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In recognition memory, the variance of the target distribution is almost universally found to be greater than that of the lure distribution. However, these estimates commonly come from long-term memory paradigms where words are used as stimuli. Two exceptions to this rule have found evidence for greater lure variability: a short-term memory task (Yotsumoto et al., Memory & Cognition, 36, 282-294 2008) and in an eyewitness memory paradigm (Wixted et al., Cognitive Psychology, 105, 81-114 2018). In the present work, we conducted a series of recognition memory experiments using different stimulus (faces vs. words) along with different paradigms (long-term vs. short-term paradigms) to evaluate whether either of these conditions would result in greater variability in lure items. Greater target variability was observed across stimulus types and memory paradigms. This suggests that factors other than stimuli and retention interval might be responsible for cases where variability is less for targets than lures.
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Memoria a Corto Plazo , Reconocimiento en Psicología , Humanos , Memoria a Largo Plazo , CogniciónRESUMEN
Many decision-making tasks are characterized by a combination of diagnostic and non-diagnostic information, yet models of responding and confidence almost exclusively focus on the contribution of diagnostic information (e.g., evidence associated with stimulus discriminability), largely ignoring the contribution of non-diagnostic information. An exception is Baranski and Petrusic's Journal of Experimental Psychology: Human Perception and Performance, 24(3), 929-945, (1998) doubt-scaling model, which predicts a negative relationship between non-diagnostic information and confidence, and between non-diagnostic information and accuracy. In two perceptual-choice tasks, we tested the effects of manipulating non-diagnostic information on confidence, accuracy and response time (RT). In Experiment 1, participants viewed a dynamic grid consisting of flashing blue, orange and white pixels and indicated whether the stimulus was predominantly blue or orange (using a response scale ranging from low-confidence blue to high-confidence orange), with the white pixels constituting non-diagnostic information. Increasing non-diagnostic information reduced both confidence and accuracy, generally slowed RTs, and led to an increase in the speed of errors. Experiment 2 replicated these results for a decision-only task, providing further support for the doubt-scaling model of confidence.
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Toma de Decisiones , Humanos , Toma de Decisiones/fisiología , Adulto , Adulto Joven , Masculino , Metacognición/fisiología , Femenino , Tiempo de Reacción/fisiología , Desempeño Psicomotor/fisiologíaRESUMEN
The way in which individuals think about their own cognitive processes plays an important role in various domains. When eyewitnesses assess their confidence in identification decisions, they could be influenced by how easily relevant information comes to mind. This ease-of-retrieval effect has a robust influence on people's cognitions in a variety of contexts (e.g., attitudes), but it has not yet been applied to eyewitness decisions. In three studies, we explored whether the ease with which eyewitnesses recall certain memorial information influenced their identification confidence assessments and related testimony-relevant judgements (e.g., perceived quality of view). We manipulated the number of reasons participants gave to justify their identification (Study 1; N = 343), and also the number of instances they provided of a weak or strong memory (Studies 2a & 2b; Ns = 350 & 312, respectively). Across the three studies, ease-of-retrieval did not affect eyewitnesses' confidence or other testimony-relevant judgements. We then tried - and failed - to replicate Schwarz, N., Bless, H., Strack, F., Klumpp, G., Rittenauer-Schatka, H., & Simons, A. (1991. Ease of retrieval as information: Another look at the availability heuristic. Journal of Personality and Social Psychology, 61(2), 195-202. doi:10.1037/0022-3514.61.2.195) original ease-of-retrieval finding (Study 3; N = 661). In three of the four studies, ease-of-retrieval had the expected effect on participants' perceived task difficulty; however, frequentist and Bayesian testing showed no evidence for an effect on confidence or assertiveness ratings.
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Memoria , Recuerdo Mental , Teorema de Bayes , Cognición , Crimen , Humanos , JuicioRESUMEN
Using a mock witness methodology, we investigated the predictive value of metamemory measures and objective memory tests as indicators of eyewitness free recall performance. Participants (n = 208) first completed a metamemory assessment that included assessments of self-rated memory capacity, memory development and use of strategies. In a separate session, participants watched a mock-crime video and provided a free recall account, followed by one out of four independent memory tests (i.e., free recall, cued recall, face recognition and general knowledge). Accuracy, amount of details reported, confidence and over/underconfidence in the eyewitness free recall were the main dependent variables. Results indicated three main findings: (1) subjective assessments of memory capacity were not related to eyewitness free recall performance; (2) although individual confidence and over/underconfidence was somewhat stable across different memory tests, accuracy was less stable; and (3) individuals with higher self-rated memory capacity had a slightly stronger confidence-accuracy relation in free recall. These results are discussed with respect to metamemory assessments and performance stability across memory tests of different domains.
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Crimen , Testimonio de Experto , Recuerdo Mental , Metacognición , Adulto , Señales (Psicología) , Femenino , Humanos , Masculino , Pruebas Neuropsicológicas , Grabación de Cinta de VideoRESUMEN
The presence of multiple faces during a crime may provide a naturally-occurring contextual cue to support eyewitness recognition for those faces later. Across two experiments, we sought to investigate mechanisms underlying previously-reported cued recognition effects, and to determine whether such effects extended to encoding conditions involving more than two faces. Participants studied sets of individual faces, pairs of faces, or groups of four faces. At test, participants in the single-face condition were tested only on those individual faces without cues. Participants in the two and four-face conditions were tested using no cues, correct cues (a face previously studied with the target test face), or incorrect cues (a never-before-seen face). In Experiment 2, associative encoding was promoted by a rating task. Neither hit rates nor false-alarm rates were significantly affected by cue type or face encoding condition in Experiment 1, but cuing of any kind (correct or incorrect) in Experiment 2 appeared to provide a protective buffer to reduce false-alarm rates through a less liberal response bias. Results provide some evidence that cued recognition techniques could be useful to reduce false recognition, but only when associative encoding is strong.
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Señales (Psicología) , Reconocimiento Facial/fisiología , Reconocimiento en Psicología/fisiología , Adulto , Femenino , Humanos , Masculino , Adulto JovenRESUMEN
We examined the influence of co-witness discussion on the metacognitive regulation of memory reports. Participants (N = 92) watched a crime video. Later, a confederate confidently agreed with (gave confirming feedback), disagreed with (gave disconfirming feedback), or gave no feedback (control) regarding participants' answers to questions about the video. Participants who received disconfirming feedback reported fewer fine-grain details than participants in the confirming and control conditions on a subsequent, individual recall test for a different question set. Unexpectedly, this decrease in fine-grain reporting was not accompanied by a decrease in participants' confidence in the accuracy of their fine-grain responses. These results indicate that receiving social comparative feedback about one's memory performance can affect rememberers' metamemorial control decisions, and potentially decrease the level of detail they volunteer in later memory reports. Further research is needed to assess whether these results replicate under different experimental conditions, and to explore the effects of social influences on metamemory.
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Testimonio de Experto , Juicio , Recuerdo Mental , Conformidad Social , Adulto , Crimen , Femenino , Humanos , Masculino , MetacogniciónRESUMEN
Cravings for food and other substances can impair cognition. We extended previous research by testing the effects of caffeine cravings on cued-recall and recognition memory tasks, and on the accuracy of judgements of learning (JOLs; predicted future recall) and feeling-of-knowing (FOK; predicted future recognition for items that cannot be recalled). Participants (N = 55) studied word pairs (POND-BOOK) and completed a cued-recall test and a recognition test. Participants made JOLs prior to the cued-recall test and FOK judgements prior to the recognition test. Participants were randomly allocated to a craving or control condition; we manipulated caffeine cravings via a combination of abstinence, cue exposure, and imagery. Cravings impaired memory performance on the cued-recall and recognition tasks. Cravings also impaired resolution (the ability to distinguish items that would be remembered from those that would not) for FOK judgements but not JOLs, and reduced calibration (correspondence between predicted and actual accuracy) for JOLs but not FOK judgements. Additional analysis of the cued-recall data suggested that cravings also reduced participants' ability to monitor the likely accuracy of answers during the cued-recall test. These findings add to prior research demonstrating that memory strength manipulations have systematically different effects on different types of metacognitive judgements.
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Cafeína/farmacología , Ansia/efectos de los fármacos , Memoria/efectos de los fármacos , Metacognición/efectos de los fármacos , Adolescente , Adulto , Señales (Psicología) , Femenino , Humanos , Juicio/efectos de los fármacos , Masculino , Reconocimiento en Psicología/efectos de los fármacos , Adulto JovenRESUMEN
Compared to categorical identifications, culprit likelihood ratings (having the witness rate, for each lineup member, the likelihood that the individual is the culprit) provide a promising alternative for assessing a suspect's likely guilt. Four experiments addressed 2 broad questions about the use of culprit likelihood ratings evidence by mock-jurors. First, are mock-jurors receptive to noncategorical forms of identification evidence? Second, does the additional information provided by ratings (relating to discrimination) affect jurors' evaluations of the identification evidence? Experiments 1 and 1A manipulated confidence (90% vs. 50%) and discrimination (good, poor, no information) between participants. Evaluations were influenced by confidence, but not discrimination. However, a within-participant manipulation of discrimination (Experiment 2) demonstrated that evidence of good discrimination enhanced the persuasiveness of moderate levels of confidence, while poor discrimination reduced the persuasiveness of high levels of confidence. Thus, participants can interpret ratings-based evidence, but may not intuit the discrimination information when evaluating ratings for a single identification procedure. Providing detailed instructions about interpreting ratings produced clear discrimination effects when evaluating a single identification procedure (Experiment 3). Across 4 experiments, we found no evidence that mock-jurors perceived noncategorical identification evidence to be less informative than categorical evidence. However, jurors will likely benefit from instruction when interpreting ratings provided by a single witness. (PsycINFO Database Record
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Derecho Penal/métodos , Toma de Decisiones , Culpa , Percepción , Adolescente , Adulto , Anciano , Anciano de 80 o más Años , Análisis de Varianza , Discriminación en Psicología , Reconocimiento Facial , Femenino , Humanos , Masculino , Recuerdo Mental , Persona de Mediana Edad , Distribución Aleatoria , Adulto JovenRESUMEN
We tested whether an alternative lineup procedure designed to minimize problematic influences (e.g., metacognitive development) on decision criteria could be effectively used by children and improve child eyewitness identification performance relative to a standard identification task. Five hundred sixteen children (6- to 13-year-olds) watched a video of a target reading word lists and, the next day, made confidence ratings for each lineup member or standard categorical decisions for 8 lineup members presented sequentially. Two algorithms were applied to classify confidence ratings into categorical decisions and facilitate comparisons across conditions. The classification algorithms produced accuracy rates for the confidence rating procedure that were comparable to the categorical procedure. These findings demonstrate that children can use a ratings-based procedure to discriminate between previously seen and unseen faces. In turn, this invites more nuanced and empirical consideration of ratings-based identification evidence as a probabilistic index of guilt that may attenuate problematic social influences on child witnesses' decision criteria. (PsycINFO Database Record
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Crimen/psicología , Recuerdo Mental , Reconocimiento en Psicología , Adolescente , Algoritmos , Niño , Toma de Decisiones , Femenino , Humanos , Masculino , Grabación de Cinta de VideoRESUMEN
Investigations after critical events often depend on accurate and detailed recall accounts from operational witnesses (e.g., law enforcement officers, military personnel, and emergency responders). However, the challenging, and often stressful, nature of such events, together with the cognitive demands imposed on operational witnesses as a function of their active role, may impair subsequent recall. We compared the recall performance of operational active witnesses with that of nonoperational observer witnesses for a challenging simulated scenario involving an armed perpetrator. Seventy-six police officers participated in pairs. In each pair, 1 officer (active witness) was armed and instructed to respond to the scenario as they would in an operational setting, while the other (observer witness) was instructed to simply observe the scenario. All officers then completed free reports and responded to closed questions. Active witnesses showed a pattern of heart rate activity consistent with an increased stress response during the event, and subsequently reported significantly fewer correct details about the critical phase of the scenario. The level of stress experienced during the scenario mediated the effect of officer role on memory performance. Across the sample, almost one-fifth of officers reported that the perpetrator had pointed a weapon at them although the weapon had remained in the waistband of the perpetrator's trousers throughout the critical phase of the encounter. These findings highlight the need for investigator awareness of both the impact of operational involvement and stress-related effects on memory for ostensibly salient details, and reflect the importance of careful and ethical information elicitation techniques.
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Armas de Fuego , Recuerdo Mental , Policia/psicología , Adulto , Canadá , Humanos , Entrevistas como Asunto , Masculino , Persona de Mediana Edad , Estrés Psicológico , Violencia , Adulto JovenRESUMEN
Microtransactions provide optional, virtual, video game goods that, for an additional cost to the player, provide additional game content and alter the gameplay experience. Loot boxes-a specific form of microtransaction-offer randomised rewards in exchange for payment, and are argued to be structurally and psychologically similar to gambling. Nascent research suggests that a link exists between autism and both problematic gaming and problematic gambling. Here, we investigated the relationships between autistic characteristics and experiences, and excessive video gaming and microtransaction expenditure. A sample of 1178 adults from Australia, Aotearoa, and The United States were recruited from Prolific Academic, and completed a survey measuring in-game expenditure, autistic characteristics and experiences, problematic gaming, problematic gambling, and risky loot box use. Analyses showed positive associations between autistic characteristics and experiences with problematic gaming and problem gambling symptomatology. However, results also showed a small, negative association between autistic characteristics and experiences and spending on loot boxes when problem gambling symptoms, problematic gaming, and risky loot box use were statistically controlled for. These results suggest that autistic gamers may be vulnerable to problematic gaming and gambling, but that this effect does not extend to the purchasing of microtransactions.
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Trastorno Autístico , Juego de Azar , Juegos de Video , Humanos , Masculino , Femenino , Adulto , Trastorno Autístico/economía , Juego de Azar/psicología , Persona de Mediana Edad , Australia , Adulto Joven , Estados Unidos , Adolescente , Encuestas y Cuestionarios , RecompensaRESUMEN
Background and Aims: Loot boxes are digital containers of randomised rewards available in many video games. Individuals with problem gambling symptomatology spend more on loot boxes than individuals without such symptoms. This study investigated whether other psychopathological symptomatology, specifically symptoms of obsessive-compulsive behaviour and hoarding may also be associated with increased loot box spending. Methods: In a large cross-sectional, cross-national survey (N = 1,049 after exclusions), participants recruited from Prolific, living in Aotearoa New Zealand, Australia, and the United States, provided self-reported loot box spending, obsessive-compulsive and hoarding symptomatology, problem gambling symptomatology, and consumer regret levels. Results: There was a moderate positive relationship between loot box spending and obsessive-compulsive symptoms and hoarding. Additionally, greater purchasing of loot boxes was associated with increased consumer regret. Discussion and Conclusion: Results identified that those with OCD and hoarding symptomatology may spend more on loot boxes than individuals without OCD and hoarding symptomatology. This information helps identify disproportionate spending to more groups of vulnerable players and may assist in helping consumers make informed choices and also aid policy discussions around the potentialities of harm.
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Juego de Azar , Trastorno Obsesivo Compulsivo , Humanos , Estudios Transversales , Conducta Compulsiva/diagnóstico , AutoinformeRESUMEN
Public and scientific consensus about climate change do not align. Problematically, higher scientific knowledge has been associated with lower acceptance of climate information among those with more conservative socio-political ideologies. Positive attitudes towards science can attenuate this effect. We investigated the association between endorsement of scientific inquiry (ESI) and decision-making with scientific evidence about climate policies. Participants rated support for 16 climate policies accompanied by weaker or stronger evidence. In study 1 (N = 503), higher ESI was associated with greater discernment between strongly and weakly evidenced climate policies, irrespective of worldview. In studies 2 (N = 402) and 3 (N = 600), an ESI intervention improved discrimination, and, in study 3, increased ESI specifically for hierarchical/individualistic participants. Unlike ESI, the link between scientific knowledge and evaluation of evidence was influenced by worldview. Increasing ESI might improve the evaluation of scientific evidence and increase public support for evidence-based climate policies. Supplementary Information: The online version contains supplementary material available at 10.1007/s10584-023-03535-y.
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Standard, well-established cognitive tasks that produce reliable effects in group comparisons also lead to unreliable measurement when assessing individual differences. This reliability paradox has been demonstrated in decision-conflict tasks such as the Simon, Flanker, and Stroop tasks, which measure various aspects of cognitive control. We aim to address this paradox by implementing carefully calibrated versions of the standard tests with an additional manipulation to encourage processing of conflicting information, as well as combinations of standard tasks. Over five experiments, we show that a Flanker task and a combined Simon and Stroop task with the additional manipulation produced reliable estimates of individual differences in under 100 trials per task, which improves on the reliability seen in benchmark Flanker, Simon, and Stroop data. We make these tasks freely available and discuss both theoretical and applied implications regarding how the cognitive testing of individual differences is carried out.
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Atención , Calibración , Reproducibilidad de los Resultados , Pruebas Neuropsicológicas , Test de Stroop , Tiempo de ReacciónRESUMEN
Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zealand, Australian, and United States residents recruited through online survey. Our results show that purchasers of loot boxes are at approximately 1.87 times higher risk of severe psychological distress on a standardised clinical screening tool than people who do not purchase loot boxes. These relative risk rates are not due to gender, age, spending on other video game related purchases, or problem gambling symptoms. Individuals who purchased loot boxes appeared to also have higher risk of severe psychological distress irrespective of demographic characteristics or problem gambling status. Loot boxes appear to be associated with significantly higher risk of experiencing psychological harm even for players without problem gambling symptoms.
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Conducta Adictiva , Juego de Azar , Distrés Psicológico , Juegos de Video , Australia/epidemiología , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología , Estudios Transversales , Juego de Azar/epidemiología , Juego de Azar/psicología , Humanos , Prevalencia , Juegos de Video/psicologíaRESUMEN
Is engaging with gambling-like video game rewards a risk factor for future gambling? Despite speculation, there are no direct experimental tests of this "gateway hypothesis". We test a mechanism that might support this pathway: the effects of engaging with gambling-like reward mechanisms on risk-taking. We tested the hypothesis that players exposed to gambling-like rewards (i.e., randomised rewards delivered via a loot box) would show increased risk-taking compared to players in fixed and no reward control conditions. 153 participants (Mage = 25) completed twenty minutes of gameplay-including exposure to one of the three reward conditions-before completing a gamified, online version of the Balloon Analogue Risk Task (BART). Self-reports of gambling and loot box engagement were collected via the Problem Gambling Severity Index, and Risky Loot-Box Index. Bayesian t-tests comparing BART scores across reward conditions provided moderate to strong evidence for a null effect of condition on risk-taking (BF = 4.05-10.64). Null effects were not moderated by players' problem gambling symptomatology. A Spearman correlation between past loot box engagement and self-reported gambling severity (rs = 0.35) aligned with existing literature. Our data speak against a "gateway" hypothesis, but add support to the notion that problem gambling symptoms might make players vulnerable to overspending on loot boxes.
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Conducta Adictiva , Juego de Azar , Juegos de Video , Adulto , Teorema de Bayes , Humanos , RecompensaRESUMEN
COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential for video game overuse, and some video games contain randomised purchases (loot boxes) that may psychologically approximate gambling. In this pre-registered study, we examined the effects of self-isolation and quarantine on excessive gaming and loot box spending. We recruited 1,144 (619 male, 499 female, 26 other) Australian, Aotearoa New Zealand, and US residents who self reported being quarantined or self-isolating (n = 447) or not (n = 619) during the COVID-19 pandemic to a cross-sectional natural experiment. We compared the associations between problem gambling symptomology, excessive gaming and loot box spending for isolated and non-isolated participants. Participants completed the Kessler-10 Psychological Distress Scale, Problem Gambling Severity Index, Internet Gaming Disorder Checklist, a measure of risky engagement with loot boxes, concern about contamination, and reported money spent on loot boxes in the past month, as well as whether they were quarantined or under self-isolation during the pandemic. Although, in our data, excessive gaming and loot box spending were not higher for isolated (self-isolated/ quarantined) compared to non-isolated gamers, the established association between problem gambling symptomology and loot box spending was stronger among isolated gamers than those not isolated. Concerns about being contaminated by germs was also significantly associated with greater excessive gaming and, to a lesser extent, loot box spending irrespective of isolation status. Gamers might be managing concerns about the pandemic with greater video game use, and more problem gamblers may be purchasing loot boxes during the pandemic. It is unclear whether these relationships may represent temporary coping mechanisms which abate when COVID-19 ends. Re-examination as the pandemic subsides may be required. More generally, the results suggest that social isolation during the pandemic may inflate the effect size of some media psychology and gaming effects. We urge caution not to generalise psychological findings from research conducted during the COVID-19 pandemic to be necessarily representative of the magnitude of relationships when not in a pandemic.
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Whether video games with aggressive content contribute to aggressive behaviour in youth has been a matter of contention for decades. Recent re-evaluation of experimental evidence suggests that the literature suffers from publication bias, and that experimental studies are unable to demonstrate compelling short-term effects of aggressive game content on aggression. Long-term effects may still be plausible, if less-systematic short-term effects accumulate into systematic effects over time. However, longitudinal studies vary considerably in regard to whether they indicate long-term effects or not, and few analyses have considered what methodological factors may explain this heterogeneity in outcomes. The current meta-analysis included 28 independent samples including approximately 21 000 youth. Results revealed an overall effect size for this population of studies (r = 0.059) with no evidence of publication bias. Effect sizes were smaller for longer longitudinal periods, calling into question theories of accumulated effects, and effect sizes were lower for better-designed studies and those with less evidence for researcher expectancy effects. In exploratory analyses, studies with more best practices were statistically indistinguishable from zero (r = 0.012, 95% confidence interval: -0.010, 0.034). Overall, longitudinal studies do not appear to support substantive long-term links between aggressive game content and youth aggression. Correlations between aggressive game content and youth aggression appear better explained by methodological weaknesses and researcher expectancy effects than true effects in the real world.
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Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and symptoms of problematic gambling have been expressed by policy makers and the general public. We present the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics' Survey Targeting service from a broad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n = 323), and the United States (n = 387). Participants answered a survey assessing problem gambling, problem gaming symptomology, and how much they spent on loot boxes per month. On average, individuals with problem gambling issues spent approximately $13 USD per month more on loot boxes than those with no such symptoms. Loot box spending was also associated with both positive and negative moods, albeit with small effect sizes. Analyses showed both interactions and correlations between problematic gambling and problematic gaming symptoms, indicating both some commonality in the mechanisms underlying, and independent contributions made by, these proposed diagnostic criteria. These results provide context for dialogues regarding how best to reduce the impacts of loot box spending among those with problematic gambling symptoms.
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Conducta Adictiva/prevención & control , Comparación Transcultural , Juego de Azar/prevención & control , Juegos de Video/psicología , Personal Administrativo/estadística & datos numéricos , Adulto , Australia , Conducta Adictiva/diagnóstico , Conducta Adictiva/psicología , Estudios Transversales , Femenino , Juego de Azar/diagnóstico , Juego de Azar/psicología , Humanos , Masculino , Persona de Mediana Edad , Nueva Zelanda , Encuestas y Cuestionarios/estadística & datos numéricos , Estados Unidos , Juegos de Video/economía , Adulto JovenRESUMEN
Acute exercise generally benefits memory but little research has examined how exercise affects metacognition (knowledge of memory performance). We show that a single bout of exercise can influence metacognition in paired-associate learning. Participants completed 30-min of moderate-intensity exercise before or after studying a series of word pairs (cloud-ivory), and completed cued-recall (cloud-?; Experiments 1 & 2) and recognition memory tests (cloud-? spoon; ivory; drill; choir; Experiment 2). Participants made judgments of learning prior to cued-recall tests (JOLs; predicted likelihood of recalling the second word of each pair when shown the first) and feeling-of-knowing judgments prior to recognition tests (FOK; predicted likelihood of recognizing the second word from four alternatives). Compared to no-exercise control conditions, exercise before encoding enhanced cued-recall in Experiment 1 but not Experiment 2 and did not affect recognition. Exercise after encoding did not influence memory. In conditions where exercise did not benefit memory, it increased JOLs and FOK judgments relative to accuracy (Experiments 1 & 2) and impaired the relative accuracy of JOLs (ability to distinguish remembered from non-remembered items; Experiment 2). Acute exercise seems to signal likely remembering; this has implications for understanding the effects of exercise on metacognition, and for incorporating exercise into study routines.