Findings

On Offense

Kevin Lewis

August 09, 2014

Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players

Grace Yang, Rowell Huesmann & Brad Bushman
Aggressive Behavior, forthcoming

Abstract:
Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects — whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science).

----------------------

Is reading “banned” books associated with behavior problems in young readers? The influence of controversial young adult books on the psychological well-being of adolescents

Christopher Ferguson
Psychology of Aesthetics, Creativity, and the Arts, August 2014, Pages 354-362

Abstract:
Many books targeted toward young readers are “banned” or challenged in school and public libraries because of “edgy” violent, sexual, or occult content. Little is known about the possible relationship between such books and negative outcomes in children. Exposure to banned books and outcomes related to civic behaviors, internalizing and externalizing mental health problems, school grade point average (GPA), and violent and nonviolent crime were assessed in a sample of 282 adolescents and preadolescents aged 12–18. Control variables included child age and gender, parent and peer influences, neurotic and antisocial personality traits, and general reading for pleasure and required reading for school. Results indicated that relationships between banned books and negative outcomes were complex. Banned books were associated with increased civic behaviors concurrently. Banned books did not predict GPA, or commission of violent or nonviolent crimes. However, banned books were associated with increased internalizing and externalizing mental health symptoms. This relationship was driven by a small number of individuals, and was not linear in nature. Further, this relationship was true for girls, but much weaker in boys. GPA was predicted by increased reading for pleasure, but not required school reading. In regards to social outcomes, reading of banned books is associated with both increased civic behavior and little risk of antisocial behavior. A relationship does exist between banned book reading and mental health symptoms in a small subsample of readers although whether that relationship is causal or cathartic requires further research.

----------------------

Country, sex, and parent occupational status: Moderators of the continuity of aggression from childhood to adulthood

Katja Kokko et al.
Aggressive Behavior, forthcoming

Abstract:
Using data from two American and one Finnish long-term longitudinal studies, we examined continuity of general aggression from age 8 to physical aggression in early adulthood (age 21–30) and whether continuity of aggression differed by country, sex, and parent occupational status. In all samples, childhood aggression was assessed via peer nominations and early adulthood aggression via self-reports. Multi-group structural equation models revealed significant continuity in aggression in the American samples but not in the Finnish sample. These relations did not differ by sex but did differ by parent occupational status: whereas there was no significant continuity among American children from professional family-of-origin backgrounds, there was significant continuity among American children from non-professional backgrounds.

----------------------

Impersonal Agencies of Communication: Comparing the Effects of Video Games and Other Risk Factors on Violence

Whitney DeCamp
Psychology of Popular Media Culture, forthcoming

Abstract:
In the debated topic of violent video games and violent behavior, empirical evidence has been mixed. Some studies support the assertion that there is a causal or correlational link between gaming and violence, whereas others do not find such support. Recent advances have demonstrated that adequately controlling for background characteristics that might result in a selection bias decrease the effect sizes. However, it remains unclear how strong of an effect video game playing has in comparison with other risk factors. The present study uses data from >6,000 eighth-grade students to examine the effects of playing violent games. Using propensity score matching and logistic regression models, results are estimated to show the relative effects from gaming and other social risk factors. Results indicate that propensity score matching decreases the already modest effect from gaming, often to nonsignificance. In comparison with other risk factors in the models, the effects are also relatively weak.

----------------------

Psychopathic sexuality: The thin line between fantasy and reality

Beth Visser et al.
Journal of Personality, forthcoming

Objective: In two studies, we explored the relations between psychopathic traits and sexual fantasy content. METHOD: In Study 1, we rated content themes in the fantasy narratives of 195 men and women recruited at a Canadian university. In Study 2, we administered a sexual fantasy questionnaire to sample of 355 Canadian undergraduate students.

Results: In Study 1, we found that psychopathic traits predicted themes of anonymous, uncommitted, and non-romantic sexual activity after controlling for participant sex. In Study 2, we found that psychopathy added to the prediction of self-reported engagement in unrestricted, dominant, submissive, deviant, and adventurous sexual activity, even after controlling for participant sex and level of fantasizing about that activity. Furthermore, an interaction between psychopathy and level of fantasizing was observed for unrestricted and deviant sexual behavior, such that participants who reported high levels of fantasizing about these sexual themes were more likely to engage in that behavior if they also reported high levels of psychopathic traits.

Conclusions: These findings suggest that not only is psychopathy related to interest in particular sexual behaviors, but also to whether individuals will translate these fantasized behaviors into reality.

----------------------

Can music with prosocial lyrics heal the working world? A field intervention in a call center

Karen Niven
Journal of Applied Social Psychology, forthcoming

Abstract:
Music with lyrics about helping is shown to reduce aggression in the laboratory. This paper tests whether the prosocial lyric effect generalizes to reducing customer aggression in the workplace. A field experiment involved changing the hold music played to customers of a call center. The results of a 3 week study suggested that music significantly affected customers, but not in the way suggested by previous laboratory experiments; compared with days when instrumental background music was played, caller anger and employee exhaustion were lower on days when callers were played popular music with neutral, but not prosocial, lyrics. The findings suggest that music influences customer aggression, but that the prosocial lyric effect may not generalize from the laboratory to the call center.

----------------------

High outgroup entitativity can inhibit intergroup retribution

Anna-Kaisa Newheiser & John Dovidio
British Journal of Social Psychology, forthcoming

Abstract:
Understanding the psychological processes that are involved in the perpetuation and escalation of intergroup conflict remains an important goal for intergroup relations research. In the present research, we examined perceived outgroup entitativity as a potential determinant of intergroup hostility. In intergroup conflict situations, high-entitative outgroups are perceived as particularly deserving of retribution; however, high-entitative outgroups are also perceived as efficacious and capable of retaliating successfully, suggesting that people may inhibit hostility against high-entitative (vs. low-entitative) outgroups that are in a position to retaliate. We tested this prediction in two studies. In Study 1, we manipulated intergroup provocation and outgroup entitativity, and found that higher negative mood predicted greater aggression against a low-entitative provoker outgroup, but failed to predict aggression against a high-entitative provoker outgroup that was plausibly in a position to retaliate. In Study 2, we held provocation constant while manipulating outgroup entitativity and the possibility of retaliation by the outgroup, and found that people acted in a retributive manner against a high-entitative provoker outgroup only when the outgroup was not in a position to retaliate. Implications for intergroup conflict are discussed.

----------------------

A longitudinal study of risk-glorifying video games and behavioral deviance

Jay Hull et al.
Journal of Personality and Social Psychology, August 2014, Pages 300-325

Abstract:
Character-based video games do more than allow one to practice various kinds of behaviors in a virtual environment; they allow one to practice being a different kind of person. As such, we propose that games can alter self-perceptions of personal characteristics, attitudes, and values with broad consequences for behavior. In a multiwave, longitudinal study of adolescents, we examined the extent to which play of mature-rated, risk-glorifying (MRRG) games was associated with increases in alcohol use, cigarette smoking, aggression, delinquency, and risky sex as a consequence of its effects on personality, attitudes, and affiliations indicative of increased tolerance of deviance. Participants were selected with random-digit-dial procedures and followed for 4 years. Data were analyzed with linear mixed modeling to assess change over time and structural equation modeling with latent variables to test hypothesized mediational processes. Among those who play video games, playing MRRG games was associated with increases in all measures of behavioral deviance. Mediational models support the hypothesis that these effects are in part a consequence of the effects of such gameplay on sensation seeking and rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with deviant peers. Effects were similar for males and females and were strongest for those who reported heavy play of mature-rated games and games that involved protagonists who represent nonnormative and antisocial values. In sum, the current research supports the perspective that MRRG gameplay can have consequences for deviant behavior broadly defined by affecting the personality, attitudes, and values of the player.

----------------------

Association of low-activity MAOA allelic variants with violent crime in incarcerated offenders

Dean Stetler et al.
Journal of Psychiatric Research, forthcoming

Abstract:
The main enzyme for serotonin degradation, monoamine oxidase (MAO) A, has recently emerged as a key biological factor in the predisposition to impulsive aggression. Male carriers of low-activity variants of the main functional polymorphism of the MAOA gene (MAOA-uVNTR) have been shown to exhibit a greater proclivity to engage in violent acts. Thus, we hypothesized that low-activity MAOA-uVNTR alleles may be associated with a higher risk for criminal violence among male offenders. To test this possibility, we analyzed the MAOA-uVNTR variants of violent (n=49) and non-violent (n=40) male Caucasian and African-American convicts in a correctional facility. All participants were also tested with the Childhood Trauma Questionnaire (CTQ), Barratt Impulsivity Scale (BIS-11) and Buss-Perry Aggression Questionnaire (BPAQ) to assess their levels of childhood trauma exposure, impulsivity and aggression, respectively. Our results revealed a robust (P<0.0001) association between low-activity MAOA-uVNTR alleles and violent crime. This association was replicated in the group of Caucasian violent offenders (P<0.01), but reached only a marginal trend (P=0.08) in their African American counterparts. While violent crime charges were not associated with CTQ, BIS-11 and BPAQ scores, carriers of low-activity alleles exhibited a mild, yet significant (P<0.05) increase in BIS-11 total and attentional-impulsiveness scores. In summary, these findings support the role of MAOA gene as a prominent genetic determinant for criminal violence. Further studies are required to confirm these results in larger samples of inmates and evaluate potential interactions between MAOA alleles and environmental vulnerability factors.

----------------------

Arousal, Working Memory Capacity, and Sexual Decision-Making in Men

Tara Spokes et al.
Archives of Sexual Behavior, forthcoming

Abstract:
This study investigated whether working memory capacity (WMC) moderated the relationship between physiological arousal and sexual decision making. A total of 59 men viewed 20 consensual and 20 non-consensual images of heterosexual interaction while their physiological arousal levels were recorded using skin conductance response. Participants also completed an assessment of WMC and a date-rape analogue task for which they had to identify the point at which an average Australian male would cease all sexual advances in response to verbal and/or physical resistance from a female partner. Participants who were more physiologically aroused by and spent more time viewing the non-consensual sexual imagery nominated significantly later stopping points on the date-rape analogue task. Consistent with our predictions, the relationship between physiological arousal and nominated stopping point was strongest for participants with lower levels of WMC. For participants with high WMC, physiological arousal was unrelated to nominated stopping point. Thus, executive functioning ability (and WMC in particular) appears to play an important role in moderating men’s decision making with regard to sexually aggressive behavior.


Insight

from the

Archives

A weekly newsletter with free essays from past issues of National Affairs and The Public Interest that shed light on the week's pressing issues.

advertisement

Sign-in to your National Affairs subscriber account.


Already a subscriber? Activate your account.


subscribe

Unlimited access to intelligent essays on the nation’s affairs.

SUBSCRIBE
Subscribe to National Affairs.