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During everyday interactions, cues tend to be weakly related to deception. However, there are theoretical reasons to suspect that such cues will be more prominent during high-risk interactions. The current study explored deception cues during one particular high-risk interaction-911 homicide calls placed by adults. In Sample 1, judges coded 911 homicide calls (n = 82) by Q-sorting 86 cues. Results indicated that deceptive callers tended to display emotional cues (e.g., self-dramatizing, moody, worried, emotional, nervous), appeared overwhelmed, and related narratives that lacked structure, clarity, and focus. Judges coded a separate sample of 911 calls (n = 64), and deception scores were computed using a template-matching approach based on the findings from Sample 1. Results indicated that deceptive 911 callers had higher deception scores than honest callers. The effect sizes yielded in this study highlight the relevance of deception cues during high-risk interactions and the usefulness of the person-centered Q-sort method.
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Sinais (Psicologia) , Enganação , Adulto , Emoções , Homicídio , HumanosRESUMO
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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Comitês Consultivos , Agressão , Psicologia , Sociedades Científicas , Jogos de Vídeo/psicologia , Violência , Cognição , HumanosRESUMO
The concept of semantics (meaning) and syntax (structure) seems to be an integral way of how humans perceive and order their environment. Processing natural scenes with semantic or syntactic inconsistencies evokes distinct Event-Related Potentials, ERPs, in the N300/400 and P600, respectively (Vo & Wolfe, 2013). Artworks, however, can by definition use violations of natural relationships as a means of style, especially in surrealist art. To test whether inconsistencies are processed differently in artworks, we presented participants with surrealist paintings containing semantic or syntactic inconsistencies, edited versions without inconsistencies, and as control real photographic versions of each painting. Photographs elicited more pronounced negative ERP amplitudes than paintings in all time windows, N300, N400 and P600. However, the lack of an interaction between image type and inconsistency type indicates that all presented images were processed as artworks, probably due to context effects. The ERPs were largely opposite to those reported previously with everyday life pictures, with syntactic inconsistencies driving the earlier components and eliciting higher amplitudes than semantic ones in the N400, and semantic inconsistencies eliciting a higher amplitude in the P600. We conclude that viewing artworks includes a specific processing mode, entailing syntactic and semantic expectations different from those in natural scenes.
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Encéfalo/fisiologia , Potenciais Evocados/fisiologia , Pinturas , Adolescente , Adulto , Eletroencefalografia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Semântica , Adulto JovemRESUMO
Recent scholarship has suggested that the frequency of violence in PG-13 rated movies has increased in recent years. Although some scholars have expressed concern that such an increase may have public health implications, this has remained untested. In the current article, trends in PG-13 movie violence are tested against trends in violence in society, including both homicides and youth violence. Raw correlations suggest that PG-13 rated movie violence is inversely related to actual violence in society. However, controlling for autocorrelations suggests that the best interpretation is that PG-13 rated movie violence is unrelated to violence in society. Caution is advised for scholars to avoid implying that PG-13 rated movie violence may have a causal effect on crime in society.
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Homicídio/estatística & dados numéricos , Filmes Cinematográficos/estatística & dados numéricos , Violência/estatística & dados numéricos , Humanos , Estados UnidosRESUMO
We review a relatively new method for studying the developing brain in children and infants with Autism Spectrum Disorder (ASD). Despite advances in behavioral screening and brain imaging, due to paradigms that do not easily allow for testing of awake, very young, and socially-engaged children-i.e., the social and the baby brain-the biological underpinnings of this disorder remain a mystery. We introduce an approach based on functional near-infrared spectroscopy (fNIRS), which offers a noninvasive imaging technique for studying functional activations by measuring changes in the brain's hemodynamic properties. This further enables measurement of brain activation in upright, interactive settings, while maintaining general equivalence to fMRI findings. We review the existing studies that have used fNIRS for ASD, discussing their promise, limitations, and their technical aspects, gearing this study to the researcher who may be new to this technique and highlighting potential targets for future research.
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Transtorno do Espectro Autista/diagnóstico por imagem , Encéfalo/diagnóstico por imagem , Neuroimagem Funcional/métodos , Espectroscopia de Luz Próxima ao Infravermelho/métodos , Feminino , Humanos , Lactente , MasculinoRESUMO
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of evidence and the clinical utility should be extremely high, because there is a genuine risk of abuse of diagnoses. We provide suggestions about the level of evidence that might be required: transparent and preregistered studies, a better demarcation of the subject area that includes a rationale for focusing on gaming particularly versus a more general behavioral addictions concept, the exploration of non-addiction approaches, and the unbiased exploration of clinical approaches that treat potentially underlying issues, such as depressive mood or social anxiety first. We acknowledge there could be benefits to formalizing gaming disorder, many of which were highlighted by colleagues in their commentaries, but we think they do not yet outweigh the wider societal and public health risks involved. Given the gravity of diagnostic classification and its wider societal impact, we urge our colleagues at the WHO to err on the side of caution for now and postpone the formalization.
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Comportamento Aditivo , Jogos de Vídeo , Manual Diagnóstico e Estatístico de Transtornos Mentais , Humanos , Classificação Internacional de Doenças , Organização Mundial da SaúdeRESUMO
Scales to assess the eight octants and two axes of the interpersonal circumplex (IPC) using items from the revised NEO Personality Inventory were introduced by Traupman et al. Item changes in the revised and renormed third edition of the NEO instrument (NEO-PI-3) have affected item content in all eight octant scales, underscoring the need to reexamine the IPC scales. The current study examines the circumplex structure of the revised octant scales in the NEO-PI-3 and their correlations with the Dominance and Warmth scales of the Personality Assessment Inventory in 568 undergraduate students. The data show perfect fit to circumplex structure, suggesting equivalent or better assessment of the IPC with the NEO-PI-3 octant scales. Convergence of the eight octants with the Personality Assessment Inventory interpersonal scales further supports their saturation with interpersonal content and appropriate location within the IPC.
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Relações Interpessoais , Determinação da Personalidade , Psicometria/instrumentação , Humanos , Personalidade , Reprodutibilidade dos TestesRESUMO
When an individual participates in empirical studies involving the visual arts, they most often are presented with a stream of images, shown on a computer, depicting reproductions of artworks by respected artists but which are often not known to the viewer. While art can of course be shown in presentia actuale-e.g., in the museum-this laboratory paradigm has become our go-to basis for assessing interaction, and, often in conjunction with some means of rating, for assessing evaluative, emotional, cognitive, and even neurophysiological response. However, the question is rarely asked: Do participants actually believe that every image that they are viewing is indeed "Art"? Relatedly, how does this evaluation relate to aesthetic appreciation, and do the answers to these questions vary in accordance with different strategies and interpersonal differences? In this paper, we consider the spontaneous classification of digital reproductions as art or not art. Participants viewed a range of image types-Abstract, Hyperrealistic, Poorly Executed paintings, Readymade sculptures, as well as Renaissance and Baroque paintings. They classified these as "art" or "not art" using both binary and analog scales, and also assessed for liking. Almost universally, individuals did not find all items within a class to be "art," nor did all participants agree on the arthood status for any one item. Art classification in turn showed a significant positive correlation with liking. Whether an object was classified as art moreover correlated with specific personality variables, tastes, and decision strategies. The impact of these findings is discussed for selection/assessment of participants and for better understanding the basis of findings in past and future empirical art research.
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Research suggests the important role of romantic partners in shaping how individuals feel about their bodies (e.g., Markey & Markey, 2013, 2014), but the processes that result in changes in body satisfaction within relationships have rarely been examined. To investigate how partners may potentially affect body image, 72 lesbian couples and 72 gay male couples (total N=288) completed body image assessments on their own and with the help of their partners. Multilevel modeling revealed that both men and women reported an improvement in body satisfaction after talking with their partners while completing the body image assessment together. Improvement in body satisfaction appeared to result from participants' reconsideration of their body ideals, not their appraisal of their current bodies. Implications of these findings for improving body image in the context of relationships are discussed.
Assuntos
Imagem Corporal/psicologia , Homossexualidade Feminina/psicologia , Homossexualidade Masculina/psicologia , Relações Interpessoais , Satisfação Pessoal , Parceiros Sexuais/psicologia , Adulto , Feminino , Humanos , MasculinoRESUMO
This paper has a rather audacious purpose: to present a comprehensive theory explaining, and further providing hypotheses for the empirical study of, the multiple ways by which people respond to art. Despite common agreement that interaction with art can be based on a compelling, and occasionally profound, psychological experience, the nature of these interactions is still under debate. We propose a model, The Vienna Integrated Model of Art Perception (VIMAP), with the goal of resolving the multifarious processes that can occur when we perceive and interact with visual art. Specifically, we focus on the need to integrate bottom-up, artwork-derived processes, which have formed the bulk of previous theoretical and empirical assessments, with top-down mechanisms which can describe how individuals adapt or change within their processing experience, and thus how individuals may come to particularly moving, disturbing, transformative, as well as mundane, results. This is achieved by combining several recent lines of theoretical research into a new integrated approach built around three processing checks, which we argue can be used to systematically delineate the possible outcomes in art experience. We also connect our model's processing stages to specific hypotheses for emotional, evaluative, and physiological factors, and address main topics in psychological aesthetics including provocative reactions-chills, awe, thrills, sublime-and difference between "aesthetic" and "everyday" emotional response. Finally, we take the needed step of connecting stages to functional regions in the brain, as well as broader core networks that may coincide with the proposed cognitive checks, and which taken together can serve as a basis for future empirical and theoretical art research.
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Arte , Encéfalo/fisiologia , Emoções , Modelos Neurológicos , Percepção Visual , Cognição , HumanosRESUMO
Parents and policy makers are often concerned that sexy media (media depicting or discussing sexual encounters) may promote sexual behavior in young viewers. There has been some debate among scholars regarding whether such media promote sexual behaviors. It remains unclear to what extent sexy media is a risk factor for increased sexual behavior among youth. The current study employed a meta-analysis of 22 correlational and longitudinal studies of sexy media effects on teen sexual behavior (n = 22,172). Moderator analyses examined methodological and science culture issues such as citation bias. Results indicated the presence only of very weak effects. General media use did not correlate with sexual behaviors (r = 0.005), and sexy media use correlated only weakly with sexual behaviors (r = 0.082) once other factors had been controlled. Higher effects were seen for studies with citation bias, and lower effects when family environment is controlled. The impact of media on teen sexuality was minimal with effect sizes near to zero.
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Comportamento do Adolescente/psicologia , Meios de Comunicação de Massa/estatística & dados numéricos , Comportamento Sexual/estatística & dados numéricos , Adolescente , Humanos , Viés de Publicação/estatística & dados numéricosRESUMO
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.
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Comportamento Aditivo/classificação , Comportamento Aditivo/diagnóstico , Jogos de Vídeo , Manual Diagnóstico e Estatístico de Transtornos Mentais , Jogos Recreativos , Humanos , Internet , Estigma Social , Organização Mundial da SaúdeRESUMO
The last decade has witnessed a renaissance of empirical and psychological approaches to art study, especially regarding cognitive models of art processing experience. This new emphasis on modeling has often become the basis for our theoretical understanding of human interaction with art. Models also often define areas of focus and hypotheses for new empirical research, and are increasingly important for connecting psychological theory to discussions of the brain. However, models are often made by different researchers, with quite different emphases or visual styles. Inputs and psychological outcomes may be differently considered, or can be under-reported with regards to key functional components. Thus, we may lose the major theoretical improvements and ability for comparison that can be had with models. To begin addressing this, this paper presents a theoretical assessment, comparison, and new articulation of a selection of key contemporary cognitive or information-processing-based approaches detailing the mechanisms underlying the viewing of art. We review six major models in contemporary psychological aesthetics. We in turn present redesigns of these models using a unified visual form, in some cases making additions or creating new models where none had previously existed. We also frame these approaches in respect to their targeted outputs (e.g., emotion, appraisal, physiological reaction) and their strengths within a more general framework of early, intermediate, and later processing stages. This is used as a basis for general comparison and discussion of implications and future directions for modeling, and for theoretically understanding our engagement with visual art.
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Research suggests that romantic partners may benefit each other's health, but factors contributing to partners' involvement in eating regulation have been relatively unexplored. In this study, 104 heterosexual couples, 72 female same-sex and 72 male same-sex couples were examined in order to understand how partners' weight statuses were related to attempts to regulate eating behaviors. Weight status was assessed via body mass index and eating regulation was assessed using the Partner Feeding Questionnaire. Actor-Partner Interdependence Models revealed that gay men were particularly likely to regulate their partners' eating behaviors. Additionally, partners were found to regulate their significant others' eating behaviors when their significant others were heavy. Women were most likely to attempt to regulate their partners' eating behaviors when they were thin and their partners were heavy. These findings are discussed in the context of current obesity trends and the role of romantic partners in healthy weight management.
Assuntos
Índice de Massa Corporal , Características da Família , Comportamento Alimentar/psicologia , Relações Interpessoais , Adulto , Feminino , Heterossexualidade , Homossexualidade , Humanos , Masculino , Pessoa de Meia-Idade , Fatores Sexuais , Adulto JovemRESUMO
The target article offers a comprehensive approach to conceptualizing psychological factors contributing to obesity. Strengths of Marks' theory include giving body image a central focus, discussing the importance of emotional states on food reliance, and conveying avenues for interventions and treatment. Marks' approach carefully delineates the interpersonal nature of obesity, although our work suggests that romantic partners are an especially important and understudied factor relevant to eating behaviors, body image, and obesity risk. The target article is an important step toward understanding the complex factors that contribute to obesity.
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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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Jogos de Vídeo/psicologia , Violência/psicologia , Agressão/psicologia , Humanos , Pesquisa , PesquisadoresRESUMO
This study examined weight status and dietary restraint among same-sex couples using Actor-Partner Interdependence Models. Body mass indices and restrained eating behaviors (i.e., cognitive dietary restraint, uncontrolled eating, and emotional eating) were assessed for members of 144 same-sex couples (72 lesbian and 72 gay couples; mean age = 33.74 years, standard deviation = 11.27 years). Results indicated that both men and women who were relatively heavy and who had relatively thin partners were at particular risk of engaging in restrained eating. These findings extend our understanding of partner comparison processes within the context of same-sex relationships in determining men and women's eating behaviors.