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1.
Aggress Behav ; 33(4): 353-8, 2007.
Article in English | MEDLINE | ID: mdl-17593563

ABSTRACT

This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior.


Subject(s)
Emotions , Facial Expression , Social Perception , Video Games/psychology , Violence/psychology , Adolescent , Adult , Analysis of Variance , Anger , Female , Happiness , Humans , Male , New York , Reaction Time , Recognition, Psychology , Sex Factors
2.
J Interpers Violence ; 21(5): 571-84, 2006 May.
Article in English | MEDLINE | ID: mdl-16574633

ABSTRACT

This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent media consumption. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Results indicated that, independent of trait aggressiveness, participants high in violent media consumption responded slower to depictions of happiness and faster to depictions of anger than participants low in violent media consumption. Implications of these findings are discussed with respect to current models of aggressive behavior.


Subject(s)
Aggression , Anger , Facial Expression , Mass Media , Violence , Visual Perception , Adult , Aggression/physiology , Analysis of Variance , Anger/physiology , Female , Happiness , Humans , Image Processing, Computer-Assisted , Male , Pattern Recognition, Visual/physiology , Visual Perception/physiology
3.
Violence Vict ; 17(3): 373-80, 2002 Jun.
Article in English | MEDLINE | ID: mdl-12102059

ABSTRACT

This study investigated the effects of reading extremely violent versus mildly violent comic books on the interpretation of relational provocation situations. One hundred and seventeen introductory psychology students read either an extremely violent comic book or a mildly violent comic book. After reading the comic books, participants read five hypothetical stories in which a child, caused a relationally aggressive event to occur to another child, but the intent of the provocateur was ambiguous. After each story, participants were asked a series of questions about the provocateur's intent; potential retaliation toward the provocateur; and the provocateur's emotional state. Responses were coded in terms of amount of negative and violent content. Results indicated that participants reading the extremely violent comic books ascribed more hostile intent to the provocateur, suggested more retaliation toward the provocateur, and attributed a more negative emotional state to the provocateur than participants reading the mildly violent comic book. These data suggest that social information processing of relationally aggressive situations is influenced by violent comic books, even if the comic books do not contain themes of relational aggression.


Subject(s)
Aggression/psychology , Cartoons as Topic , Judgment , Reading , Violence/psychology , Adolescent , Adult , Agonistic Behavior , Female , Hostility , Humans , Interpersonal Relations , Male , Projection , Social Perception , Students/psychology
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