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1.
J Consult Clin Psychol ; 89(4): 350-363, 2021 Apr.
Article in English | MEDLINE | ID: mdl-33734722

ABSTRACT

OBJECTIVE: We quantitatively reviewed the construct validity evidence for all cognitively based indirect measures of sexual interest in prepubescent children (pedophilic interest) and pubescent children (hebephilic interest) using meta-analysis. METHOD: Studies were included if they presented scores on a cognitively based indirect measure of pedohebephilic interest for a sample of adolescent or adult males who had committed a sexual offense against a child 16 years of age or younger, or who reported sexual interest in children, and for a comparison group. Studies were also included if they reported on the strength of association between scores on an indirect measure and an independent indicator of pedohebephilic interest in a sample of males. We used meta-analysis with robust variance estimation to summarize effect sizes and metaregression to test potential moderators. RESULTS: Cognitively based indirect measures of pedohebephilic interest showed a moderate difference between pedohebephilic (n = 2,552) and nonpedohebephilic males (n = 2,434), d = 0.61, 95% CI [0.46, 0.76], k = 39. A small-to-moderate correlation was also observed between indirect measures and independent indicators of pedohebephilic interest, r = .23, 95% CI [0.17, 0.28], k = 23, n = 3,623. These effects were qualified by substantial heterogeneity; however, most moderators we tested did not account for a significant amount of heterogeneity. CONCLUSIONS: Findings suggest that publication bias did not substantially distort the results. However, the lack of significant moderators suggests more research is needed to understand the conditions under which indirect measures best reflect pedohebephilic interest. (PsycInfo Database Record (c) 2021 APA, all rights reserved).


Subject(s)
Pedophilia/psychology , Psychological Tests , Adolescent , Adult , Arousal , Cognition , Effect Modifier, Epidemiologic , Humans , Male , Reproducibility of Results
2.
Psychol Methods ; 24(5): 606-621, 2019 Oct.
Article in English | MEDLINE | ID: mdl-31464466

ABSTRACT

Most meta-analyses focus on the behavior of meta-analytic means. In many cases, however, this mean is difficult to defend as a construct because the underlying distribution of studies reflects many factors, including how we as researchers choose to design studies. We present an alternative goal for meta-analysis. The analyst may ask about relations that are stable across all the studies. In a typical meta-analysis, there is a hypothesized direction (e.g., that violent video games increase, rather than decrease, aggressive behavior). We ask whether all studies in a meta-analysis have true effects in the hypothesized direction. If so, this is an example of a stable relation across all the studies. We propose 4 models: (a) all studies are truly null; (b) all studies share a single true nonzero effect; (c) studies differ, but all true effects are in the same direction; and (d) some study effects are truly positive, whereas others are truly negative. We develop Bayes factor model comparison for these models and apply them to 4 extant meta-analyses to show their usefulness. (PsycINFO Database Record (c) 2019 APA, all rights reserved).


Subject(s)
Bayes Theorem , Meta-Analysis as Topic , Models, Statistical , Psychology/methods , Humans
4.
Psychol Sci ; 30(4): 606-616, 2019 04.
Article in English | MEDLINE | ID: mdl-30843758

ABSTRACT

Researchers have suggested that acute exposure to violent video games is a cause of aggressive behavior. We tested this hypothesis by using violent and nonviolent games that were closely matched, collecting a large sample, and using a single outcome. We randomly assigned 275 male undergraduates to play a first-person-shooter game modified to be either violent or less violent and hard or easy. After completing the game-play session, participants were provoked by a confederate and given an opportunity to behave aggressively. Neither game violence nor game difficulty predicted aggressive behavior. Incidentally, we found that 2D:4D digit ratio, thought to index prenatal testosterone exposure, did not predict aggressive behavior. Results do not support acute violent-game exposure and low 2D:4D ratio as causes of aggressive behavior.


Subject(s)
Aggression , Exposure to Violence/psychology , Fingers/anatomy & histology , Video Games/adverse effects , Adolescent , Bayes Theorem , Humans , Linear Models , Male , Students , Young Adult
5.
Perspect Behav Sci ; 42(1): 13-31, 2019 Mar.
Article in English | MEDLINE | ID: mdl-31976419

ABSTRACT

The ability to independently verify and replicate observations made by other researchers is a hallmark of science. In this article, we provide an overview of recent discussions concerning replicability and best practices in mainstream psychology with an emphasis on the practical benefists to both researchers and the field as a whole. We first review challenges individual researchers face in producing research that is both publishable and reliable. We then suggest methods for producing more accurate research claims, such as transparently disclosing how results were obtained and analyzed, preregistering analysis plans, and publicly posting original data and materials. We also discuss ongoing changes at the institutional level to incentivize stronger research. These include officially recognizing open science practices at the journal level, disconnecting the publication decision from the results of a study, training students to conduct replications, and publishing replications. We conclude that these open science practices afford exciting low-cost opportunities to improve the quality of psychological science.

6.
PeerJ ; 5: e3393, 2017.
Article in English | MEDLINE | ID: mdl-28663933

ABSTRACT

This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults with ASD spent more daily hours playing video games and spent a higher percent of their free time playing video games than did TD adults. Even after adjustment for these differences in daily video game hours and proportion of free time spent on games, model comparisons found evidence for a difference in game pathology scores associated with ASD status. Additionally, escapism motives for playing video games was associated with game pathology scores in both ASD and TD adults, replicating and extending a previous report. In conclusion, the risk for pathological game use appears larger in adults with ASD compared with TD adults. These findings point to pathological game use as a potentially important focus of clinical attention in adults with ASD.

7.
Psychol Bull ; 143(7): 757-774, 2017 07.
Article in English | MEDLINE | ID: mdl-28639810

ABSTRACT

Violent video games are theorized to be a significant cause of aggressive thoughts, feelings, and behaviors. Important evidence for this claim comes from a large meta-analysis by Anderson and colleagues (2010), who found effects of violent games in experimental, cross-sectional, and longitudinal research. In that meta-analysis, the authors argued that there is little publication or analytic bias in the literature, an argument supported by their use of the trim-and-fill procedure. In the present manuscript, we reexamine their meta-analysis using a wider array of techniques for detecting bias and adjusting effect sizes. Our conclusions differ from those of Anderson and colleagues in 3 salient ways. First, we detect substantial publication bias in experimental research on the effects of violent games on aggressive affect and aggressive behavior. Second, after adjustment for bias, the effects of violent games on aggressive behavior in experimental research are estimated as being very small, and estimates of effects on aggressive affect are much reduced. In contrast, the cross-sectional literature finds correlations that appear largely unbiased. Third, experiments meeting the original authors' criteria for methodological quality do not yield larger adjusted effects than other experiments, but instead yield larger indications of bias, indicating that perhaps they were selected for significance. We outline future directions for stronger experimental research. The results indicate the need for an open, transparent, and preregistered research process to test the existence of the basic phenomenon. (PsycINFO Database Record


Subject(s)
Aggression , Meta-Analysis as Topic , Publication Bias , Video Games/adverse effects , Violence , Humans
8.
R Soc Open Sci ; 3(11): 160310, 2016 Nov.
Article in English | MEDLINE | ID: mdl-28018611

ABSTRACT

Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates (N = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures.

9.
J Dev Behav Pediatr ; 37(7): 525-31, 2016 09.
Article in English | MEDLINE | ID: mdl-27355885

ABSTRACT

OBJECTIVES: The purpose of this study was to better understand the use of screen-based media at bedtime among children with autism spectrum disorder (ASD). The study specifically examined whether the presence of media devices in the child's bedroom, the use of media as part of the bedtime routine, and exposure to media with violent content just before bedtime were associated with sleep difficulties. METHODS: Parents of 101 children with ASD completed questionnaires assessing their children's sleep habits, bedroom media access (including television, video game devices, and computers), and patterns of nighttime media use (including timing of media exposure and violent media content). RESULTS: Children with ASD who used media as part of the bedtime routine showed significantly greater sleep onset latency than those who did not (39.8 vs 16.0 minutes). Similarly, children who were exposed to media with violent content within the 30-minute period before bedtime experienced significantly greater sleep onset delays and shorter overall sleep duration. In contrast, the mere presence of bedroom media was not associated with either sleep onset latency or sleep duration. CONCLUSION: Overall, these findings indicate that incorporating television and video games into the bedtime routine is associated with sleep onset difficulties among children with ASD. Exposure to violent media before bed is also associated with poor sleep. Families of children with ASD should be encouraged to regulate and monitor the timing and content of television and video game use, whether or not such devices are physically present in the child's bedroom.


Subject(s)
Autism Spectrum Disorder/physiopathology , Exposure to Violence , Sleep Wake Disorders/etiology , Television , Video Games/adverse effects , Adolescent , Child , Computers , Female , Humans , Male , Sleep Wake Disorders/physiopathology
10.
Alcohol Clin Exp Res ; 40(4): 880-8, 2016 Apr.
Article in English | MEDLINE | ID: mdl-27012527

ABSTRACT

BACKGROUND: Variability in sensitivity to the acute effects of alcohol is an important risk factor for the development of alcohol use disorder (AUD). The most commonly used retrospective self-report measure of sensitivity, the Self-Rating of the Effects of Alcohol (SRE) form, queries a limited number of alcohol effects and relies on respondents' ability to recall experiences that might have occurred in the distant past. Here, we investigated the construct validity of an alternative measure that queries a larger number of alcohol effects, the Alcohol Sensitivity Questionnaire (ASQ), and compared it to the SRE in predicting momentary subjective responses to an acute dose of alcohol. METHODS: Healthy young adults (N = 423) completed the SRE and the ASQ and then were randomly assigned to consume either alcohol or a placebo beverage (between-subjects manipulation). Stimulation and sedation (Biphasic Alcohol Effects Scale) and subjective intoxication were measured multiple times after drinking. RESULTS: Hierarchical linear models showed that the ASQ reliably predicted each of these outcomes following alcohol but not placebo consumption, provided unique prediction beyond that associated with differences in recent alcohol involvement, and was preferred over the SRE (in terms of model fit) in direct model comparisons of stimulation and sedation. CONCLUSIONS: The ASQ compared favorably with the better-known SRE in predicting increased stimulation and reduced sedation following an acute alcohol challenge. The ASQ appears to be a valid self-report measure of alcohol sensitivity and therefore holds promise for identifying individuals at-risk for AUD and related problems.


Subject(s)
Alcohol Drinking/psychology , Ethanol/administration & dosage , Self Report/standards , Surveys and Questionnaires/standards , Adult , Alcoholism/diagnosis , Alcoholism/psychology , Female , Humans , Hypnotics and Sedatives/administration & dosage , Male , Retrospective Studies , Risk Factors , Young Adult
12.
Psychol Sci ; 26(8): 1187-200, 2015 Aug.
Article in English | MEDLINE | ID: mdl-26113064

ABSTRACT

Recent mass shootings have prompted the idea among some members of the public that exposure to violent video games can have a pronounced effect on individuals with autism spectrum disorder (ASD). Empirical evidence for or against this claim has been missing, however. To address this issue, we assigned adults with and without ASD to play a violent or nonviolent version of a customized first-person shooter video game. After they played the game, we assessed three aggression-related outcome variables (aggressive behavior, aggressive-thought accessibility, and aggressive affect). Results showed strong evidence that adults with ASD, compared with typically developing adults, are not differentially affected by acute exposure to violent video games. Moreover, model comparisons provided modest evidence against any effect of violent game content whatsoever. Findings from this experiment suggest that societal concerns that exposure to violent games may have a unique effect on adults with autism are not supported by evidence.


Subject(s)
Affect , Aggression , Autism Spectrum Disorder/psychology , Exposure to Violence/psychology , Thinking , Video Games/adverse effects , Adolescent , Adult , Female , Humans , Male , Young Adult
13.
Soc Cogn Affect Neurosci ; 10(3): 381-8, 2015 Mar.
Article in English | MEDLINE | ID: mdl-24812074

ABSTRACT

Recent research has identified an important role for task switching, a cognitive control process often associated with executive functioning, in the Implicit Association Test (IAT). However, switching does not fully account for IAT effects, particularly when performance is scored using more recent d-score formulations. The current study sought to characterize multiple control processes involved in IAT performance through the use of event-related brain potentials (ERPs). Participants performed a race-evaluative IAT while ERPs were recorded. Behaviorally, participants experienced superadditive reaction time costs of incongruency and task switching, consistent with previous studies. The ERP showed a marked medial frontal negativity (MFN) 250-450 ms post-stimulus at midline fronto-central locations that were more negative for incongruent than congruent trials but more positive for switch than for no-switch trials, suggesting separable control processes are engaged by these two factors. Greater behavioral IAT bias was associated with both greater switch-related and congruency-related ERP activity. Findings are discussed in terms of the Dual Mechanisms of Control model of reactive and proactive cognitive control.


Subject(s)
Cognition/physiology , Word Association Tests , Adolescent , Brain Mapping , Electroencephalography , Evoked Potentials/physiology , Executive Function , Female , Frontal Lobe/physiology , Humans , Male , Prejudice/psychology , Psychomotor Performance/physiology , Racial Groups , Reaction Time/physiology , Reproducibility of Results , Young Adult
14.
Emotion ; 14(5): 940-9, 2014 Oct.
Article in English | MEDLINE | ID: mdl-24866528

ABSTRACT

It is widely believed that negative information is psychologically more meaningful than positive information, a phenomenon known generally as the negativity bias. However, findings concerning the possibility of a negativity bias in emotional picture processing have been mixed, with recent studies indicating the lack of such a bias in event-related brain potentials (ERPs) when pleasant and unpleasant images are equated for motivational relevance. Here, we investigated 2 factors that could influence the detection of a negativity bias: picture-presentation paradigm and specific picture content. Across 2 studies, participants viewed pleasant affiliative, pleasant thrilling, unpleasant threatening and neutral images presented in the context of oddball, blocked, and random viewing paradigms. Across paradigms, emotional images elicited larger responses in the late positive potential (LPP) than did neutral images. A negativity bias was detected in the oddball paradigm and when thrilling, rather than affiliative, pleasant stimuli were used. Findings are discussed in terms of factors known to influence LPP amplitude and their relevance to differential effects across picture-viewing paradigms.


Subject(s)
Affect , Brain/physiology , Emotions/physiology , Evoked Potentials , Motivation , Social Environment , Adult , Female , Humans , Male
15.
Front Psychol ; 4: 608, 2013.
Article in English | MEDLINE | ID: mdl-24058355

ABSTRACT

A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

16.
Int J Psychophysiol ; 84(2): 149-54, 2012 May.
Article in English | MEDLINE | ID: mdl-22342564

ABSTRACT

Event-related potential (ERP) studies of early evaluative categorization have often used variants of an oddball paradigm to assess attention to target stimuli as a function of content (i.e., valence) and context (e.g., presentation among non-targets differing in valence). However, most previous studies have not fully crossed content and context, and have not examined the time-course of these effects. The purpose of the current study was to investigate these two issues in an effort to further clarify the nature of evaluative categorization as reflected in the late positive potential (LPP). Pleasant, neutral, and unpleasant images served as both targets and non-targets in an emotional oddball task. Results indicate additive effects of emotional content and target status on the early portion of the LPP; however, the LPP did not differ between pleasant and unpleasant stimuli. Only target status modulated the later portion of the LPP, suggesting different contributions of cognitive-affective processes over time during evaluative categorization.


Subject(s)
Emotions/physiology , Evoked Potentials/physiology , Photic Stimulation/methods , Psychomotor Performance/physiology , Reaction Time/physiology , Adolescent , Female , Humans , Male , Young Adult
17.
J Inherit Metab Dis ; 35(5): 807-16, 2012 Sep.
Article in English | MEDLINE | ID: mdl-22231384

ABSTRACT

Previous histological and neuroimaging studies have documented structural abnormalities in the white matter of the brain in individuals with early-treated phenylketonuria (ETPKU). It remains unclear, however, the extent to which the function of the brain's interconnections are impacted by this condition. Presently, we utilized functional magnetic resonance imaging (fMRI) to evaluate the synchronization of neural signals (i.e., functional connectivity) among brain regions comprising the default mode network (DMN) in a sample of 11 individuals with ETPKU and 11 age- and gender-matched neurologically intact controls. The DMN is a group of interconnected brain regions that are known to be generally more active during rest than during task performance. Data analysis revealed decreased functional connectivity among DMN regions for the ETPKU group compared with the control group. Within the PKU group, we also found a significant relationship between blood phenylalanine (phe) levels and the functional connectivity between select regions of the DMN. In conjunction with findings from another recent fMRI study (Christ, Moffitt et al. 2010), the present results suggest that ETPKU-related deficiencies in functional connectivity are pervasive. The current findings also provide initial evidence that the extent of such impairment may be moderated in part by blood phe levels.


Subject(s)
Brain/physiopathology , Neural Pathways/physiopathology , Phenylketonurias/physiopathology , Adolescent , Adult , Brain Mapping/methods , Child , Female , Humans , Magnetic Resonance Imaging/methods , Male , Phenylalanine/blood , Phenylketonurias/blood , Rest , Young Adult
18.
Behav Processes ; 87(3): 253-9, 2011 Jul.
Article in English | MEDLINE | ID: mdl-21550384

ABSTRACT

Individual discounting rates for different types of delayed reward are typically assumed to reflect a single, underlying trait of impulsivity. Recently, we showed that discounting rates are orders of magnitude steeper for directly consumable liquid rewards than for monetary rewards (Jimura et al., 2009), raising the question of whether discounting rates for different types of reward covary at the individual level. Accordingly, the present study examined the relation between discounting of hypothetical money and real liquid rewards in young adults (Experiment 1) and older adults (Experiment 2). At the group level, young adults discounted monetary rewards more steeply than the older adults, but there was no significant age difference with respect to liquid rewards. At the individual level, the rates at which young and older participants discounted each reward type were stable over a two- to fifteen-week interval (rs>70), but there was no significant correlation between the rates at which they discounted the two reward types. These results suggest that although similar decision-making processes may underlie the discounting of different types of rewards, the rates at which individuals discount money and directly consumable rewards may reflect separate, stable traits, rather than a single trait of impulsivity.


Subject(s)
Age Factors , Choice Behavior , Reward , Aged , Aged, 80 and over , Analysis of Variance , Beverages , Humans , Impulsive Behavior , Middle Aged , Time Factors , Token Economy
19.
Psychon Bull Rev ; 16(6): 1071-5, 2009 Dec.
Article in English | MEDLINE | ID: mdl-19966257

ABSTRACT

In previous studies, researchers have found that humans discount delayed rewards orders of magnitude less steeply than do other animals. Humans also discount smaller delayed reward amounts more steeply than larger amounts, whereas animals apparently do not. These differences between humans and animals might reflect differences in the types of rewards studied and/or the fact that animals actually had to wait for their rewards. In the present article, we report the results of three experiments in which people made choices involving liquid rewards delivered and consumed after actual delays, thereby bridging the gap between animal and human studies. Under these circumstances, humans, like animals, discounted the value of rewards delayed by seconds; however, unlike animals, they still showed an effect of reward amount. Human discounting was well described by the same hyperboloid function that has previously been shown to describe animal discounting of delayed food and water rewards, as well as human discounting of real and hypothetical monetary rewards.


Subject(s)
Appetitive Behavior , Drinking , Judgment , Motivation , Reward , Time Perception , Animals , Beverages , Choice Behavior , Decision Making , Humans , Species Specificity , Thirst
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