, Louisiana State University , Baton Rouge, Louisiana
| | - Laura Heisner Marshall
- 1 School of Media and Journalism, University of North Carolina at Chapel Hill , Chapel Hill, North Carolina
| | - Deanna R Puglia
- 1 School of Media and Journalism, University of North Carolina at Chapel Hill , Chapel Hill, North Carolina
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Abstract
In the United States, exposure to media violence is becoming an inescapable component of children's lives. With the rise in new technologies, such as tablets and new gaming platforms, children and adolescents increasingly are exposed to what is known as "virtual violence." This form of violence is not experienced physically; rather, it is experienced in realistic ways via new technology and ever more intense and realistic games. The American Academy of Pediatrics continues to be concerned about children's exposure to virtual violence and the effect it has on their overall health and well-being. This policy statement aims to summarize the current state of scientific knowledge regarding the effects of virtual violence on children's attitudes and behaviors and to make specific recommendations for pediatricians, parents, industry, and policy makers.
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183
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Bartholow BD, Sestir MA, Davis EB. Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior. PERSONALITY AND SOCIAL PSYCHOLOGY BULLETIN 2016; 31:1573-86. [PMID: 16207775 DOI: 10.1177/0146167205277205] [Citation(s) in RCA: 96] [Impact Index Per Article: 12.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.
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Affiliation(s)
- Bruce D Bartholow
- Department of Psychological Sciences, University of Missouri-Columbia, MO 65503, USA.
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184
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185
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Bernthal MJ, Medway FJ. An Initial Exploration into the Psychological Implications of Adolescents’ Involvement with Professional Wrestling. SCHOOL PSYCHOLOGY INTERNATIONAL 2016. [DOI: 10.1177/0143034305052915] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Professional wrestling has become an internationally popular type of ‘sport entertainment’ among youth. The professional wrestling industry targets children as consumers for live events, televised programming and product merchandising. However, the nature of wrestling has changed in the last two decades and many educators are unaware of the themes and messages that wrestling promotes. This article provides a historical and contemporary overview of professional wrestling and discusses the psychological implications of the violence of wrestling on children. In an initial study, measures of wrestling involvement, aggressive response to shame and Behavior Assessment System for Children (BASC) scores were analysed for 121 male participants (ages 10 to 17). Results indicated that those participants reporting more wrestling involvement tended to respond more aggressively to shame, demonstrated moderately higher levels of school maladjustment, showed higher levels of internalizing problems such as anxiety and social stress and showed lower levels of self-esteem and perceived self-adequacy. Directions for future research and implications for school psychologists are discussed.
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186
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Bushman BJ, Anderson CA. Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. PERSONALITY AND SOCIAL PSYCHOLOGY BULLETIN 2016. [DOI: 10.1177/014616702237649] [Citation(s) in RCA: 338] [Impact Index Per Article: 42.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Research conducted over several decades has shown that violent media increase aggression. It is now time to move beyond the question of whether violent media increase aggression to answering the question why violent media increase aggression. The present research tested whether violent video games produce a hostile expectation bias—the tendency to expect others to react to potential conflicts with aggression. Participants (N = 224) played either a violent or nonviolent video game. Next, they read ambiguous story stems about potential interpersonal conflicts. They were asked what the main character will do, say, think, and feel as the story continues. People who played a violent video game described the main character as behaving more aggressively, thinking more aggressive thoughts, and feeling more angry than did people who played a nonviolent video game. These results are consistent with the General Aggression Model.
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187
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Anderson CA, Berkowitz L, Donnerstein E, Huesmann LR, Johnson JD, Linz D, Malamuth NM, Wartella E. The Influence of Media Violence on Youth. Psychol Sci Public Interest 2016; 4:81-110. [DOI: 10.1111/j.1529-1006.2003.pspi_1433.x] [Citation(s) in RCA: 469] [Impact Index Per Article: 58.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
Abstract
Research on violent television and films, video games, and music reveals unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts. The effects appear larger for milder than for more severe forms of aggression, but the effects on severe forms of violence are also substantial ( r = .13 to .32) when compared with effects of other violence risk factors or medical effects deemed important by the medical community (e.g., effect of aspirin on heart attacks). The research base is large; diverse in methods, samples, and media genres; and consistent in overall findings. The evidence is clearest within the most extensively researched domain, television and film violence. The growing body of video-game research yields essentially the same conclusions. Short-term exposure increases the likelihood of physically and verbally aggressive behavior, aggressive thoughts, and aggressive emotions. Recent large-scale longitudinal studies provide converging evidence linking frequent exposure to violent media in childhood with aggression later in life, including physical assaults and spouse abuse. Because extremely violent criminal behaviors (e.g., forcible rape, aggravated assault, homicide) are rare, new longitudinal studies with larger samples are needed to estimate accurately how much habitual childhood exposure to media violence increases the risk for extreme violence. Well-supported theory delineates why and when exposure to media violence increases aggression and violence. Media violence produces short-term increases by priming existing aggressive scripts and cognitions, increasing physiological arousal, and triggering an automatic tendency to imitate observed behaviors. Media violence produces long-term effects via several types of learning processes leading to the acquisition of lasting (and automatically accessible) aggressive scripts, interpretational schemas, and aggression-supporting beliefs about social behavior, and by reducing individuals' normal negative emotional responses to violence (i.e., desensitization). Certain characteristics of viewers (e.g., identification with aggressive characters), social environments (e.g., parental influences), and media content (e.g., attractiveness of the perpetrator) can influence the degree to which media violence affects aggression, but there are some inconsistencies in research results. This research also suggests some avenues for preventive intervention (e.g., parental supervision, interpretation, and control of children's media use). However, extant research on moderators suggests that no one is wholly immune to the effects of media violence. Recent surveys reveal an extensive presence of violence in modern media. Furthermore, many children and youth spend an inordinate amount of time consuming violent media. Although it is clear that reducing exposure to media violence will reduce aggression and violence, it is less clear what sorts of interventions will produce a reduction in exposure. The sparse research literature suggests that counterattitudinal and parental-mediation interventions are likely to yield beneficial effects, but that media literacy interventions by themselves are unsuccessful. Though the scientific debate over whether media violence increases aggression and violence is essentially over, several critical tasks remain. Additional laboratory and field studies are needed for a better understanding of underlying psychological processes, which eventually should lead to more effective interventions. Large-scale longitudinal studies would help specify the magnitude of media-violence effects on the most severe types of violence. Meeting the larger societal challenge of providing children and youth with a much healthier media diet may prove to be more difficult and costly, especially if the scientific, news, public policy, and entertainment communities fail to educate the general public about the real risks of media-violence exposure to children and youth.
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Affiliation(s)
| | | | | | | | - James D. Johnson
- Department of Psychology, University of North Carolina-Wilmington
| | - Daniel Linz
- Department of Communication and Law and Society Program, University of California, Santa Barbara
| | - Neil M. Malamuth
- Department of Communication/Speech, University of California, Los Angeles
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188
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Molapour T, Lindström B, Olsson A. Aversive Learning and Trait Aggression Influence Retaliatory Behavior. Front Psychol 2016; 7:833. [PMID: 27375520 PMCID: PMC4896936 DOI: 10.3389/fpsyg.2016.00833] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/10/2015] [Accepted: 05/18/2016] [Indexed: 11/14/2022] Open
Abstract
In two experiments (n = 35, n = 34), we used a modified fear-conditioning paradigm to investigate the role of aversive learning in retaliatory behavior in social context. Participants first completed an initial aversive learning phase in which the pairing of a neutral conditioned stimulus (CS; i.e., neutral face) with a naturally aversive unconditioned stimulus (US; electric shock) was learned. Then they were given an opportunity to interact (i.e., administer 0–2 shocks) with the same faces again, during a Test phase. In Experiment 2, we used the same paradigm with the addition of online trial-by-trial ratings (e.g., US expectancy and anger) to examine the role of aversive learning, anger, and the learned expectancy of receiving punishment more closely. Our results indicate that learned aversions influenced future retaliation in a social context. In both experiments, participants showed largest skin conductance responses (SCRs) to the faces paired with one or two shocks, demonstrating successful aversive learning. Importantly, participants administered more shocks to the faces paired with the most number of shocks when the opportunity was given during test. Also, our results revealed that aggressive traits (Buss and Perry Aggression scale) were associated with retaliation only toward CSs associated with aversive experiences. These two experiments show that aggressive traits, when paired with aversive learning experiences enhance the likelihood to act anti-socially toward others.
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Affiliation(s)
- Tanaz Molapour
- Department of Clinical Neuroscience, Karolinska Institutet Stockholm, Sweden
| | - Björn Lindström
- Department of Clinical Neuroscience, Karolinska InstitutetStockholm, Sweden; Department of Economics, University of ZurichZürich, Switzerland
| | - Andreas Olsson
- Department of Clinical Neuroscience, Karolinska Institutet Stockholm, Sweden
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189
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Yao Z, Yu R. The Spreading of Social Energy: How Exposure to Positive and Negative Social News Affects Behavior. PLoS One 2016; 11:e0156062. [PMID: 27253877 PMCID: PMC4890763 DOI: 10.1371/journal.pone.0156062] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2015] [Accepted: 05/09/2016] [Indexed: 11/30/2022] Open
Abstract
Social news, unlike video games or TV programs, conveys real-life interactions. Theoretically, social news in which people help or harm each other and violate rules should influence both prosocial and violation behaviors. In two experiments, we demonstrated the spreading effects of social news in a social interaction context emphasizing social conventions and a nonsocial interaction context emphasizing moral norms. Across the two studies, the results showed that positive social news increased cooperation (decreased defection) but had no effect on cheating, whereas negative social news increased cheating but with no change in cooperation (or defection). We conclude that there is a spreading impact of positive social news in the conventional norm domain and of negative social news in the moral norm domain.
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Affiliation(s)
- Ziqing Yao
- School of Psychology, Center for Studies of Psychological Application and Key Laboratory of Mental Health and Cognitive Science of Guangdong Province, South China Normal University, Guangzhou, China
| | - Rongjun Yu
- School of Psychology, Center for Studies of Psychological Application and Key Laboratory of Mental Health and Cognitive Science of Guangdong Province, South China Normal University, Guangzhou, China
- Department of Psychology, National University of Singapore, Singapore, Singapore
- Singapore Institute for Neurotechnology (SINAPSE), Centre for Life Sciences, National University of Singapore, Singapore, Singapore
- Neurobiology/Aging programme, Center for Life Sciences, National University of Singapore, Singapore, Singapore
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190
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Fox J, Potocki B. Lifetime Video Game Consumption, Interpersonal Aggression, Hostile Sexism, and Rape Myth Acceptance: A Cultivation Perspective. JOURNAL OF INTERPERSONAL VIOLENCE 2016; 31:1912-1931. [PMID: 25681166 DOI: 10.1177/0886260515570747] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/04/2023]
Abstract
Although previous research has investigated relationships between media consumption, sexism, and rape myth acceptance (RMA), limited research has investigated video games despite their emergence as one of the most popular forms of media entertainment globally. Given that video games typically feature even less diverse and more objectified representations of women than traditional mainstream media, we predicted that there would be relationships between video game consumption and negative beliefs and attitudes about women. In this study, we conducted a survey (N = 351) of male and female adults and used structural equation modeling to analyze relationships among video game consumption, trait interpersonal aggression, ambivalent sexism, and first-order (percentage of false rape accusations) and second-order cultivation effects (RMA). We found support for the hypothesized cultivation model, indicating a relationship between video game consumption and RMA via interpersonal aggression and hostile sexism. Although these findings cannot be interpreted causally, we discuss the implications of these associations and future directions for research.
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Affiliation(s)
- Jesse Fox
- The Ohio State University, Columbus, OH, USA
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191
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Bartneck C, Min Ser Q, Moltchanova E, Smithies J, Harrington E. Have LEGO Products Become More Violent? PLoS One 2016; 11:e0155401. [PMID: 27203424 PMCID: PMC4874545 DOI: 10.1371/journal.pone.0155401] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2015] [Accepted: 04/28/2016] [Indexed: 11/18/2022] Open
Abstract
Although television, computer games and the Internet play an important role in the lives of children they still also play with physical toys, such as dolls, cars and LEGO bricks. The LEGO company has become the world’s largest toy manufacturer. Our study investigates if the LEGO company’s products have become more violent over time. First, we analyzed the frequency of weapon bricks in LEGO sets. Their use has significantly increased. Second, we empirically investigated the perceived violence in the LEGO product catalogs from the years 1978–2014. Our results show that the violence of the depicted products has increased significantly over time. The LEGO Company’s products are not as innocent as they used to be.
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Affiliation(s)
- Christoph Bartneck
- HIT Lab NZ, University of Canterbury, Christchurch, New Zealand
- * E-mail:
| | - Qi Min Ser
- HIT Lab NZ, University of Canterbury, Christchurch, New Zealand
| | - Elena Moltchanova
- Mathematics and Statistics, University of Canterbury, Christchurch, New Zealand
| | - James Smithies
- School of Humanities and Creative Arts, University of Canterbury, Christchurch, New Zealand
| | - Erin Harrington
- School of Humanities and Creative Arts, University of Canterbury, Christchurch, New Zealand
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192
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Abstract
We posit that the modern airplane is a social microcosm of class-based society, and that the increasing incidence of "air rage" can be understood through the lens of inequality. Research on inequality typically examines the effects of relatively fixed, macrostructural forms of inequality, such as socioeconomic status; we examine how temporary exposure to both physical and situational inequality, induced by the design of environments, can foster antisocial behavior. We use a complete set of all onboard air rage incidents over several years from a large, international airline to test our predictions. Physical inequality on airplanes-that is, the presence of a first class cabin-is associated with more frequent air rage incidents in economy class. Situational inequality-boarding from the front (requiring walking through the first class cabin) versus the middle of the plane-also significantly increases the odds of air rage in both economy and first class. We show that physical design that highlights inequality can trigger antisocial behavior on airplanes. More broadly, these results point to the importance of considering the design of environments-from airplanes to office layouts to stadium seating-in understanding both the form and emergence of antisocial behavior.
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193
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Suenderhauf C, Walter A, Lenz C, Lang UE, Borgwardt S. Counter striking psychosis: Commercial video games as potential treatment in schizophrenia? A systematic review of neuroimaging studies. Neurosci Biobehav Rev 2016; 68:20-36. [PMID: 27090742 DOI: 10.1016/j.neubiorev.2016.03.018] [Citation(s) in RCA: 18] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2015] [Revised: 02/19/2016] [Accepted: 03/16/2016] [Indexed: 01/01/2023]
Abstract
Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders. This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia.
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Affiliation(s)
- Claudia Suenderhauf
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland.
| | - Anna Walter
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland
| | - Claudia Lenz
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland
| | - Undine E Lang
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland
| | - Stefan Borgwardt
- Neuropsychiatry and Brain Imaging Group, Department of Psychiatry (UPK), Department of Clinical Research (DKF), Wilhelm Klein-Strasse 27, 4012 Basel, Switzerland
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194
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Davis AB, White MA. Development and Psychometric Evaluation of a Self-Administered Questionnaire to Assess Parental Attitudes Toward Firearms and Related Parenting Decisions. VIOLENCE AND VICTIMS 2016; 31:537-551. [PMID: 27075751 DOI: 10.1891/0886-6708.vv-d-15-00038] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/05/2023]
Abstract
The study sought to develop and evaluate the psychometric properties of the Parental Attitudes Toward Firearms Survey (PATFS), a self-report measure of parental attitudes about firearms and parenting behavior. The initial item pool was generated based on a literature review and discussion with experts in violence reduction, psychometrics, and public health. Data were collected online from 362 volunteers and subjected to exploratory factor analysis which revealed a 13-item, 3-factor solution accounting for 59.7% of the variance. The 3 conceptual factors (subscales) were interpreted as Firearms Exposure, Parental Control, and Violent Play. The PATFS demonstrated good internal consistency and content and construct validity. The PATFS can be used to investigate parenting attitudes and behaviors specific to firearms and violent play.
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Affiliation(s)
- Amy B Davis
- Yale School of Public Health, New Haven, Connecticut, USA
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195
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Zvyagintsev M, Klasen M, Weber R, Sarkheil P, Esposito F, Mathiak KA, Schwenzer M, Mathiak K. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men. Neuroscience 2016; 320:247-58. [PMID: 26855192 DOI: 10.1016/j.neuroscience.2016.01.056] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/13/2015] [Revised: 01/25/2016] [Accepted: 01/25/2016] [Indexed: 10/22/2022]
Abstract
In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games.
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Affiliation(s)
- M Zvyagintsev
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany; IZKF Aachen, RWTH Aachen University, Germany.
| | - M Klasen
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany
| | - R Weber
- Department of Communication, Media Neuroscience Lab, University of California, Santa Barbara, CA, United States
| | - P Sarkheil
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany
| | - F Esposito
- Department of Medicine and Surgery, University of Salerno, Baronissi (Salerno), Italy
| | - K A Mathiak
- JARA-Translational Brain Medicine, RWTH Aachen University, Germany; Department of Child and Adolescent Psychiatry, RWTH Aachen University, Germany
| | - M Schwenzer
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany
| | - K Mathiak
- Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany
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196
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Zhang Q, Tian J, Cao J, Zhang DJ, Rodkin P. Exposure to weapon pictures and subsequent aggression during adolescence. PERSONALITY AND INDIVIDUAL DIFFERENCES 2016. [DOI: 10.1016/j.paid.2015.09.017] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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197
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Zaplluzha S, Shahini M. Gender differences in the evaluation of school safety indicators according to adolescents in higher secondary schools in Prizren. INTERNATIONAL JOURNAL OF ADOLESCENCE AND YOUTH 2016. [DOI: 10.1080/02673843.2015.1027715] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/23/2022] Open
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198
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Abstract
Video games are an interesting example of technologies/media able to generate complex emotions. Indeed, part of the emotions commonly arising in the experience of video gamers are quite negative. On the one hand, video gamers may feel frustration and anger due to the difficulty of the gameplay. On the other hand, they may experience sadness, anxiety and fear due to the immersion into emotionally rich narratives. Yet, video gamers seem to appreciate gaming technologies generating negative emotions, and the research on media frequently highlights a counterintuitive positive relation between negative affect and enjoinment/well-being outcomes. Starting from these premises, the present chapter is aimed to review the negative emotions typical of video games, in order to understand in what ways they can concur in generating an overall positive experience. Then, the chapter discusses implications for research on video games as positive technologies, namely technologies able to promote well-being in their users.
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Lee HR, Jeong EJ. An Exploration of Players' Aggression: Role of Game and Life Self-Efficacy and Adaptive Game Use Tendency. INTERNATIONAL JOURNAL OF CONTENTS 2015. [DOI: 10.5392/ijoc.2015.11.4.007] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022] Open
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200
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Groves CL, Gentile D, Tapscott RL, Lynch PJ. Testing the Predictive Validity and Construct of Pathological Video Game Use. Behav Sci (Basel) 2015; 5:602-25. [PMID: 26694472 PMCID: PMC4695782 DOI: 10.3390/bs5040602] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/01/2015] [Revised: 11/30/2015] [Accepted: 12/03/2015] [Indexed: 11/16/2022] Open
Abstract
Three studies assessed the construct of pathological video game use and tested its predictive validity. Replicating previous research, Study 1 produced evidence of convergent validity in 8th and 9th graders (N = 607) classified as pathological gamers. Study 2 replicated and extended the findings of Study 1 with college undergraduates (N = 504). Predictive validity was established in Study 3 by measuring cue reactivity to video games in college undergraduates (N = 254), such that pathological gamers were more emotionally reactive to and provided higher subjective appraisals of video games than non-pathological gamers and non-gamers. The three studies converged to show that pathological video game use seems similar to other addictions in its patterns of correlations with other constructs. Conceptual and definitional aspects of Internet Gaming Disorder are discussed.
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Affiliation(s)
- Christopher L Groves
- Department of Psychology, Iowa State University, W112 Lagomarcino Hall, Ames, IA 50011, USA.
| | - Douglas Gentile
- Department of Psychology, Iowa State University, W112 Lagomarcino Hall, Ames, IA 50011, USA.
| | - Ryan L Tapscott
- Department of Psychology, Grand View University, 1200 Grandview Ave., Des Moines, IA 50316, USA.
| | - Paul J Lynch
- Arizona Pain Specialists, 21803 N. Scottsdale Rd., Scottsdale, AZ 85255, USA.
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