Findings

Savage

Kevin Lewis

September 22, 2013

Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms

Christopher Ferguson & Cheryl Olson
Journal of Youth and Adolescence, forthcoming

Abstract:
The issue of children’s exposure to violent video games has been a source of considerable debate for several decades. Questions persist whether children with pre-existing mental health problems may be influenced adversely by exposure to violent games, even if other children are not. We explored this issue with 377 children (62 % female, mixed ethnicity, mean age = 12.93) displaying clinically elevated attention deficit or depressive symptoms on the Pediatric Symptom Checklist. Results from our study found no evidence for increased bullying or delinquent behaviors among youth with clinically elevated mental health symptoms who also played violent video games. Our results did not support the hypothesis that children with elevated mental health symptoms constitute a “vulnerable” population for video game violence effects. Implications and suggestions for further research are provided.

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Behavioral Confirmation of Everyday Sadism

Erin Buckels, Daniel Jones & Delroy Paulhus
Psychological Science, forthcoming

Abstract:
Past research on socially aversive personalities has focused on subclinical psychopathy, subclinical narcissism, and Machiavellianism — the “Dark Triad” of personality. In the research reported here, we evaluated whether an everyday form of sadism should be added to that list. Acts of apparent cruelty were captured using two laboratory procedures, and we showed that such behavior could be predicted with two measures of sadistic personality. Study 1 featured a bug-killing paradigm. As expected, sadists volunteered to kill bugs at greater rates than did nonsadists. Study 2 examined willingness to harm an innocent victim. When aggression was easy, sadism and Dark Triad measures predicted unprovoked aggression. However, only sadists were willing to work for the opportunity to hurt an innocent person. In both studies, sadism emerged as an independent predictor of behavior reflecting an appetite for cruelty. Together, these findings support the construct validity of everyday sadism and its incorporation into a new “Dark Tetrad” of personality.

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Intense acts of violence during video game play make daily life aggression appear innocuous: A new mechanism why violent video games increase aggression

Tobias Greitemeyer
Journal of Experimental Social Psychology, forthcoming

Abstract:
Computer players often deny that playing violent video games makes them aggressive, which is in contrast to the findings of a recent comprehensive meta-analysis. The present research examines whether comparison processes between the players’ intense acts of violence in a video game and their comparatively harmless aggressive behavior in daily life not only account for this apparent discrepancy but also underlie the effect of playing violent video games on aggressive behavior. In fact, two experiments reveal that playing a violent video game leads to a bias in the perception of what counts as aggressive, which in turn evokes aggressive behavior.

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Self-Fulfilling Prophecies as a Link between Men’s Facial Width-to-Height Ratio and Behavior

Michael Haselhuhn, Elaine Wong & Margaret Ormiston
PLoS ONE, August 2013

Abstract:
The facial width-to-height ratio (fWHR) has been identified as a reliable predictor of men’s behavior, with researchers focusing on evolutionary selection pressures as the underlying mechanism explaining these relationships. In this paper, we complement this approach and examine the extent to which social processes also determine the extent to which men’s fWHR serves as a behavioral cue. Specifically, we propose that observers’ treatment of target men based on the targets’ fWHR subsequently affects behavior, leading the targets to behave in ways that are consistent with the observers’ expectations (i.e., a self-fulfilling prophecy). Results from four studies demonstrate that individuals behave more selfishly when interacting with men with greater fWHRs, and this selfish behavior, in turn, elicits selfish behavior in others.

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Fighting the Good Fight: The Relationship Between Belief in Evil and Support for Violent Policies

Maggie Campbell & Johanna Ray Vollhardt
Personality and Social Psychology Bulletin, forthcoming

Abstract:
The rhetoric of good and evil is prevalent in many areas of society and is often used to garner support for “redemptive violence” (i.e., using violence to rid and save the world from evil). While evil is discussed in psychological literature, beliefs about good and evil have not received adequate empirical attention as predictors of violent versus peaceful intergroup attitudes. In four survey studies, we developed and tested novel measures of belief in evil and endorsement of redemptive violence. Across four different samples, belief in evil predicted greater support for violence and lesser support for nonviolent responses. These effects were, in most cases, mediated by endorsement of redemptive violence. Structural equation modeling suggested that need for cognitive closure predicts belief in evil, and that the effect of belief in evil on support for violence is independent of right-wing authoritarianism, religious fundamentalism, and dangerous world beliefs.

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Comparing Apples and Oranges? Evidence for Pace of Action as a Confound in Research on Digital Games and Aggression

Malte Elson et al.
Psychology of Popular Media Culture, forthcoming

Abstract:
Most studies investigating the effects of violence in digital games on aggression and physiological arousal feature two groups of participants either playing a violent or a nonviolent game. However, violent content is usually not the only dimension on which the games used in these studies differ. This raises the issue of possibly confounding variables. We conducted a study in which the displayed violence and the pace of action of a first-person shooter game were manipulated systematically through game modifications (modding), whereas other variables were controlled for. Dependent variables were physiological arousal (autonomic and behavioral) during play, and postgame aggressive behavior. Aggressive behavior was not influenced by either of the two variables. Although both violence and pace of action did not affect autonomic arousal, there was an interaction effect of these variables on behavioral measures of arousal. Playing a fast-paced game inhibited participants’ body movement, particularly when the game was nonviolent. A higher pace of action and displays of violence also caused players to exert greater pressure on the input devices. The findings of our study support the assumption that research on the effects of digital games should consider more variables than just violent content. In sum, our results underline the importance of controlling potentially confounding variables in research on the effects of digital games.

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The Bright Side of Positive Perceptual Bias: Children’s Estimations of Network Centrality and Aggression

Jennifer Watling Neal & Elise Cappella
Michigan State University Working Paper, August 2013

Abstract:
This study explores whether findings linking positive perceptual bias to childhood aggression extend to perceptual bias in network centrality. We present data from nested regression models that examine associations between perceptual bias in network centrality and aggressive behaviors in a sample of 421 urban African American second through fourth grade students. Children who overestimated their network centrality compared to peer report were less likely to be nominated by peers as overtly or relationally aggressive. Furthermore, these negative associations were stable across age, gender, and peer rejection status. Results run counter to threatened egotism theory, and instead support a social capital theory explanation of perceptual bias and aggression. Findings imply that not all forms of positive perceptual bias have a “dark side.”

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Soft Drinks Consumption Is Associated with Behavior Problems in 5-Year-Olds

Shakira Suglia, Sara Solnick & David Hemenway
Journal of Pediatrics, forthcoming

Objective: To examine soda consumption and aggressive behaviors, attention problems, and withdrawal behavior among 5-year-old children.

Study design: The Fragile Families and Child Wellbeing Study is a prospective birth cohort study that follows a sample of mother-child pairs from 20 large US cities. Mothers reported children's behaviors using the Child Behavior Checklist at age 5 years and were asked to report how many servings of soda the child drinks on a typical day.

Results: In the sample of 2929 children, 52% were boys, 51% were African-American, 43% consumed at least one serving of soda per day, and 4% consumed 4 or more servings per day. In analyses adjusted for sociodemographic factors, consuming one (beta, 0.7; 95% CI, 0.1-1.4), 2 (beta, 1.8; 95% CI, 0.8-2.7), 3 (beta, 2.0; 95% CI, 0.6-3.4), or 4 or more (beta, 4.7; 95% CI, 3.2-6.2) servings was associated with a higher aggressive behavior score compared with consuming no soda. Furthermore, those who consumed 4 or more (beta, 1.7; 95% CI, 1.0-2.4) soda servings had higher scores on the attention problems subscale. Higher withdrawn behavior scores were noted among those consuming 2 (beta, 1.0; 95% CI, 0.3-1.8) or 4 or more (beta, 2.0; 95% CI, 0.8-3.1) soda servings compared with those who consumed no soda.

Conclusion: We note an association between soda consumption and negative behavior among very young children; future studies should explore potential mechanisms that could explain this association.

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Does Bully Victimization Predict Future Delinquency? A Propensity Score Matching Approach

Jennifer Wong & Matthias Schonlau
Criminal Justice and Behavior, forthcoming

Abstract:
Over the past decade school bullying has emerged as a prominent issue of concern for students, parents, educators, and researchers. Bully victimization has been linked to a long list of negative outcomes, such as depression, peer rejection, school dropout, eating disorders, delinquency, and violence. Previous research relating bully victimization to delinquency has typically used standard regression techniques that may not sufficiently control for heterogeneity between bullied and nonbullied youths. Using a large, nationally representative panel dataset, the National Longitudinal Survey of Youth 1997 (NLSY97), we use a propensity score matching technique to assess the impact of bully victimization on a range of delinquency outcomes. Results show that 19% of respondents had been victimized prior to the age of 12 years (n = 8,833). Early victimization is predictive of the development of 6 out of 10 delinquent behaviors measured over a period of 6 years, including assault, vandalism, theft, other property crimes (such as receiving stolen property or fraud), selling drugs, and running away from home. Bully victimization should be considered an important precursor to delinquency.

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Anger, Exposure to Violence and Intragroup Conflict: A “Lab in the Field” Experiment in Southern Israel

Thomas Zeitzoff
Political Psychology, forthcoming

Abstract:
I examine how anger stemming from violence in the Israel-Palestine conflict influences intragroup retaliation. In July 2010 I conducted a series of experiments in two cities in the Southern District of Israel affected to varying degrees (high and low) by rocket fire from the Gaza Strip. For each experiment, subjects were partnered anonymously with a member of their community. They were then exposed to one of two emotional manipulations: one that induced anger or one that did not. Finally, each subject was given an opportunity to keep an endowment or allocate it towards destroying a portion, or all, of their partner's income (“pay to punish”) in retaliation for their partner having taken money from them previously. This decision to “pay to punish” was designed to closely mimic the costly nature of conflict. The findings suggest that anger has a conditional effect on decisions to pay to punish: in Sderot (most affected by rocket fire), anger decreases punishment, while in Ofakim (less affected), it increases punishment. Additionally, higher exposure to violence made subjects more likely to engage in negative reciprocity.

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Relationship of Prosody Perception to Personality and Aggression

Leslie Burton et al.
Current Psychology, September 2013, Pages 275-280

Abstract:
One-hundred-fifteen participants (73 female, 42 male) were evaluated for prosody, or vocal emotion, perception, personality factors, relational aggression and physical aggression. The male participants reported higher levels of physical aggression, and the female participants reported greater Neuroticism, consistent with other data. For the male participants, better perception of prosody was related to both greater Extraversion and greater Conscientiousness, all involved in interpersonal functioning. These relationships were not found in the female participants, but there was a relationship between perception of prosody and relational aggression. Women who were better at perceiving the emotional status of others based on vocal cues were less relationally aggressive. Perhaps greater relational aggression reflects a poor adaptation to diminished ability to perceive emotional status.

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Born to win? Testing the fighting hypothesis in realistic fights: Left-handedness in the Ultimate Fighting Championship

Thomas Pollet, Gert Stulp & Ton Groothuis
Animal Behaviour, October 2013, Pages 839–843

Abstract:
Given the heritability of human left-handedness and its purported associations with fitness-lowering traits, the persistence of the minority of left-handedness in human populations is an evolutionary puzzle. The fighting hypothesis proposes that these negative fitness costs are offset by fitness gains for left-handers when involved in fights with right-handers, as being a minority would generate a surprise effect increasing the chance of winning. The finding that left-handers are overrepresented in many combat sports is interpreted as evidence for this hypothesis. However, few studies have examined sports that show good similarity with realistic fights and analysed winning chances in relation to handedness of both fighters. We examined both, in a sample of the Ultimate Fighting Championship (UFC), a fierce fighting sport hardly constrained by rules. Left-handers were strongly overrepresented as compared to the general male population but no advantage for left-handers when facing right-handers was found, providing only partial evidence for the fighting hypothesis.

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The Compassion–Hostility Paradox: The Interplay of Vigilant, Prevention-Focused Self-Regulation, Compassion, and Hostility

Johannes Keller & Stefan Pfattheicher
Personality and Social Psychology Bulletin, forthcoming

Abstract:
The present research examined the notion that the prosocial attitude of compassion is positively related to the antisocial attitude of hostility given that compassion and hostility entail elements reflecting vigilant, prevention-focused self-regulation. In fact, it was found in four samples (N = 4,903) that individuals with a strong vigilant prevention focus reported higher levels on measures of hostility as well as higher levels on compassion than individuals characterized by a weak prevention focus. In addition, compassion and hostility are indeed positively correlated reflecting the Compassion–Hostility Paradox. The positive association between compassion and hostility is substantially reduced when the chronic level of prevention-focused self-regulation is controlled for. A complementary experimental study in which compassion was manipulated revealed an effect of compassion on hostility in chronically prevention-focused individuals.

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Adolescents’ Text Message Communication and Growth in Antisocial Behavior Across the First Year of High School

Samuel Ehrenreich, Marion Underwood & Robert Ackerman
Journal of Abnormal Child Psychology, forthcoming

Abstract:
This study examined whether adolescents communicate about antisocial topics and behaviors via text messaging and how adolescents’ antisocial text message communication relates to growth in rule-breaking and aggression as reported by youth, parents, and teachers. Participants (n = 172; 82 girls) received BlackBerry devices configured to capture all text messages sent and received. Four days of text messages during the 9th grade year were coded for discussion of antisocial activities. The majority of participants engaged in at least some antisocial text message communication. Text messaging about antisocial activities significantly predicted increases in parent, teacher, and self-reports of adolescents’ rule-breaking behavior, as well as teacher and self-reports of adolescents’ aggressive behavior. Text message communication may provide instrumental information about how to engage in antisocial behavior and reinforce these behaviors as normative within the peer group.


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