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1.
J Clin Child Adolesc Psychol ; : 1-16, 2023 Mar 30.
Artículo en Inglés | MEDLINE | ID: mdl-36995268

RESUMEN

OBJECTIVE: Callousness has been identified as a key driver of aggressive and violent behavior from childhood into early adulthood. Although previous research has underscored the importance of the parenting environment in contributing to the development of youth callousness, findings have generally been confined to the between-individual level and have not examined bidirectionality. In the current study, we test whether aspects of parenting are associated with callousness from childhood to adolescence both between and within individuals, examine the temporal ordering of associations, and test whether these relations are moderated by gender or developmental stage. METHOD: Data came from a longitudinal study in which parents of 1,421 youth (52% girls; 62% White and 22% Black) from the second, fourth, and ninth grades were interviewed three times, with one year between consecutive interviews. RESULTS: A random-intercept cross-lagged panel model indicated that elevated youth callousness predicts subsequent increases in parental rejection and decreases in consistency of discipline. Findings were largely similar for boys and girls, but within-individual associations were generally stronger for 4th graders compared to the 2nd and 9th graders. CONCLUSIONS: Callousness and parenting practices and attitudes were related both at the between-individual and within-individual level. These results have implications for the etiology and treatment of children and adolescents who exhibit callousness.

2.
Aggress Behav ; 48(6): 546-562, 2022 11.
Artículo en Inglés | MEDLINE | ID: mdl-35613384

RESUMEN

Inducing mindfulness has shown a promising effect on reducing aggression in both clinical and nonclinical populations, possibly because mindfulness can improve emotion regulation. The present study examined the association between mindfulness and aggression through potential mediating effects of several emotion regulation strategies. University and community samples of U.S. adults completed questionnaires on mindfulness, emotion regulation strategies, and trait aggression. Results indicate that mindfulness was associated with rumination and expressive suppression, which mediated the mindfulness-aggression relationship. Most facets of mindfulness were unrelated to the use of reflection and cognitive reappraisal. The nonjudging of experience facet of mindfulness was negatively related to hostility through rumination and expressive suppression. In contrast, the observing mindfulness facet was positively related to verbal aggression and hostility; these relations were mediated by rumination and expressive suppression.


Asunto(s)
Regulación Emocional , Atención Plena , Adulto , Agresión/psicología , Hostilidad , Humanos , Universidades
3.
Aggress Behav ; 48(4): 443, 2022 07.
Artículo en Inglés | MEDLINE | ID: mdl-35653191
4.
Aggress Behav ; 43(2): 133-146, 2017 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-27629104

RESUMEN

The Tangram Help/Hurt Task is a laboratory-based measure designed to simultaneously assess helpful and hurtful behavior. Across five studies we provide evidence that further establishes the convergent and discriminant validity of the Tangram Help/Hurt Task. Cross-sectional and meta-analytic evidence finds consistently significant associations between helpful and hurtful scores on the Tangram Task and prosocial and aggressive personality traits. Experimental evidence reveals that situational primes known to induce aggressive and prosocial behavior significantly influence helpful and hurtful scores on the Tangram Help/Hurt Task. Additionally, motivation items in all studies indicate that tangram choices are indeed associated with intent of helping and hurting. We discuss the advantages and limitations of the Tangram Help/Hurt Task relative to established measures of helpful and hurtful behavior. Aggr. Behav. 43:133-146, 2017. © 2016 Wiley Periodicals, Inc.


Asunto(s)
Agresión/psicología , Conducta de Ayuda , Personalidad/fisiología , Pruebas Psicológicas/normas , Adulto , Estudios Transversales , Femenino , Humanos , Masculino , Adulto Joven
6.
Health Prog ; 97(4): 59-62, 2016 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-28165689

RESUMEN

I killed my first Klingon in 1979. It took place in the computer center at Stanford University, where I was playing a new video game based on the Star Trek television series. I was an "early adopter" of the new technology of video games, and continued to be so for many years, first as a fan of this entertainment medium, and later as a researcher interested in the question of what environmental factors influence aggressive and violent behavior.


Asunto(s)
Medios de Comunicación de Masas , Violencia/psicología , Adolescente , Agresión/psicología , Niño , Femenino , Humanos , Masculino , Factores de Riesgo , Televisión , Juegos de Video , Adulto Joven
7.
Psychol Sci ; 25(2): 358-68, 2014 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-24335350

RESUMEN

Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.


Asunto(s)
Agresión/psicología , Empatía/fisiología , Conducta de Ayuda , Medios de Comunicación Sociales/estadística & datos numéricos , Juegos de Video/psicología , Violencia/psicología , Adulto , Comparación Transcultural , Humanos , Estudios Longitudinales , Masculino , Singapur , Adulto Joven
8.
Aggress Behav ; 40(3): 197-203, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24452487

RESUMEN

Previous research has established media violence as a causal risk factor for aggressive behavior. Several theoretical mechanisms have been identified to explain this effect. The present study assessed 422 undergraduate students to test the possibility that individual differences in attention problems and impulsiveness can help explain the link between violent media and aggression. Attention problems and impulsiveness proved to be a distinct construct from other processes believed to mediate aggression (aggressive beliefs, aggression related schemata, trait anger, and trait hostility). Attention problems and impulsiveness were uniquely related to both media exposure (total weekly hours and violent content) and aggression. Attention problems and impulsiveness were particularly related to impulsive (as opposed to premeditated) aggression. These results suggest that attention problems and impulsiveness may play an important role in violent media effects on aggression.


Asunto(s)
Agresión/psicología , Atención/fisiología , Conducta Impulsiva/fisiología , Medios de Comunicación de Masas , Violencia/psicología , Adulto , Ira , Trastorno por Déficit de Atención con Hiperactividad/fisiopatología , Femenino , Hostilidad , Humanos , Individualidad , Masculino , Personalidad/fisiología , Adulto Joven
10.
Aggress Behav ; 38(4): 281-7, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-25363697

RESUMEN

Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects.


Asunto(s)
Conducta del Adolescente/psicología , Agresión/psicología , Conducta Infantil/psicología , Genio Irritable , Socialización , Juegos de Video/psicología , Adolescente , Niño , Femenino , Humanos , Control Interno-Externo , Masculino
11.
Aggress Behav ; 38(4): 263-71, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-22549724

RESUMEN

Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social-cognitive models of social behavior [e.g., the "General Learning Model," Buckley and Anderson, 2006]. The social-cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings.


Asunto(s)
Agresión/psicología , Ajuste Social , Socialización , Estudiantes/psicología , Juegos de Video/psicología , Violencia/psicología , Cognición , Femenino , Humanos , Masculino , Conducta Social , Violencia/prevención & control , Adulto Joven
12.
Pers Soc Psychol Bull ; : 1461672221127759, 2022 Nov 20.
Artículo en Inglés | MEDLINE | ID: mdl-36408863

RESUMEN

The Tangram Help/Hurt Task (THHT) allows participants to help another participant win a prize (by assigning them easy tangrams), to hurt another participant by preventing them from winning the prize (by assigning them difficult tangrams), or to do neither (by assigning them medium tangrams) in offline or online studies. Consistent with calls for continued evidence supporting psychological measurement, we conducted a meta-analytic review of the THHT that included 52 independent studies involving 11,060 participants. THHT scores were associated with helping and hurting outcomes in theoretically predicted ways. Results showed that THHT scores were not only associated with short-term (experimental manipulations, state measures) and long-term (trait measures) helping and hurting outcomes, but also with helping and harming intentions. We discuss the strengths and limitations of the THHT relative to other laboratory measures of prosocial behavior and aggression, discuss unanswered questions about the task, and offer suggestions for the best use of the task.

13.
Front Psychol ; 13: 1019976, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36619067

RESUMEN

Introduction: The present study investigated the role of dispositional hope as a potential protective factor moderator in the relationship between adult ADHD symptoms, media use/smart phone addiction and wellbeing during the period of isolation because of the COVID-19 pandemic among students in Romania. Methods: A sample of 333 college students (86.8% female and 13.2% male) between the age of 18 and 47 with a mean of 20.6 years old from West University of Timisoara completed online surveys. Mediation and moderation analyses were performed to assess the associations among the variables. Results: Results confirmed the negative associations of both adult ADHD and smartphone addiction with overall wellbeing. The smartphone addiction/ wellbeing association was moderated by dispositional hopefulness, such that high hopefulness served as a protective factor [b = -0.008, 95% percentile CI (-0.0134; -0.0012)]. Discussion: Implications for the educational environment are discussed.

14.
Cogn Affect Behav Neurosci ; 11(2): 259-76, 2011 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-21461985

RESUMEN

Exposure to video game violence (VGV) is known to result in desensitization to violent material and may alter the processing of positive emotion related to facial expressions. The present study was designed to address three questions: (1) Does the association between VGV and positive emotion extend to stimuli other than faces, (2) is the association between VGV and affective picture processing observed with a single presentation of the stimuli, and (3) is the association between VGV and the response to violent stimuli sensitive to the relevance of emotion for task performance? The data revealed that transient modulations of the event-related potentials (ERPs) related to attentional orienting and sustained modulations of the ERPs related to evaluative processing were sensitive to VGV exposure.


Asunto(s)
Emociones/fisiología , Potenciales Evocados Visuales/fisiología , Desempeño Psicomotor/fisiología , Juegos de Video/psicología , Violencia/psicología , Desensibilización Psicológica , Expresión Facial , Humanos , Masculino , Estimulación Luminosa/métodos , Percepción Visual/fisiología
15.
Artículo en Inglés | MEDLINE | ID: mdl-32708906

RESUMEN

First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of action gaming on proactive cognitive control and to examine whether an increase in visuo-spatial processing and a decrease in proactive cognitive control arise from the same amount of experience playing an action video game. Participants completed tasks measuring visuo-spatial processing and cognitive control before and after 10 practice sessions involving one of three video games or were assigned to a no gaming experience control group. The data revealed the typical increase in visuo-spatial processing and a decrease in proactive, but not reactive, cognitive control following action game training. The sizes of these two training effects were similar in magnitude, but interpretation of the effects was constrained by baseline differences between the four groups of subjects. The possibility of a causal effect of action gaming on proactive cognitive control is interesting within the context of correlational evidence linking greater action gaming experience to reduced cognitive control, poor decision making, and increased impulsivity.


Asunto(s)
Procesamiento Espacial , Juegos de Video , Cognición , Humanos , Conducta Impulsiva
16.
Psychol Sci ; 20(3): 273-7, 2009 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-19207695

RESUMEN

Two studies tested the hypothesis that exposure to violent media reduces aid offered to people in pain. In Study 1, participants played a violent or nonviolent video game for 20 min. After game play, while completing a lengthy questionnaire, they heard a loud fight, in which one person was injured, outside the lab. Participants who played violent games took longer to help the injured victim, rated the fight as less serious, and were less likely to "hear" the fight in comparison to participants who played nonviolent games. In Study 2, violent- and nonviolent-movie attendees witnessed a young woman with an injured ankle struggle to pick up her crutches outside the theater either before or after the movie. Participants who had just watched a violent movie took longer to help than participants in the other three conditions. The findings from both studies suggest that violent media make people numb to the pain and suffering of others.


Asunto(s)
Desensibilización Psicológica , Conducta de Ayuda , Medios de Comunicación de Masas , Violencia , Femenino , Humanos , Masculino , Juegos de Video , Adulto Joven
17.
Pers Soc Psychol Bull ; 35(6): 752-63, 2009 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-19321812

RESUMEN

Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.


Asunto(s)
Control Interno-Externo , Conducta Social , Juegos de Video/psicología , Percepción Visual , Adolescente , Conducta del Adolescente/psicología , Agresión/psicología , Niño , Conducta Infantil/psicología , Empatía , Femenino , Conducta de Ayuda , Humanos , Estudios Longitudinales , Masculino , Modelos Psicológicos , Proyectos de Investigación , Factores de Riesgo , Factores Sexuales , Estudiantes/psicología , Juegos de Video/efectos adversos , Violencia/psicología
18.
Pers Soc Psychol Bull ; 45(6): 842-850, 2019 06.
Artículo en Inglés | MEDLINE | ID: mdl-30317918

RESUMEN

The potential role of brief online studies in changing the types of research and theories likely to evolve is examined in the context of earlier changes in theory and methods in social and personality psychology, changes that favored low-difficulty, high-volume studies. An evolutionary metaphor suggests that the current publication environment of social and personality psychology is a highly competitive one, and that academic survival and reproduction processes (getting a job, tenure/promotion, grants, awards, good graduate students) can result in the extinction of important research domains. Tracking the prevalence of brief online studies, exemplified by studies using Amazon Mechanical Turk, in three top journals ( Journal of Personality and Social Psychology, Personality and Social Psychology Bulletin, Journal of Experimental Social Psychology) reveals a dramatic increase in their frequency and proportion. Implications, suggestions, and questions concerning this trend for the field and questions for its practitioners are discussed.


Asunto(s)
Personalidad , Psicología Social/estadística & datos numéricos , Psicología/estadística & datos numéricos , Investigación Conductal/métodos , Investigación Conductal/estadística & datos numéricos , Bibliometría , Humanos , Sistemas en Línea , Psicología/métodos , Psicología Social/métodos
19.
Pers Soc Psychol Bull ; 34(4): 462-73, 2008 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-18340032

RESUMEN

A dyadic interactive aggression paradigm tested hypotheses from the General Aggression Model about how trait aggressiveness can create behaviorally hostile social environments. Pairs of college student participants competed in a modified reaction time task in which they repeatedly delivered and received each other's punishments. The trait aggressiveness of both participants influenced the punishment intensities (aggression level) set by each member of the dyad on later trials. Furthermore, there was a pattern of escalation from early to later trials. These trait aggressiveness effects (both self and partner) on later aggressive behavior were largely mediated by partner aggression levels during early trials. Results also suggested two aggressive motives--hostile and instrumental--resulted from high partner aggression during early trials and these motives partially mediated the effects of trait aggressiveness and of early trial aggression on later aggressive behavior.


Asunto(s)
Agresión/psicología , Carácter , Hostilidad , Medio Social , Violencia/psicología , Adulto , Conducta Competitiva , Femenino , Humanos , Relaciones Interpersonales , Masculino , Modelos Psicológicos , Motivación , Inventario de Personalidad , Tiempo de Reacción , Facilitación Social , Percepción Social
20.
Aggress Behav ; 34(6): 605-22, 2008.
Artículo en Inglés | MEDLINE | ID: mdl-18570330

RESUMEN

Two studies examined the effects of individual differences identified by the Confluence Model of aggression against women [Malamuth Linz, Hevey et al., 1995] and the General Aggression Model [GAM: Anderson and Carnagey, 2004] as predictors of male-on-female aggression. Study 1, a correlational study, found that hostile masculinity predicts self-reported sexual aggression independently of nonsexual aggression against women, and is itself predicted by proneness to general hostility, masculine gender role stress, and violent attitudes toward women. Furthermore, hostility toward women independently predicted sexual and nonsexual aggression against women, above the effects of general attitudes toward violence and general levels of hostility and aggression. Study 2, an experimental study, found that under high provocation, high hostility toward women predicted increases in male nonsexual aggression against women and slight decreases in male aggression against men. This effect remained significant even after controlling for general attitudes toward violence and for general levels of hostility and aggression, indicating that males who are highly hostile toward women specifically target women and that their aggression toward women generalizes beyond sexual aggression. The findings are discussed in terms of a model that integrates the Confluence Model with GAM.


Asunto(s)
Agresión/psicología , Conducta Competitiva , Hostilidad , Relaciones Interpersonales , Personalidad/clasificación , Adolescente , Adulto , Análisis de Varianza , Femenino , Juegos Experimentales , Humanos , Masculino , Modelos Psicológicos , Determinación de la Personalidad , Tiempo de Reacción , Valores de Referencia , Factores Sexuales , Adulto Joven
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