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1.
The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression or violence. In a new meta-analysis, C. A. Anderson et al. (2010) questioned these findings. However, their analysis has several methodological issues that limit the interpretability of their results. In their analysis, C. A. Anderson et al. included many studies that do not relate well to serious aggression, an apparently biased sample of unpublished studies, and a “best practices” analysis that appears unreliable and does not consider the impact of unstandardized aggression measures on the inflation of effect size estimates. They also focused on bivariate correlations rather than better controlled estimates of effects. Despite a number of methodological flaws that all appear likely to inflate effect size estimates, the final estimate of r = .15 is still indicative of only weak effects. Contrasts between the claims of C. A. Anderson et al. (2010) and real-world data on youth violence are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
2.
Over the past half century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social–cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child’s behaviors and cognitions. C. A. Anderson et al.’s (2010) extensive meta-analysis of the effects of violent video games confirms what these theories predict and what prior research about other violent mass media has found: that violent video games stimulate aggression in the players in the short run and increase the risk for aggressive behaviors by the players later in life. The effects occur for males and females and for children growing up in Eastern or Western cultures. The effects are strongest for the best studies. Contrary to some critics’ assertions, the meta-analysis of C. A. Anderson et al. is methodologically sound and comprehensive. Yet the results of meta-analyses are unlikely to change the critics’ views or the public’s perception that the issue is undecided because some studies have yielded null effects, because many people are concerned that the implications of the research threaten freedom of expression, and because many people have their identities or self-interests closely tied to violent video games. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
3.
Anderson Craig A.; Shibuya Akiko; Ihori Nobuko; Swing Edward L.; Bushman Brad J.; Sakamoto Akira; Rothstein Hannah R.; Saleem Muniba 《Canadian Metallurgical Quarterly》2010,136(2):151
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social–cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
4.
Konijn Elly A.; Nije Bijvank Marije; Bushman Brad J. 《Canadian Metallurgical Quarterly》2007,43(4):1038
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
5.
Storm Lance; Tressoldi Patrizio E.; Risio Lorenzo Di 《Canadian Metallurgical Quarterly》2010,136(4):491
In our article (Storm, Tressoldi, & Di Risio, 2010), we claimed that the ganzfeld experimental design has proved to be consistent and reliable. However, Hyman (2010) argues that the overall evidence for psi is, in fact, contradictory and elusive. We present a case for psi research that undermines Hyman's argument. First, we give examples from parapsychologists who do not outrightly dismiss psi, despite appearances, but actually support it. Second, we claim that Hyman does not tell the full story about the ganzfeld meta-analytic findings and thus presents a one-sided account. Third, we argue that our meta-analysis has followed standard procedures, that we have not broken any rules but have found a communications anomaly, often referred to as psi. Though we may be in agreement that the evidence is largely statistical, the evidence suggests that concealed targets are actually identified rather than guessed. We argue that further research is necessary. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
6.
Ravaja Niklas; Turpeinen Marko; Saari Timo; Puttonen Sampsa; Keltikangas-J?rvinen Liisa 《Canadian Metallurgical Quarterly》2008,8(1):114
The authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic (EMG) activity and skin conductance level (SCL) were recorded, and the participants rated their emotions and the trait psychoticism based on the Psychoticism dimension of the Eysenck Personality Questionnaire--Revised, Short Form. Wounding and killing the opponent elicited an increase in SCL and a decrease in zygomatic and orbicularis oculi EMG activity. The decrease in zygomatic and orbicularis oculi activity was less pronounced among high Psychoticism scorers compared with low Psychoticism scorers. The wounding and death of the player's own character (James Bond) elicited an increase in SCL and zygomatic and orbicularis oculi EMG activity and a decrease in corrugator activity. Instead of joy resulting from victory and success, wounding and killing the opponent may elicit high-arousal negative affect (anxiety), with high Psychoticism scorers experiencing less anxiety than low Psychoticism scorers. Although counterintuitive, the wounding and death of the player's own character may increase some aspect of positive emotion. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
7.
Reports an error in "Violent recidivism: Assessing predictive validity" by Marnie E. Rice and Grant T. Harris (Journal of Consulting and Clinical Psychology, 1995[Oct], Vol 63[5], 737-748). In this article, several errors are present on pp. 738 and 746. The corrections are listed in the erratum. (The following abstract of the original article appeared in record 1996-04934-001.) Until very recently, there has been little evidence of the ability of either clinicians or actuarial instruments to predict violent behavior. Moreover, a confusing variety of measures have been proposed for the evaluation of the accuracy of predictions. This report demonstrates that receiver operating characteristics (ROCs) have advantages over other measures inasmuch as they are simultaneously independent of the base rate for violence in the populations studied and of the particular cutoff score chosen to classify cases as likely to be violent. In an illustration of the value of this approach, the base rates of violence were altered with the use of data from 3.5-, 6-, and 10-year follow-ups of 799 previously violent men. Base rates for the 10-year follow-up were also altered by changing the definition of violent recidivism and by examining a high-risk subgroup. The report also shows how ROC methods can be used to compare the performance of different instruments for the prediction of violence. The report illustrates how ROCs facilitate decisions about whether, at a particular base rate, the use of a prediction instrument is warranted. Finally, some of the limitations of ROCs are outlined, and some cautionary remarks are made with regard to their use. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
8.
In this report, past research is reviewed, which suggests that the personality traits of psychoticism and aggressiveness likely moderate the negative effects of violent video games (VVGs). The Five-Factor Model (FFM) of personality is then used as a taxonomy to integrate these findings and examine why these traits are important moderator variables. Analyses suggest that these traits likely moderate the effects of VVGs because they contain the FFM traits neuroticism (+), agreeableness (?), and conscientiousness (?). A spherical model of personality, derived from these three FFM traits, is presented as a method of predicting aggression and hostility after playing VVGs; archival data confirms the predictions derived from this spherical model. Findings from the current research demonstrate the utility of a three-trait spherical model to examine the moderating effects of VVGs and suggest that only some individuals are adversely affected by VVGs and that those who are affected have preexisting dispositions, which make them susceptible to such violent media. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
9.
Roberts Brent W.; Walton Kate E.; Viechtbauer Wolfgang 《Canadian Metallurgical Quarterly》2006,132(1):29
In a response to comments by P. T. Costa, Jr., and R. R. McCrae (see record 2006-00818-002) on the current authors' original article (see record 2006-00818-001), the authors show that Costa and McCrae's writings on personality suggest a belief in immutability of personality traits. The authors agree with Costa and McCrae that new personality trait models that provide an accurate lower order structure of personality traits are needed and explain why the Revised NEO Personality Inventory is not the correct model for that purpose. The authors provide direct evidence refuting the hypothesis that personality traits change only because of biologically based intrinsic maturation. The authors present arguments supporting the contention that meta-analyses should be preferred to single longitudinal studies when drawing inferences about general patterns of personality development. Finally, the authors point out why the differences between their position and Costa and McCrae's are important. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
10.
[Correction Notice: An erratum for this article was reported in Vol 136(5) of Psychological Bulletin (see record 2010-17510-007). In the article, the surname of Jonna Kuntsi is misspelled throughout. The online versions of this article have been corrected.] A recent large-scale meta-analysis of twin and adoption studies indicated that shared environmental influences make important contributions to most forms of child and adolescent psychopathology (Burt, 2009b). The sole exception to this robust pattern of results was observed for attention-deficit/hyperactivity disorder (ADHD), which appeared to be largely genetic (and particularly nonadditive genetic) in origin, with no observable influence of the shared environment. The central thesis of Wood, Buitelaar, Rijsdijk, Asherson, and Kunsti (2010) is that, contrary to these findings, shared environmental influences are important for ADHD. As evidence for this thesis, Wood et al. presented a summary of prior twin studies, followed by a discussion of 4 methodological issues that may account for my findings in Burt (2009b). I argue that, although the methodological concerns raised by Wood et al. are very important, they do not undermine my earlier results (Burt, 2009b). I close with a discussion of 2 issues that may allow for some shared environmental influences on ADHD. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
11.
The Stroop effect is psychology's classic measure gauging the selectivity of attention to individual attributes of complex stimuli. The emotional Stroop effect gauges the influence on behavior of threat and emotional stimuli. The former taps central/executive processes abstracted from particular stimulus contexts, whereas the latter taps automatic processes inextricably linked to particular stimuli in the environment. T. Dalgleish (see record 2005-14939-009) raised concerns about the data and theory that support the separateness of the 2 effects (D. Algom, E. Chajut, & S. Lev, see record 2004-17825-001). The present reply shows that Dalgleish's objections are unwarranted and that the term emotional Stroop effect blurs the deep conceptual divide separating the 2 phenomena. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
12.
Martin Maryanne; Papadatou-Pastou Marietta; Jones Gregory V.; Munafò Marcus R. 《Canadian Metallurgical Quarterly》2010,136(3):348
In response to the comment by Vuoksimaa and Kaprio (2010) on our previous article on sex differences in left-handedness (Papadatou-Pastou, Martin, Munafò, and Jones, 2008), we carried out an additional meta-analysis to explore whether the widely observed tendency for rates of left-handedness to be greater among male than female individuals is also found in Scandinavian (Nordic) studies. The overall male-to-female ratio for left- to right-handedness odds provides evidence in favor of this hypothesis. However, the results were subject to a significant moderating effect related to nation of origin. We discuss the potential impact on observed measures of additive rather than multiplicative processes that may underlie sex differences in handedness and also the date-of-study effect on handedness rates. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
13.
The deliberate application of a strategy can have unintended discriminative effects. It is argued that these effects or influences on discriminative responding are the source of automatic influences and can be dissociated from controlled influences under appropriate circumstances. Such automatic influences are often latent in the interaction between the memory structures and the strategies that participants bring to bear in many implicit learning tasks. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
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15.
The commentary by S. T. Klapp (see record 2005-09704-010) on our recent article (A. Lleras & J. T. Enns, [see record 2004-21166-001]) proposes that the empirical finding of negative compatibility in masked priming be attributed to 2 distinct theoretical constructs: (a) perceptual priming through object updating, as described in our article, and (b) nonperceptual priming based on inhibited unconscious response tendencies. The authors argue that this 2nd construct is not supported by either the new data the authors report or the extant literature. Instead, the negative compatibility effect in masked priming is influenced by perceptual interactions among stimuli that appear in the same spatial location, and the authors believe it is this process that deserves further systematic study. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
16.
H. B?sch, F. Steinkamp, and E. Boller's (see record 2006-08436-001) meta-analysis, which demonstrated (a) a small but highly significant overall effect, (b) a small-study effect, and (c) extreme heterogeneity, has provoked widely differing responses. After considering D. B. Wilson and W. R. Shadish's see record 2006-08436-002) and D. Radin, R. Nelson, Y. Dobyns, and J. Houtkooper's see record 2006-08436-003) concerns about the possible effects of psychological moderator variables, the potential for missing data, and the difficulties inherent in any meta-analytic data, the authors reaffirm their view that publication bias is the most parsimonious model to account for all 3 findings. However, until compulsory registration of trials occurs, it cannot be proven that the effect is in fact attributable to publication bias, and it remains up to the individual reader to decide how the results are best and most parsimoniously interpreted. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
17.
In this reply to the comment of McVay and Kane (2010), I consider their argument concerning how Watkins’s (2008) elaborated control theory informs their perspective on the role of executive control in mind wandering. I argue that although in a number of places the elaborated control theory is consistent with the perspective of McVay and Kane that mind wandering represents a failure of executive control, their account makes a number of claims that are not articulated in the elaborated control theory—most notably, the hypothesis that level of construal moderates entry of thoughts into awareness. Moreover, the relevant literature suggests that the relationship between level of construal and executive control may be more complex, and may be determined by multiple factors beyond those proposed in this executive-control failure account of mind wandering. Finally, the implications of this model of mind wandering for understanding repetitive thought in general are considered, and it is proposed that examining level of executive control as a further moderating variable within elaborated control theory may be of value. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
18.
When the mind wanders, conscious thoughts come to mind that are only loosely related to the task being performed. This phenomenon produces tension within the cognitive sciences because the interfering nature of these thoughts is at odds with the assumption that such processes are functional in daily life. In their comment, McVay and Kane (2010) suggested that failures in executive control can create the conditions that favor mind wandering—a control-failure hypothesis that questions whether mind wandering consumes resources. Whether mind wandering always occurs following a control failure, it is always a conscious reportable experience and so is globally available to the system. Such global availability suggests that mind wandering does indeed demand resources, in particular access to a global workspace that supports conscious experience. Although the control-failure view explains the transient occurrence of mind wandering during demanding tasks, the global availability hypothesis is consistent with all mind wandering, regardless of context; it is implied by many features of the argument proposed by McVay and Kane (2010). Consideration of these issues leads to the conclusion that when the mind wanders, specific information from the default mode becomes globally available to the system; in this respect, mind wandering is resource demanding inasmuch as it occupies the global workspace necessary for consciousness. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
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20.
The comments by M. L. Savickas and H. E. A. Tinsley in response to my article, "Work in People's Lives: A Location for Counseling Psychologists" (M. S. Richardson, 1993), are useful in elaborating the originally proposed ideas and in raising a number of critical issues and concerns. In this reply, I respond briefly to major points raised by each of these authors. It is hoped that the comments and reply will contribute to a constructive and productive dialogue regarding the issues raised. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献