1
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Soral W, Świderska A, Puchała D, Bilewicz M. Desensitization to hate speech: Examination using heart rate measurement. Aggress Behav 2024; 50:e22118. [PMID: 37843924 DOI: 10.1002/ab.22118] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2023] [Revised: 09/20/2023] [Accepted: 09/26/2023] [Indexed: 10/18/2023]
Abstract
Exposure to hate speech (HS) leads to desensitization of listeners. Yet, most evidence of this process has been obtained using self-report measures. In this paper, we examined desensitization to HS using an unobtrusive, psychophysiological measure. In an experimental electrocardiogram study (N = 56), we observed heart rate (HR) deceleration after reading comments that contained HS. This suggested a substantive psychophysiological reaction of participants to hateful comments. However, such HR deceleration was not observed among participants preexposed to HS. People exposed to hateful comments thus appeared to show different HR responses to HS compared to people who were not previously exposed to such comments. Consequently, not only does frequent exposure to HS influence an individual's beliefs as observed in earlier studies, but it also impacts psychophysiological reactions to derogatory language.
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Affiliation(s)
- Wiktor Soral
- Faculty of Psychology, University of Warsaw, Warsaw, Poland
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2
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Miedzobrodzka E, van Hooff JC, Krabbendam L, Konijn EA. Desensitized gamers? Violent video game exposure and empathy for pain in adolescents - an ERP study. Soc Neurosci 2023; 18:365-381. [PMID: 37990996 PMCID: PMC10721224 DOI: 10.1080/17470919.2023.2284999] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/26/2023] [Accepted: 11/14/2023] [Indexed: 11/23/2023]
Abstract
This Event-Related Potential (ERP) study aimed to test how habitual and short-term violent video game exposure (VVGE) may affect empathy for pain responses in adolescents. In a within-subjects design, boys (N = 56; aged 12-16 years) performed a pain judgment task before and immediately after playing a violent video game. In this task, participants judged whether photos of hands depicted on their screen were in a painful situation or not. While both the P3 and the LPP components were not related to habitual violent video game exposure, general exposure to antisocial media content predicted lower P3 amplitudes to painful pictures. Further, 40 min of violent gameplay did not affect the P3 responses; however, it temporarily decreased LPP responses to painful pictures, suggesting a modest short-term desensitization effect. However, this latter interpretation is limited by a strong LPP pain effect - a significant amplitude difference between painful and non-painful pictures - that remained present in the post-game condition. Such persistent LPP effect may relate to the notion that adolescents are still learning how to properly regulate their emotional reactions. This study contributes to the limited literature on violent video games' desensitization in adolescents' brains, opening new avenues for media violence research.
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Affiliation(s)
- Ewa Miedzobrodzka
- Department of Communication Science, Media Psychology Program, Faculty of Social Sciences, Vrije Universiteit Amsterdam, Amsterdam, the Netherlands
- Department of Clinical, Neuro-, and Developmental Psychology and Institute of Brain and Behavior Amsterdam, Faculty of Behavioral and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, the Netherlands
| | - Johanna C. van Hooff
- College of Life Sciences, Faculty of Science, University of Amsterdam, Amsterdam, the Netherlands
| | - Lydia Krabbendam
- Department of Clinical, Neuro-, and Developmental Psychology and Institute of Brain and Behavior Amsterdam, Faculty of Behavioral and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, the Netherlands
| | - Elly A. Konijn
- Department of Communication Science, Media Psychology Program, Faculty of Social Sciences, Vrije Universiteit Amsterdam, Amsterdam, the Netherlands
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3
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Lengersdorff LL, Wagner IC, Mittmann G, Sastre-Yagüe D, Lüttig A, Olsson A, Petrovic P, Lamm C. Neuroimaging and behavioral evidence that violent video games exert no negative effect on human empathy for pain and emotional reactivity to violence. eLife 2023; 12:e84951. [PMID: 37975654 PMCID: PMC10791126 DOI: 10.7554/elife.84951] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2022] [Accepted: 11/17/2023] [Indexed: 11/19/2023] Open
Abstract
Influential accounts claim that violent video games (VVGs) decrease players' emotional empathy by desensitizing them to both virtual and real-life violence. However, scientific evidence for this claim is inconclusive and controversially debated. To assess the causal effect of VVGs on the behavioral and neural correlates of empathy and emotional reactivity to violence, we conducted a prospective experimental study using functional magnetic resonance imaging (fMRI). We recruited 89 male participants without prior VVG experience. Over the course of two weeks, participants played either a highly violent video game or a non-violent version of the same game. Before and after this period, participants completed an fMRI experiment with paradigms measuring their empathy for pain and emotional reactivity to violent images. Applying a Bayesian analysis approach throughout enabled us to find substantial evidence for the absence of an effect of VVGs on the behavioral and neural correlates of empathy. Moreover, participants in the VVG group were not desensitized to images of real-world violence. These results imply that short and controlled exposure to VVGs does not numb empathy nor the responses to real-world violence. We discuss the implications of our findings regarding the potential and limitations of experimental research on the causal effects of VVGs. While VVGs might not have a discernible effect on the investigated subpopulation within our carefully controlled experimental setting, our results cannot preclude that effects could be found in settings with higher ecological validity, in vulnerable subpopulations, or after more extensive VVG play.
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Affiliation(s)
- Lukas Leopold Lengersdorff
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Isabella C Wagner
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Gloria Mittmann
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - David Sastre-Yagüe
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Andre Lüttig
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
| | - Andreas Olsson
- Department of Clinical Neuroscience, Division of Psychology, Karolinska InstituteStockholmSweden
| | - Pedrag Petrovic
- Department of Clinical Neuroscience, Division of Psychology, Karolinska InstituteStockholmSweden
| | - Claus Lamm
- Social, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of ViennaViennaAustria
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4
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Hurel E, Grall-Bronnec M, Bouillard O, Chirio-Espitalier M, Barrangou-Poueys-Darlas M, Challet-Bouju G. Systematic Review of Gaming and Neuropsychological Assessment of Social Cognition. Neuropsychol Rev 2023:10.1007/s11065-023-09599-y. [PMID: 37667058 DOI: 10.1007/s11065-023-09599-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/01/2022] [Accepted: 05/24/2023] [Indexed: 09/06/2023]
Abstract
Playing video games is associated with cognitive changes and possibly psychosocial difficulties. Problematic gaming occurs upon the loss of control over videogame playing; gaming disorder is considered a behavioral addiction in the 11th version of the International Classification of Diseases. Models used to understand behavioral addictions include cognition as an essential factor in the development, maintenance, and relapse of addiction. Nevertheless, some aspects of cognition, such as social cognition, remain underexplored, despite evidence of alterations in cognitive and social function among patients with problematic gaming. This review aimed to describe the current understanding of social cognition in individuals exposed to videogames. We included all studies assessing social cognition in participants of any age with a wide range of exposure to video games (from simple use of video games (such as at least two exposures) to problematic gaming, defined according to the included study). This wide range of exposure allowed us to explore the whole process from repeated exposure to addiction. We included only studies that used neuropsychological tasks to assess social cognition. Patient-reported outcomes that could be biased by subjective self-report data were not included. The search was conducted from inception to January 2022 in three databases (PubMed, PsycINFO, and Web of Science). The systematic search identified 39 studies that assessed facial emotion processing, empathy, theory of mind, social decision-making, aggressive behavior, and moral competence. In general, results have been mixed, and a number of questions remain unanswered. Nevertheless, several studies showed cerebral changes when processing facial emotion that were linked with problematic gaming, while no link was obtained between nonproblematic gaming and empathy alterations. The influences of cooperation patterns, theory of mind, moral competence, and gaming frequency were highlighted. Finally, there was substantial heterogeneity in the population assessed and the methods used.
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Affiliation(s)
- Elodie Hurel
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | - Marie Grall-Bronnec
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | - Orianne Bouillard
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
| | - Marion Chirio-Espitalier
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | | | - Gaëlle Challet-Bouju
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France.
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France.
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5
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Sun J, Hao J, Liu Y. Short-Term Effects of Competitive Video Games on Aggression: An Event-Related Potential Study. Brain Sci 2023; 13:904. [PMID: 37371382 DOI: 10.3390/brainsci13060904] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2023] [Revised: 05/24/2023] [Accepted: 05/30/2023] [Indexed: 06/29/2023] Open
Abstract
Previous research on factors affecting video game player aggression has mainly reflected on the violent content of video games; in recent years, some researchers have focused on competitive factors in video games. However, little research has examined the sole impacts of competitive factors in video games without violent content on aggression, and the neurological processes of these effects are still unknown. The present study was the first to examine the electrophysiological characteristics of short-term competitive video game exposure and aggression. Thirty-five participants played a video game in either competitive or solo mode for 15 min, followed by an ERP experiment based on the oddball paradigm and the hot sauce paradigm to measure aggressive behavior. Results showed that playing competitive game mode was associated with faster judgment of aggressive words, larger P300 amplitudes, and selection of more chili powder than in solo mode. Mediation analysis further revealed that the P300 amplitude evoked by the aggressive words partially mediated the relationship between competitive game exposure and aggressive behavior. These findings support the general aggression model. However, this study has limitations, such as a single form of competitive game examined and single blindness, which need further improvement in future studies.
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Affiliation(s)
- Jiayi Sun
- School of Psychology, Nanjing Normal University, Nanjing 210097, China
| | - Junyi Hao
- School of Psychology, Nanjing Normal University, Nanjing 210097, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing 400715, China
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6
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Jung CW. Role of Informal Social Control in Predicting Racist Hate Speech on Online Platforms: Collective Efficacy and the Theory of Planned Behavior. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2023. [PMID: 37267509 DOI: 10.1089/cyber.2022.0107] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/04/2023]
Abstract
Drawing on the theory of planned behavior (TPB), the present study examined the relative importance of informal social control and social cohesion/trust in the behavioral intention to post online race-related hate speech. A conceptual framework of a mediation model was validated on data from 809 survey respondents, and age, gender, Internet usage, and the number of posts representing racist hate speech on online platforms in a 1-year period were controlled for as demographic data. Twenty-six measurement items were designed to measure the four TPB constructs of attitude, subjective norm, perceived behavioral control (PBC), and behavioral intention, as well as the two action-oriented variables of social cohesion/trust and informal social control. Partial least-squares structural equation modeling analysis was conducted to test a series of research hypotheses, and the findings were as follows: (a) informal social control partially mediated the relationships between behavioral intention to post online race-related hate speech and both attitude and subjective norm; (b) informal social control fully mediated the influence of PBC on behavioral intention; and (c) social cohesion/trust did not significantly mediate any of the relationships between behavioral intention and attitude, subjective norm, or PBC. The results indicate that the willingness to intervene in informal social control plays an important role in preventing unwelcome online activity.
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Affiliation(s)
- Chang Won Jung
- College of Social Sciences, School of Media & Communication, Dankook University, Yongin-si, South Korea
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7
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The impact of social comparison and (un)fairness on upstream indirect reciprocity: Evidence from ERP. Neuropsychologia 2022; 177:108398. [PMID: 36283458 DOI: 10.1016/j.neuropsychologia.2022.108398] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/15/2022] [Revised: 09/08/2022] [Accepted: 10/15/2022] [Indexed: 11/06/2022]
Abstract
Event-related potential (ERP) technology and the dictator game paradigm are used to explore the formation mechanism of upstream indirect reciprocity behaviors. We design a within subject experiment of 3 (social comparison: upward versus parallel versus downward) × 2 (treatment: fair versus unfair) involving 49 subjects. In the first round of allocations, subjects are forced to accept a monetary amount allocated to them by another player. In the second round, subjects assume the role of allocator and divide a monetary amount between themselves and a third party. Our results show the following: 1) Having received fair treatment from someone else, individuals engaged in downward comparison are more inclined to reciprocate the fairness they had received to a third party compared to individuals in parallel and upward comparison conditions. If individuals receive unfair treatment, they tend to repeat this behavior to a third party regardless of which social comparison condition they are in; 2) Under the condition of upward comparison, individuals receiving unfair treatment exhibit greater FRN amplitude and less P300 amplitude, but in parallel and downward comparison conditions, there is no significance in FRN and P300 amplitude between individuals receiving fair and unfair treatment.
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8
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Fight or Flight? Curvilinear Relations between Previous Cyberbullying Victimization Experiences and Continuous Use of Social Media: Social Media Rumination and Distress as Chain Mediators. Behav Sci (Basel) 2022; 12:bs12110421. [DOI: 10.3390/bs12110421] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/08/2022] [Revised: 10/26/2022] [Accepted: 10/28/2022] [Indexed: 11/16/2022] Open
Abstract
Recently, the number of active users of social media platforms is declining, posing a challenge to the sustainability of interest in social media and related industries. Therefore, it is of great significance to examine the environmental and psychological factors that influence the continuous use of social media. Until recently, little research has examined this topic from the perspective of the relationship between previous cyberbullying victimization experiences (PCVE) and the continuous use of social media (CUOSM), not to mention the psychological mechanisms that lead to this relationship. In addition, there are paradoxes in existing studies: one side believes that PCVE causes users to become addicted to using social media, while the other side argues that PCVE drives users to escape from using social media. In order to respond to this controversy and clarify the relationship between PCVE and CUOSM, this study introduces two psychological variables, namely “social media rumination (SMR)” and “distress”, in order to construct a chain mediation model. Researchers surveyed 692 people who had experienced social media cyberbullying, and analyzed the data through SPSS and Mplus. The findings were as follows: 1. There is an inverted U-shaped curve relationship between PCVE and CUOSM. Specifically, the relationship initially exhibits a positive correlation (the period named fight), which then becomes negative (the period named flight). 2. When PCVE and CUOSM are positively correlated, SMR is the main factor that contributes to an increase in CUOSM. 3. When PCVE and CUOSM are negatively correlated, distress is the major factor that causes a decline in CUOSM. This study provides an explanation for the controversy in previous research, expands the scope of social media research, and provides a practical reference for social media platforms to enhance their existing users’ continuous use.
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Johnson JD, Edwards W, Pagliaro S, Lecci L. Sexualized Music Videos Desensitize Fijian Women to Intimate Partner Violence Suffering: The Mediating Role of Culpability Attributions. JOURNAL OF INTERPERSONAL VIOLENCE 2022; 37:NP14787-NP14806. [PMID: 33980063 DOI: 10.1177/08862605211015260] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
Although there is growing evidence that receiving positive emotional support (e.g., empathy) facilitates improved mental health outcomes among intimate partner violence (IPV) victims, there has been minimal exploration of factors that might undermine the likelihood of such supportive responses. The current study addressed this issue by examining whether exposure to sexualized music videos would affect IPV victim-directed empathic responding of third-party respondents. In a three-condition design, 243 female Fijian university students viewed sexualized, nonsexualized, or neutral music videos. They then read about a male-to-female IPV incident involving a university student victim who focused heavily on academic success and rated aspiration-related culpability and empathic responding for the victim. Relative to those who viewed neutral and nonsexualized videos, those who viewed the sexualized video reported less victim-directed empathy. Moreover, the impact of video type on empathy was mediated by aspiration-related culpability (i.e., the perception that the victim studied too much). The present research examined, in an understudied, patriarchal population (Fijian women) with an extremely high rate of IPV, how exposure to sexualized music videos can contribute to both greater blame and greater desensitization to the suffering of an IPV victim. The importance of studying third-party responders (bystanders) is that they may represent a fundamental resource for the victim, or by contrast, if they fail to respond empathically, they would be unsupportive to a victim. This provides some directions for facilitating social controls and decreasing social tolerance for harmful patriarchal beliefs and gender-based violence in the Pacific Region of the world.
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Affiliation(s)
| | | | | | - Len Lecci
- University of North Carolina Wilmington, NC, USA
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10
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A Novel Method of Exploring the Uncanny Valley in Avatar Gender(Sex) and Realism Using Electromyography. BIG DATA AND COGNITIVE COMPUTING 2022. [DOI: 10.3390/bdcc6020061] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
Despite the variety of applications that use avatars (virtual humans), how end-users perceive avatars are not fully understood, and accurately measuring these perceptions remains a challenge. To measure end-user responses more accurately to avatars, this pilot study uses a novel methodology which aims to examine and categorize end-user facial electromyography (f-EMG) responses. These responses (n = 92) can be categorized as pleasant, unpleasant, and neutral using control images sourced from the International Affective Picture System (IAPS). This methodology can also account for variability between participant responses to avatars. The novel methodology taken here can assist in the comparisons of avatars, such as gender(sex)-based differences. To examine these gender(sex) differences, participant responses to an avatar can be categorized as either pleasant, unpleasant, neutral or a combination. Although other factors such as age may unconsciously affect the participant responses, age was not directly considered in this work. This method may allow avatar developers to better understand how end-users objectively perceive an avatar. The recommendation of this methodology is to aim for an avatar that returns a pleasant, neutral, or pleasant-neutral response, unless an unpleasant response is the intended. This methodology demonstrates a novel and useful way forward to address some of the known variability issues found in f-EMG responses, and responses to avatar realism and uncanniness that can be used to examine gender(sex) perceptions.
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11
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He W, Jiang W, Zhu J, Xu Y, Zhao H. A Modifying Effect of Trait Empathy on Frustration-Related Attentional Processing of Aggression-Related Words. SOCIAL PSYCHOLOGY 2022. [DOI: 10.1027/1864-9335/a000480] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
Abstract
Abstract. This study describes two experiments conducted to investigate the modifying effect of trait empathy on attentional processing of emotionally laden (i.e., aggression-related) words in frustrating situations. A dot-probe task was used in the first experiment. The results showed that low-empathy individuals exhibited attentional bias toward aggressive words under both frustrating and nonfrustrating conditions. High-empathy individuals demonstrated attentional bias only under frustrating conditions. In the second experiment, the effect of frustration on high-empathy individuals’ aggression was reflected by N200, P300, and late positive potential amplitudes. It was discussed that these amplitudes might indicate that frustrating situations caused high-empathy individuals to show attentional bias toward aggressive words. Our findings suggested that high-empathy individuals were sensitive to emotionally laden (i.e., aggression-related) stimuli under frustrating conditions.
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Affiliation(s)
- Wen He
- Department of Psychology, Shanghai Normal University, Shanghai, PR China
| | - Wenjun Jiang
- Department of Psychology, Shanghai Normal University, Shanghai, PR China
| | - Jiali Zhu
- Department of Psychology, Shanghai Normal University, Shanghai, PR China
| | - Yuepei Xu
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, The Chinese Academy of Sciences, Beijing, PR China
- Department of Psychology, University of Chinese Academy of Sciences, Beijing, PR China
| | - Huanhuan Zhao
- Department of Psychology, Shanghai Normal University, Shanghai, PR China
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12
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Moreno L, Requero B, Santos D, Paredes B, Briñol P, Petty RE. Attitudes and attitude certainty guiding pro‐social behaviour as a function of perceived elaboration. EUROPEAN JOURNAL OF SOCIAL PSYCHOLOGY 2022. [DOI: 10.1002/ejsp.2798] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Affiliation(s)
- Lorena Moreno
- Department of Psychology Universidad Autónoma de Madrid Madrid Spain
| | - Blanca Requero
- Department of Psychology Universidad Villanueva Madrid Spain
| | - David Santos
- IE School of Human Sciences and Technology IE University Segovia Spain
| | - Borja Paredes
- Department of Psychology Universidad Autónoma de Madrid Madrid Spain
| | - Pablo Briñol
- Department of Psychology Universidad Autónoma de Madrid Madrid Spain
| | - Richard E. Petty
- Department of Psychology Ohio State University Columbus Ohio USA
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13
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Lobbestael J, Cima MJ. Virtual Reality for Aggression Assessment: The Development and Preliminary Results of Two Virtual Reality Tasks to Assess Reactive and Proactive Aggression in Males. Brain Sci 2021; 11:1653. [PMID: 34942955 PMCID: PMC8699434 DOI: 10.3390/brainsci11121653] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/11/2021] [Revised: 12/10/2021] [Accepted: 12/14/2021] [Indexed: 11/16/2022] Open
Abstract
Validly measuring aggression is challenging because self-reports are plagued with biased answer tendencies and behavioral measures with ethical concerns and low ecological validity. The current study, therefore, introduces a novel virtual reality (VR) aggression assessment tool, differentially assessing reactive and proactive aggression. Two VR tasks were developed, one in an alley environment (N = 24, all male, Mage = 23.88, 83.3% students) and an improved second one in a bar (N = 50, all male, Mage = 22.54, 90% students). In this bar VR task, participants were randomly assigned to either the reactive condition where they were triggered by a cheating and insulting dart-player or to the proactive condition where they could earn extra money by aggressing. Participants' level of self-reported aggression and psychopathy was assessed, after which they engaged in either the reactive or proactive VR task. Changes in affect and blood pressure were also measured. Aggression in the reactive VR task was evidenced to mostly display convergent validity because it positively correlated with self-reported aggression and total and fearless dominance factor scores of psychopathy, and there was a trend relationship with increased systolic blood pressure. The validity of the proactive aggression variant of our VR bar paradigm received less support, and needs more refinement. It can be concluded that VR is a potentially promising tool to experimentally induce and assess (reactive) aggression, which has the potential to provide aggression researchers and clinicians with a realistic and modifiable aggression assessment environment.
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Affiliation(s)
- Jill Lobbestael
- Department of Clinical Psychological Science, Faculty of Psychology and Neuroscience, Maastricht University, 6211 Maastricht, The Netherlands
| | - Maaike J. Cima
- Department Developmental Psychopathology, Brain Science Institute, Radboud University, 6525 Nijmegen, The Netherlands;
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14
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Delhove M, Greitemeyer T. Violent media use and aggression: Two longitudinal network studies. The Journal of Social Psychology 2021; 161:697-713. [PMID: 33783337 DOI: 10.1080/00224545.2021.1896465] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
Abstract
Exposure to violent media has been widely linked to increased aggression. In the present research, we examined whether violent media exposure would be associated with increased aggression, which would then spread within social networks like a contagious disease. Two groups of first year psychology students completed a questionnaire three times over the course of a year, measuring their media exposure, aggression, personality, and social relations within the group. Cross-sectional analysis provided mixed results in regards to the link between violent media and aggression. Siena analysis found no evidence of homophily (i.e., participants were not more likely to be friends with others similar to themselves) nor of social influence (i.e., participant's behavior did not predict a change in their friends' behavior). However, given the relatively small sample sizes and the weak ties between participants, more work is needed to assess the spread of violent media effects.
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15
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Sex differences in anger states after violent video game play and the relationship of empathy and emotional invalidation as pre-aggressive predictors in young adults. PERSONALITY AND INDIVIDUAL DIFFERENCES 2021. [DOI: 10.1016/j.paid.2021.111060] [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: 11/18/2022]
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16
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Beckmann L. Additive and Interactive Effects of Victimization on Adolescent Aggression Across Social Settings. JOURNAL OF INTERPERSONAL VIOLENCE 2021; 36:NP8933-NP8960. [PMID: 31057038 DOI: 10.1177/0886260519845716] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/09/2023]
Abstract
Considering that children and adolescents can face multiple exposures to violence due to their involvement in different socialization domains, this study aimed to analyze additive and interactive effects of physical and verbal victimization by parents, peers, and schoolteachers on adolescent aggression across social settings. With regard to parent-child and teacher-adolescent relationships, physical and verbal forms of aggression were differentiated, whereas aggression by and toward peers was assessed by a composite measure of overt and indirect aggression. Data were drawn from three large secondary school surveys of ninth-grade students within one federal German state conducted in the years 2013, 2015, and 2017. Based on a sample of 8,458 adolescents (mean age = 14.9 years), results provided evidence for additive as well as interactive effects of victimization across settings. Controlling for a range of risk factors associated with victimization and aggression, victimization by parents, peers, and teachers was uniquely related to adolescent aggression across social settings. In addition, three significant interaction effects were identified between different combinations of victimization: Students exposed to earlier parent-to-child physical aggression perpetrated more physical aggression toward parents within the last 12 months if they were also recently victimized by peers. Furthermore, parent-to-child physical aggression exacerbated the positive relationship between teacher-to-adolescent physical aggression and adolescent-to-teacher physical aggression. In contrast, exposure to teacher-to-adolescent verbal aggression reduced the positive link between peer-to-adolescent aggression and aggression toward peers. Findings suggest that intervention should be particularly sensitive toward multiple exposure to violence across socialization contexts, as well as toward the interdependence of cross-setting victimization.
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Affiliation(s)
- Laura Beckmann
- Criminological Research Institute of Lower Saxony, Hanover, Germany
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Jahic I, DeLisi M, Vaughn MG. Psychopathy and violent video game playing: Multiple associations in a juvenile justice system involved sample. Aggress Behav 2021; 47:385-393. [PMID: 33586165 DOI: 10.1002/ab.21956] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/20/2020] [Revised: 02/01/2021] [Accepted: 02/07/2021] [Indexed: 12/29/2022]
Abstract
Violent video game playing is a consistent risk factor for aggression, but research on its psychopathology and trait underpinnings are primarily based on community or university student samples, thus the ecological validity to adjudicated and juvenile justice system-involved youth lacks clarity. This is an important void in the literature because relative to youth in the general population, adjudicated and detained youth evince greater psychopathology, more severe delinquency and violence histories, and clinical psychopathic features. Negative binomial regression models using data from 252 youth in residential placements found that several psychopathic features are significantly associated with violent video gaming. The role of psychopathy operated differently across gender and arrest chronicity, and across models remorselessness emerged as an important correlate. Given the desensitization that can occur with violent video game play, it is of particular concern among delinquent youth with psychopathic personality features.
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Affiliation(s)
- Ilma Jahic
- Department of Sociology and Criminal Justice Iowa State University Ames Iowa USA
| | - Matt DeLisi
- Department of Sociology and Criminal Justice Iowa State University Ames Iowa USA
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Miedzobrodzka E, Buczny J, Konijn EA, Krabbendam LC. Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions. Front Psychol 2021; 12:651759. [PMID: 34093339 PMCID: PMC8175673 DOI: 10.3389/fpsyg.2021.651759] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2021] [Accepted: 04/19/2021] [Indexed: 12/30/2022] Open
Abstract
An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure (VVGE) and accuracy of negative emotion recognition. We assessed the level of self-reported VVGE in hours per day and the accuracy of the recognition using the Facial Expressions Matching Test. The results, with adolescents (Study 1; N = 67) and with adults (Study 2; N = 151), showed that VVGE was negatively related to accurate recognition of negative emotion expressions, even if controlled for age, gender, and trait empathy, but no causal direction could be assessed. In line with the violent media desensitization model, our findings suggest that higher self-reported VVGE relates to lower recognition of negative emotional expressions of other people. On the one hand, such lower recognition of negative emotions may underlie inaccurate reactions in real-life social situations. On the other hand, lower sensitivity to social cues may help players to better focus on their performance in a violent game.
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Affiliation(s)
- Ewa Miedzobrodzka
- Department of Communication Science, Faculty of Social Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Jacek Buczny
- Sopot Faculty of Psychology, SWPS University of Social Sciences and Humanities, Sopot, Poland.,Department of Experimental and Applied Psychology, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Elly A Konijn
- Department of Communication Science, Faculty of Social Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Lydia C Krabbendam
- Department of Clinical Developmental Psychology, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
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Effects of excessive video game playing on event-related brain potentials during working memory. CURRENT PSYCHOLOGY 2021. [DOI: 10.1007/s12144-021-01573-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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Effects of excessive violent video game playing on verbal memory: an event-related brain potentials study. Cogn Process 2021; 22:487-500. [PMID: 33661449 DOI: 10.1007/s10339-021-01018-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/22/2020] [Accepted: 02/04/2021] [Indexed: 10/22/2022]
Abstract
The goal of the study was to investigate temporal dynamics of excessive violent game playing. We compared behavioral data and event-related potentials (ERPs) of excessive video game players (EVGPs, n = 21) and non-players (NPs, n = 21) using a classical learning, cued recall and recognition paradigm, featuring violent and non-violent words. During the recognition phase, EVGPs performed better for violent words, but worse for non-violent words compared to NPs. Also, EVGPs showed slower reaction times than NPs when responding to new violent words. We found significant group differences in parietal P300 and FN400 amplitudes. The EVGP group showed larger P300 amplitudes for violent words, and more negative FN400 amplitudes for new violent words compared to NPs. The results imply that EVGPs differ from NPs in their cognitive and ERP responses to violent and non-violent verbal stimuli. The cognitive processes of EVGPs are consistent with a model of attention and memory bias rather than with desensitization to violence.
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Goodson S, Turner KJ, Pearson SL, Carter P. Violent Video Games and the P300: No Evidence to Support the Neural Desensitization Hypothesis. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:48-55. [PMID: 33434094 DOI: 10.1089/cyber.2020.0029] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
It has been proposed that exposure to violent video games (VVGs) resulted in alterations of social behaviors such as increased aggression. The most damaging reported effect of playing VVGs is neural desensitization to violent stimuli and this is a major concern given the reported number of players and time spent playing major video game titles. The aim of this study was to investigate the existence of neural desensitization that was reported at the P300 component of event-related potentials (ERPs) in response to violent stimuli. Eighty-seven participants were recruited and placed into one of two conditions based on their video gaming behavior (violent games players and nonplayers). ERPs were recorded from participants who passively viewed violent and neutral images selected from the International Affective Picture System (IAPS). The participants then played a VVG, postplaying ERPs were recorded while viewing the neutral and violent IAPS images. The mean amplitudes of the P300 were analyzed with respect to condition, time, and content. There was a significant effect of image but not of VVG player and nonplayer. The results were interpreted as evidence against the neural desensitization hypothesis. The findings of this study are consistent with imaging research and the implications for the reported negative effects of playing VVGs are discussed.
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Affiliation(s)
- Simon Goodson
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Kirstie J Turner
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Sarah L Pearson
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Pelham Carter
- Department of Psychology, School of Social Sciences, Birmingham City University, Birmingham, United Kingdom
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Affiliation(s)
| | - Patch Callahan
- Orygen Youth Health – Research Centre, Department of Youth Mental Health, University of Melbourne, and
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Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images. COGNITIVE AFFECTIVE & BEHAVIORAL NEUROSCIENCE 2020; 19:898-909. [PMID: 30565058 DOI: 10.3758/s13415-018-00683-y] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Exposure to violence in video games has been associated with a desensitization toward violent content, a decrease of empathy, and prosocial behavior. Moreover, violent video games seem to be related to a reduction of neural activation in the circuits linked to social emotional processing. The purpose of the present study was to compare the neural response to social inclusion images after violent and nonviolent video game playing. Electroencephalographic data of the 32 participants were recorded during a visual task with three presentations (T0, T1, T2) of 60 stimuli (30 social inclusion vs. 30 neutral images). After the T0 presentation, the participants played with a video game (orientation or violent). After the T1 presentation, the participants played with the other video game (orientation or violent). The two types of video games were randomly displayed. Event-related potential (ERP) components and low-resolution electromagnetic tomography (sLORETA) were analyzed. The main findings showed a longer latency of the P2 component on occipito-temporal montage and a lower activation of the limbic and temporal areas in response to the social inclusion images post violent video game compared with the post orientation video game. The findings suggest a reduction of emotional engagement in social processing after playing violent video game.
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Sung YH, Lee WN. Doing good while playing: The impact of prosocial advergames on consumer response. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106244] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
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Kunaharan S, Halpin S, Sitharthan T, Walla P. Do Varying Levels of Exposure to Pornography and Violence Have an Effect on Non-Conscious Emotion in Men? ARCHIVES OF SEXUAL BEHAVIOR 2020; 49:1215-1229. [PMID: 32140872 DOI: 10.1007/s10508-019-01550-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/05/2018] [Revised: 09/06/2019] [Accepted: 09/07/2019] [Indexed: 06/10/2023]
Abstract
As we are often inundated with images of violence and pornography in modern times with the aid of mobile devices and unrestricted online access and content, the non-conscious effect of such exposure is an area of concern. To date, many clinicians and researchers in behavioral sciences rely on conscious responses from their clients to determine affective content. In doing so, they overlook the effect the non-conscious has on an individual's emotions. The present study aimed to examine variations in conscious and non-conscious responses to emotion-inducing images following varying amounts of exposure to violent and pornographic images. Eighteen participants who self-reported as being low pornography users were presented with emotion-inducing images after no exposure (Session 1), after one round of exposure to 50 pornographic and 50 violent images (Session 2) and after a further nine rounds of exposure to 50 pornographic and 50 violent images (Session 3). Sessions were temporally separated by at least 2 days while startle reflex modulation (SRM) and scalp-recorded event-related potentials (ERPs) were used to determine non-conscious emotion-related responses to pre-evaluated emotion pictures. Explicit valence and arousal ratings were assessed for each of those emotion pictures to determine conscious emotion effects potentially changing as a function of increasing controlled exposure to pornographic and violent visual material. Conscious explicit ratings and SRM amplitudes revealed no significant difference between the sessions. However, frontal ERP analysis revealed significant changes between processing of "violent" and "unpleasant" images at later ERP time windows, further supporting the growing body of research which shows that relying on self-report data does not result in a full understanding of emotional responses.
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Affiliation(s)
- Sajeev Kunaharan
- School of Psychology, Centre for Translational Neuroscience and Mental Health Research, University of Newcastle, Callaghan, NSW, Australia
| | - Sean Halpin
- School of Psychology, Centre for Translational Neuroscience and Mental Health Research, University of Newcastle, Callaghan, NSW, Australia
| | | | - Peter Walla
- School of Psychology, Centre for Translational Neuroscience and Mental Health Research, University of Newcastle, Callaghan, NSW, Australia.
- CanBeLab, Department of Psychology, Webster Vienna Private University, Palais Wenkheim, Praterstrasse 23, 1020, Vienna, Austria.
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Denson TF, Dixson BJ, Tibubos AN, Zhang E, Harmon-Jones E, Kasumovic MM. Violent video game play, gender, and trait aggression influence subjective fighting ability, perceptions of men's toughness, and anger facial recognition. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2019.106175] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/29/2022]
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Differences in associations between problematic video-gaming, video-gaming duration, and weapon-related and physically violent behaviors in adolescents. J Psychiatr Res 2020; 121:47-55. [PMID: 31765836 PMCID: PMC7102509 DOI: 10.1016/j.jpsychires.2019.11.005] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Revised: 11/01/2019] [Accepted: 11/13/2019] [Indexed: 01/15/2023]
Abstract
Seemingly mixed findings have been reported on possible relationships between video-gaming and violent or aggressive behaviors. Given the prevalence of gaming in adolescents and potential harms associated with violent behaviors, relationships between problematic gaming, gaming engagement, and risk behaviors involving weapons and physical violence require further research. This study examined in a large sample of high-school students the relationships between problem-gaming severity, gaming duration, and violence-related measures including weapon-carrying, having been threatened by someone with a weapon, perceived insecurity, physical fights and serious fights leading to injuries. Potential moderation by sensation-seeking and impulsivity was also tested. Participants were 3,896 Connecticut high-school adolescents. Chi-square, logistic regression, and moderation models were conducted. Adolescents with at-risk/problem gaming, compared to low-risk and non-gaming adolescents, reported more weapon-carrying, having been threatened with weapons, feeling unsafe at school, and serious fighting leading to injury. Among those reporting gaming, weekly time spent gaming was associated with problem-gaming severity. Those with longer (versus shorter) gaming durations were more likely to report weapon-carrying and feeling unsafe at school. Sensation-seeking moderated associations between at-risk/problem gaming and weapon-carrying frequency. Associations between gaming quantity and problem-gaming severity and measures of weapon-carrying and physical violence in adolescents suggest that understanding further their mechanistic relationships may be important in promoting safer developmental trajectories for youth. Future longitudinal studies may provide important insight into the etiologies underlying these relationships and such information may help develop more effective prevention and intervention strategies.
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Kunaharan S, Halpin S, Sitharthan T, Walla P. Do EEG and Startle Reflex Modulation Vary with Self-Reported Aggression in Response to Violent Images? Brain Sci 2019; 9:brainsci9110298. [PMID: 31671573 PMCID: PMC6896031 DOI: 10.3390/brainsci9110298] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/21/2019] [Revised: 10/21/2019] [Accepted: 10/25/2019] [Indexed: 11/16/2022] Open
Abstract
Increased violence and aggressive tendencies are a problem in much of the world and are often symptomatic of many other neurological and psychiatric conditions. Among clinicians, current methods of diagnosis of problem aggressive behaviour rely heavily on the use of self-report measures as described by the Diagnostic and Statistical Manual of Mental Disorders 5th Edition (DSM-5) and International Classification of Diseases 10th revision (ICD-10). This approach does not place adequate emphasis on objective measures that are potentially sensitive to processes not feeding into subjective self-report. Numerous studies provide evidence that attitudes and affective content can be processed without leading to verbalised output. This exploratory study aimed to determine whether individuals in the normal population, grouped by self-reported aggression, differed in subjective versus objective affective processing. Participants (N = 52) were grouped based on their responses to the Buss-Durkee Hostility Inventory. They were then presented with affect-inducing images while brain event-related potentials (ERPs) and startle reflex modulation (SRM) were recorded to determine non-language-based processes. Explicit valence and arousal ratings for each image were taken to determine subjective affective effects. Results indicated no significant group differences for explicit ratings and SRM. However, ERP results demonstrated significant group differences between the 'pleasant' and 'violent' emotion condition in the frontal, central and parietal areas across both hemispheres. These findings suggest that parts of the brain process affective stimuli different to what conscious appraisal comes up with in participants varying in self-reported aggression.
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Affiliation(s)
- Sajeev Kunaharan
- School of Psychology, Centre for Translational Neuroscience and Mental Health Research, University of Newcastle, Callaghan, NSW 2308, Australia.
| | - Sean Halpin
- School of Psychology, Centre for Translational Neuroscience and Mental Health Research, University of Newcastle, Callaghan, NSW 2308, Australia.
| | | | - Peter Walla
- School of Psychology, Centre for Translational Neuroscience and Mental Health Research, University of Newcastle, Callaghan, NSW 2308, Australia.
- CanBeLab, Department of Psychology, Webster Vienna Private University, Palais Wenkheim, 1020 Vienna, Austria.
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Denne E, Stevenson M, Petty T. Understanding how social worker compassion fatigue and years of experience shape custodial decisions. CHILD ABUSE & NEGLECT 2019; 95:104036. [PMID: 31302577 DOI: 10.1016/j.chiabu.2019.104036] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/07/2018] [Revised: 05/20/2019] [Accepted: 06/03/2019] [Indexed: 06/10/2023]
Abstract
BACKGROUND Compassion fatigue (i.e., a worker's diminished ability to empathize with clients) is common among "helping workers" and can result in psychological detachment from clients as a coping mechanism. OBJECTIVE In the present research, we explored the relationship between social workers' compassion fatigue and years of job experience on hypothetical child custody case judgments. PARTICIPANTS AND SETTING In two separate studies, individuals with experience working with children in child dependency court (predominantly social workers, Study 1: N = 173, Study 2: N = 119) were recruited on Amazon's Mechanical Turk and read a vignette depicting a mother attempting to regain custody. RESULTS Supporting hypotheses, compassion fatigue significantly mediated the relationship between increased years of social worker job experience on recommendations that a neglectful mother receive custody, Indirect Effect = .06, CIs [.026, .127] (Study 1). We also found preliminary support for our hypothesized theoretically derived serial path model, in which (a) social worker compassion fatigue predicts anticipated secondary traumatic stress associated with the child neglect case, B = .54, p = .0001; (b) secondary traumatic stress predicts detachment from the neglected child, B = .27, p = .0003; (c) detachment from the child predicts job efficacy cynicism B = .65, p < .0001; and (d) job efficacy cynicism predicts decisions to allocate custody to the neglectful mother, B = .46, p = .005 (Study 2). CONCLUSION Our research shows that compassion fatigue among social workers may change the lens through which they perceive cases of child abuse.
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Zhu J, Wang XQ, He X, Hu YY, Li F, Liu MF, Ye B. Affective and Cognitive Empathy in Pre-teachers With Strong or Weak Professional Identity: An ERP Study. Front Hum Neurosci 2019; 13:175. [PMID: 31213999 PMCID: PMC6555257 DOI: 10.3389/fnhum.2019.00175] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2018] [Accepted: 05/14/2019] [Indexed: 12/14/2022] Open
Abstract
Pain empathy is influenced by a number of factors. However, few studies have examined the effects of strength of professional identity on pain empathy in pre-service teachers. This study used the event-related potential (ERP) technique, which offers a high temporal resolution, to investigate the neurocognitive mechanisms of pain empathy in pre-teachers with strong or weak professional identity. The N110 and P300 components have been shown to reflect an individual's emotional sharing and cognitive evaluation in pain empathy, respectively. The results of the current study show that pre-teachers with strong professional identity showed a significant difference in N110 amplitudes evoked towards painful and non-painful stimuli; whereas pre-teachers with weak professional identity did not show a significant difference in the amplitudes evoked by the two stimulus types. For the P300 component, pre-teachers with weak professional identity showed a significant difference in the amplitudes evoked towards painful and non-painful stimuli; whereas pre-teachers with strong professional identity did not show a significant difference in the amplitudes evoked by the two stimulus types. Our results indicate that pre-teachers with strong professional identity show a higher level of pain empathy than those with weak professional identity.
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Affiliation(s)
- Juncheng Zhu
- School of Psychology, Jiangxi Key Laboratory of Psychology and Cognition Science, Center for Mental Health Education and Research, Jiangxi Normal University, Nanchang, China
| | - Xin Qiang Wang
- School of Psychology, Jiangxi Key Laboratory of Psychology and Cognition Science, Center for Mental Health Education and Research, Jiangxi Normal University, Nanchang, China
| | - Xiaoxin He
- Jiangxi College of Foreign Studies, Nanchang, China
| | - Yuan-Yan Hu
- Chongqing University of Arts and Sciences, Chongqing, China
| | - Fuhong Li
- School of Psychology, Jiangxi Key Laboratory of Psychology and Cognition Science, Center for Mental Health Education and Research, Jiangxi Normal University, Nanchang, China
| | - Ming-Fan Liu
- School of Psychology, Jiangxi Key Laboratory of Psychology and Cognition Science, Center for Mental Health Education and Research, Jiangxi Normal University, Nanchang, China
| | - Baojuan Ye
- School of Psychology, Jiangxi Key Laboratory of Psychology and Cognition Science, Center for Mental Health Education and Research, Jiangxi Normal University, Nanchang, China
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I thought I saw a pussy cat: Portrayal of wild cats in friendly interactions with humans distorts perceptions and encourages interactions with wild cat species. PLoS One 2019; 14:e0215211. [PMID: 31042719 PMCID: PMC6493739 DOI: 10.1371/journal.pone.0215211] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/30/2018] [Accepted: 03/29/2019] [Indexed: 11/24/2022] Open
Abstract
Most people lack the opportunity to see non-domesticated animals in the wild. Consequently, people’s perception of wild animals is based on what they see on (social) media. The way in which (social) media portrays non-domesticated animals determines our perception of and behaviour to these animals. People like to interact with animals, which is why venues which offer the opportunity to interact with non-domesticated animals are popular wildlife tourist attractions (WTAs). However, these WTAs more often than not profit at the expense of animal welfare, conservation and human safety. Participation in such WTAs should therefore be discouraged. Through (social) media we are regularly exposed to images of non-domesticated animals in close interactions with humans. Exposure to such images seems to blur the line between what is a friendly domesticated animal and what is a potentially dangerous wild animal. Such images may also increase our desire to engage in interactions with non-domesticated animals ourselves and reduce moral concerns about the use of non-domesticated animals for such interactions, thereby promoting WTAs in which tourists can interact with non-domesticated animals. Wild cat species are commonly used in the wildlife tourism industry to interact with tourists. In this study, we determine whether portrayal of wild cat species in interactions with humans promotes WTAs with wild cats. We presented respondents with an image of a wild cat species (lion, cheetah, caracal) in a control setting, walked by a human (WTA), petted by a human (WTA) or in the wild and asked them to answer a fixed set of questions. We found that portraying wild cat species in interactions with humans reduced the fear of wild cats, encouraged people to regard WTAs with wild cats as acceptable and stimulated them to participate in such activities themselves.
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The volume and source of cyberabuse influences victim blame and perceptions of attractiveness. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2018.10.037] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
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Campbell MJ, Toth AJ, Moran AP, Kowal M, Exton C. eSports: A new window on neurocognitive expertise? PROGRESS IN BRAIN RESEARCH 2018; 240:161-174. [PMID: 30390829 DOI: 10.1016/bs.pbr.2018.09.006] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/25/2022]
Abstract
Understanding the neurological changes that take place as expertise develops is a central topic in both cognitive psychology and cognitive neuroscience. Here, we argue that video games, despite previous misconceptions, are an excellent model environment from which one can examine the development of neurocognitive expertise. Of particular relevance we argue is the area of esports, which encompass video/computer games played within the medium of cyberspace competitively and increasingly professionally. The massive scale of participation, controlled environments, structured skill ratings, pervasive social nature, and large repositories of data, together make esports potentially a very fruitful area for scientific research to increase our understanding of a new era of cognitive athletes. This chapter reviews the progress and prospects for esports research with a particular focus on the effects of gaming on neurocognition. We also outline some exciting new avenues and techniques from which we hope to further elucidate the benefits of esports on the brain.
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Affiliation(s)
- Mark J Campbell
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland; Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland.
| | - Adam J Toth
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland; Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
| | - Aidan P Moran
- School of Psychology, University College Dublin, Dublin, Ireland
| | - Magdalena Kowal
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland; Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
| | - Chris Exton
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland; Department of Computer Science, University of Limerick, Limerick, Ireland
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Aliyari H, Sahraei H, Daliri MR, Minaei-Bidgoli B, Kazemi M, Agaei H, Sahraei M, Hosseini SMAS, Hadipour MM, Mohammadi M, Dehghanimohammadabadi Z. The Beneficial or Harmful Effects of Computer Game Stress on Cognitive Functions of Players. Basic Clin Neurosci 2018; 9:177-186. [PMID: 30034648 PMCID: PMC6037427 DOI: 10.29252/nirp.bcn.9.3.177] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
Abstract
Introduction: Video games are common cultural issues with great influence in all societies. One of the important cognitive effects of video games is on creating stress on video players. The present research objective was to study different types of stress in players based on video game styles. Methods: A total of 80 players, aged 18 to 30 years, played four types of video games; Runner game, Excitement game, Fear game, and Puzzle game. In the beginning, the players filled in the form of personal information as well as some general and specialized information on the games. Before starting each game, the saliva samples of the players were collected to measure their level of cortisol and α-amylase. At the end of each game, the same samples were collected again. The concentrations of cortisol and α-amylase were measured using a specialized kit and an ELISA device. In addition, the variations of brain waves were recorded by an Emotiv system. Finally, the data were analyzed in SPSS and Matlab system (after and before playing video game). Results: The research findings revealed that the salivary α-amylase concentration increased significantly after playing the Fear game, Runner game, and Excitement game and decreased significantly after playing the Puzzle game. Moreover, the concentration of salivary cortisol increased significantly after playing the Runner game, Excitement game, and Fear game and decreased significantly after playing the Puzzle game. The brain wave analysis also revealed that the level of stress experienced by playing Fear game was higher than the Excitement game. Conclusion: According to the research findings, video games can affect the stress system as well as the cognitive system of humans depending on the game style. In addition, the type and level of stress triggered in the players depend on the game style.
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Affiliation(s)
- Hamed Aliyari
- Department of Electrical Engineering, Faculty of Electrical, Biomedical and Mechatronics Engineering, Qazvin Branch, Islamic Azad University, Qazvin, Iran.,Neuroscience Research Center, Baqiyatallah University of Medical Sciences, Tehran, Iran
| | - Hedayat Sahraei
- Neuroscience Research Center, Baqiyatallah University of Medical Sciences, Tehran, Iran
| | - Mohammad Reza Daliri
- Department of Biomedical Engineering, Faculty of Electrical Engineering, Iran University of Science and Technology, Tehran, Iran
| | - Behrouz Minaei-Bidgoli
- Department of Computer Engineering, School of Computer Engineering, Iran University of Science and Technology, Tehran, Iran
| | - Masoomeh Kazemi
- Neuroscience Research Center, Baqiyatallah University of Medical Sciences, Tehran, Iran
| | - Hassan Agaei
- Neuroscience Research Center, Baqiyatallah University of Medical Sciences, Tehran, Iran
| | - Mohammad Sahraei
- Department of Dentistry, Faculty of Dentistry, Shahid Beheshti University of Medical Sciences, Tehran, Iran
| | | | | | - Mohammad Mohammadi
- Human Motion Control and Computational Neuroscience Laboratory, School of Electrical and Computer Engineering, College of Engineering, University of Tehran, Tehran, Iran
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35
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Daniel TA, Townsend KM, Wang Y, Martin DS, Katz JS, Deshpande G. North American Football Fans Show Neurofunctional Differences in Response to Violence: Implications for Public Health and Policy. Front Public Health 2018; 6:177. [PMID: 30035105 PMCID: PMC6043673 DOI: 10.3389/fpubh.2018.00177] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2018] [Accepted: 05/29/2018] [Indexed: 11/18/2022] Open
Abstract
While social and behavioral effects of violence in the media have been studied extensively, much less is known about how sports affect perceptions of violence. The current study examined neurofunctional differences between fans and non-fans of North American football (a contact sport) while viewing violent imagery. Participants viewed images of violence in both football and non-football settings while high-resolution functional magnetic resonance imaging (fMRI) data were acquired from their brains. Neurological activation was compared between these violence types and between groups. Fans of football show diminished activation in brain regions involved in pain perception and empathy such as the anterior cingulate cortex, fusiform gyrus, insula, and temporal pole when viewing violence in the context of football compared to more broadly violent images. Non-fans of football showed no such effect for the types of violent imagery and had higher activation levels than fans of football for the specified brain regions. These differences show that fans of football may perceive violence differently when it is in the context of football. These fan attitudes have potential policy implications for addressing the issue of concussions in North American football.
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Affiliation(s)
- Thomas A Daniel
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Westfield State University, Westfield, MA, United States.,Department of Psychology, Auburn University, Auburn, AL, United States
| | - Kyle M Townsend
- Cecil B. Day School of Hospitality Administration, Robinson College of Business, Georgia State University, Atlanta, GA, United States
| | - Yun Wang
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychiatry, Columbia University, New York, NY, United States
| | - David S Martin
- Department of Nutrition, Dietetics, and Hospitality Management, Auburn University, Auburn, AL, United States
| | - Jeffrey S Katz
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Auburn University, Auburn, AL, United States.,Center for Neuroscience, Auburn University, Auburn, AL, United States
| | - Gopikrishna Deshpande
- AU MRI Research Center, Department of Electrical and Computer Engineering, Auburn University, Auburn, AL, United States.,Department of Psychology, Auburn University, Auburn, AL, United States.,Center for Neuroscience, Auburn University, Auburn, AL, United States.,Center for Health Ecology and Equity Research, Auburn University, Auburn, AL, United States
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36
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Stockdale L, Morrison RG, Palumbo R, Garbarino J, Silton RL. Cool, callous and in control: superior inhibitory control in frequent players of video games with violent content. Soc Cogn Affect Neurosci 2018; 12:1869-1880. [PMID: 29040750 PMCID: PMC5716157 DOI: 10.1093/scan/nsx115] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2017] [Accepted: 10/02/2017] [Indexed: 11/13/2022] Open
Abstract
Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition.
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Affiliation(s)
- Laura Stockdale
- Loyola University Chicago, Department of Psychology 1032 W. Sheridan Rd, Brigham Young University School of Family Life, Chicago, IL, USA.,Brigham Young University, Provo, UT, USA
| | - Robert G Morrison
- Loyola University Chicago, Department of Psychology 1032 W. Sheridan Rd, Brigham Young University School of Family Life, Chicago, IL, USA
| | - Robert Palumbo
- Loyola University Chicago, Department of Psychology 1032 W. Sheridan Rd, Brigham Young University School of Family Life, Chicago, IL, USA
| | - James Garbarino
- Loyola University Chicago, Department of Psychology 1032 W. Sheridan Rd, Brigham Young University School of Family Life, Chicago, IL, USA
| | - Rebecca L Silton
- Loyola University Chicago, Department of Psychology 1032 W. Sheridan Rd, Brigham Young University School of Family Life, Chicago, IL, USA
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37
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Excessive users of violent video games do not show emotional desensitization: an fMRI study. Brain Imaging Behav 2018; 11:736-743. [PMID: 27086318 DOI: 10.1007/s11682-016-9549-y] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.
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38
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Jabr MM, Denke G, Rawls E, Lamm C. The roles of selective attention and desensitization in the association between video gameplay and aggression: An ERP investigation. Neuropsychologia 2018; 112:50-57. [PMID: 29501791 DOI: 10.1016/j.neuropsychologia.2018.02.026] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2017] [Revised: 02/23/2018] [Accepted: 02/24/2018] [Indexed: 12/01/2022]
Abstract
A number of studies have indicated that violent video gameplay is associated with higher levels of aggression and that desensitization and selective attention to violent content may contribute to this association. Utilizing an emotionally-charged rapid serial visual presentation (RSVP) task, the current study used two event-related potentials (ERPs) - the N1 and P3 - that have been associated with selective attention and desensitization as neurocognitive mechanisms potentially underlying the connection between gameplay and higher levels of aggression. Results indicated that video game players and non-players differed in N1 and P3 activation when engaged with emotionally-charged imagery. Additionally, P3 amplitudes moderated the association between video gameplay and aggression, indicating that players who display small P3 amplitudes also showed heightened levels of aggression. Follow-up moderational analyses revealed that individuals who play games for many hours and show more negative N1 amplitudes show smaller P3 activation. Together, our results suggest that selective attention to violent content and desensitization both play key roles in the association between video gameplay and aggression.
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Affiliation(s)
- Mejdy M Jabr
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States.
| | - Greg Denke
- School of Social and Behavioral Sciences, Casper College, Casper, WY, United States
| | - Eric Rawls
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Connie Lamm
- Department of Psychological Science, J. William Fulbright College of Arts & Sciences, University of Arkansas, Fayetteville, AR, United States
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39
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Soral W, Bilewicz M, Winiewski M. Exposure to hate speech increases prejudice through desensitization. Aggress Behav 2018; 44:136-146. [PMID: 29094365 DOI: 10.1002/ab.21737] [Citation(s) in RCA: 40] [Impact Index Per Article: 6.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/18/2016] [Revised: 09/06/2017] [Accepted: 09/07/2017] [Indexed: 11/07/2022]
Abstract
In three studies (two representative nationwide surveys, N = 1,007, N = 682; and one experimental, N = 76) we explored the effects of exposure to hate speech on outgroup prejudice. Following the General Aggression Model, we suggest that frequent and repetitive exposure to hate speech leads to desensitization to this form of verbal violence and subsequently to lower evaluations of the victims and greater distancing, thus increasing outgroup prejudice. In the first survey study, we found that lower sensitivity to hate speech was a positive mediator of the relationship between frequent exposure to hate speech and outgroup prejudice. In the second study, we obtained a crucial confirmation of these effects. After desensitization training individuals were less sensitive to hate speech and more prejudiced toward hate speech victims than their counterparts in the control condition. In the final study, we replicated several previous effects and additionally found that the effects of exposure to hate speech on prejudice were mediated by a lower sensitivity to hate speech, and not by lower sensitivity to social norms. Altogether, our studies are the first to elucidate the effects of exposure to hate speech on outgroup prejudice.
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Affiliation(s)
- Wiktor Soral
- Institute for Social Studies; University of Warsaw; Warsaw Poland
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40
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Hemenover SH, Bowman ND. Video games, emotion, and emotion regulation: expanding the scope. ACTA ACUST UNITED AC 2018. [DOI: 10.1080/23808985.2018.1442239] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
| | - Nicholas D. Bowman
- Department of Communication Studies, West Virginia University, Morgantown, USA
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41
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Is prosocial video game exposure related to prosociality? An ERP study based on a prosocial help needed decision task. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.10.014] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
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42
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The aggressive brain: insights from neuroscience. Curr Opin Psychol 2018; 19:60-64. [DOI: 10.1016/j.copsyc.2017.04.002] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2017] [Accepted: 04/05/2017] [Indexed: 01/01/2023]
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43
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Fido D, Santo MG, Bloxsom CA, Gregson M, Sumich AL. Electrophysiological study of the violence inhibition mechanism in relation to callous-unemotional and aggressive traits. PERSONALITY AND INDIVIDUAL DIFFERENCES 2017. [DOI: 10.1016/j.paid.2017.01.049] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
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44
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Palaus M, Marron EM, Viejo-Sobera R, Redolar-Ripoll D. Neural Basis of Video Gaming: A Systematic Review. Front Hum Neurosci 2017; 11:248. [PMID: 28588464 PMCID: PMC5438999 DOI: 10.3389/fnhum.2017.00248] [Citation(s) in RCA: 91] [Impact Index Per Article: 13.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/16/2016] [Accepted: 04/26/2017] [Indexed: 12/22/2022] Open
Abstract
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.
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Affiliation(s)
- Marc Palaus
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
| | - Elena M Marron
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
| | - Raquel Viejo-Sobera
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain.,Laboratory for Neuropsychiatry and Neuromodulation, Massachusetts General HospitalBoston, MA, USA
| | - Diego Redolar-Ripoll
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
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45
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Markey PM. Finding the Middle Ground in Violent Video Game Research: Lessons From Ferguson (2015). PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2017; 10:667-70. [PMID: 26386003 DOI: 10.1177/1745691615592236] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Ferguson's comprehensive meta-analysis provides convincing data that violent video games have almost no effect on children's aggression. Although this finding is unlikely to bring unity to a divided field, Ferguson's article (2015, this issue) provides important rules that should aid all researchers. First, we need to be more accepting of results that are inconsistent with our own theories. Second, extraneous variables are often responsible for the relations previous studies have found between violent media and aggression. Third, we should avoid using unstandardized assessments of important variables whenever possible. Finally, caution is warranted when generalizing laboratory research findings to severe acts of violent in the "real world." It is hoped that, by accepting these basic rules, researchers and others will adopt less extreme positions concerning the effects of violent video games.
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46
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Szycik GR, Mohammadi B, Münte TF, Te Wildt BT. Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games: An fMRI Study. Front Psychol 2017; 8:174. [PMID: 28337156 PMCID: PMC5341328 DOI: 10.3389/fpsyg.2017.00174] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/24/2016] [Accepted: 01/25/2017] [Indexed: 02/05/2023] Open
Abstract
The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term effects. In this study 15 excessive users of violent games and control subjects matched for age and education viewed pictures depicting emotional and neutral situations with and without social interaction while fMRI activations were obtained. While the typical pattern of activations for empathy and theory of mind networks was seen, both groups showed no differences in brain responses. We interpret our results as evidence against the desensitization hypothesis and suggest that the impact of violent media on emotional processing may be rather acute and short-lived.
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Affiliation(s)
- Gregor R Szycik
- Department of Psychiatry, Social Psychiatry and Psychotherapy, Hannover Medical School Hanover, Germany
| | - Bahram Mohammadi
- Department of Neurology, University of LübeckLübeck, Germany; Clinical Neuroscience Lab, International Neuroscience InstituteHanover, Germany
| | - Thomas F Münte
- Department of Neurology, University of LübeckLübeck, Germany; Institute of Psychology II, University of LübeckLübeck, Germany
| | - Bert T Te Wildt
- Department of Psychosomatic Medicine and Psychotherapy, LWL University Hospitals of the Ruhr-University Bochum, Germany
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47
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Liu Y, Lan H, Teng Z, Guo C, Yao D. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure. PLoS One 2017; 12:e0172940. [PMID: 28249033 PMCID: PMC5332106 DOI: 10.1371/journal.pone.0172940] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2016] [Accepted: 02/13/2017] [Indexed: 11/18/2022] Open
Abstract
Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.
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Affiliation(s)
- Yanling Liu
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
- Key Laboratory for Neuro Information of Ministry of Education, School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Haiying Lan
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
| | - Zhaojun Teng
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
| | - Cheng Guo
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
- * E-mail: (CG); (DY)
| | - Dezhong Yao
- Key Laboratory for Neuro Information of Ministry of Education, School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
- * E-mail: (CG); (DY)
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48
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McCarthy RJ, Coley SL, Wagner MF, Zengel B, Basham A. Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2016. [DOI: 10.1016/j.jesp.2015.10.009] [Citation(s) in RCA: 46] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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49
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Mrug S, Madan A, Windle M. Emotional Desensitization to Violence Contributes to Adolescents' Violent Behavior. JOURNAL OF ABNORMAL CHILD PSYCHOLOGY 2016; 44:75-86. [PMID: 25684447 DOI: 10.1007/s10802-015-9986-x] [Citation(s) in RCA: 37] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
Abstract
Many adolescents are exposed to violence in their schools, communities and homes. Exposure to violence at high levels or across multiple contexts has been linked with emotional desensitization, indicated by low levels of internalizing symptoms. However, the long-term consequences of such desensitization are unknown. This study examined emotional desensitization to violence, together with externalizing problems, as mediators of the relationship between exposure to violence in pre-adolescence and violent behavior in late adolescence. A community sample of youth (N = 704; 48% female; 76% African American, 22% Caucasian) reported on their exposure to violence in multiple settings at ages 11, 13 and 18. Internalizing and externalizing problems were assessed at ages 11 and 13; violent behavior was measured at age 18. Structural Equation Modeling showed that exposure to high levels of violence at age 11 was associated with lower levels of internalizing problems (quadratic effect) at age 13, as was exposure to violence across multiple contexts (linear effect). In turn, fewer internalizing problems and more externalizing problems at age 13 predicted more violent behavior at age 18. The results suggest that emotional desensitization to violence in early adolescence contributes to serious violence in late adolescence.
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Affiliation(s)
- Sylvie Mrug
- University of Alabama at Birmingham, 1720 2nd Ave South, CH415, Birmingham, AL, 35294-1170, USA.
| | - Anjana Madan
- University of Alabama at Birmingham, 1720 2nd Ave South, CH415, Birmingham, AL, 35294-1170, USA.,Department of Psychology, University of Miami, Coral Gables, FL, USA
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50
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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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