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1.
Aggress Behav ; 50(3): e22148, 2024 May.
Article in English | MEDLINE | ID: mdl-38747497

ABSTRACT

Although there is a large research base on the psychological impacts of violent and prosocial visual media, there is little research addressing the impacts of violent and prosocial music, and which facets of the music have the greatest impact. Four experiments tested the impact of lyrics and/or musical tone on aggressive and prosocial behavior, and on underlying psychological processes, using purpose-built songs to avoid the effect of music-related confounds. In study one, where mildly aggressive, overtly aggressive and violent lyrics were compared to neutral lyrics, any level of lyrical aggression caused an increase in behavioral aggression, which plateaued for all three aggression conditions. Violent lyrics were better recalled than other lyrics one week later. In studies two-three no significant effects of lyrics, or of aggressive versus nonaggressive musical tone, were found on aggressive or prosocial behavior. In terms of internal states, violent lyrics increased hostility/hostile cognitions in all studies, and negatively impacted affective state in three studies. Prosocial lyrics decreased hostility/hostile cognitions in three studies, but always in tandem with another factor. Aggressive musical tone increased physiological arousal in two studies and increased negative affect in one. In study four those who listened to violent lyrics drove more aggressively on a simulated drive that included triggers for aggression. Overall, violent lyrics consistently elicited hostility/hostile cognitions and negative affect, but these did not always translate to aggressive behavior. Violent music seems more likely to elicit behavioral aggression when there are aggression triggers and a clear way to aggress. Implications are discussed.


Subject(s)
Aggression , Music , Humans , Music/psychology , Aggression/psychology , Male , Female , Adult , Young Adult , Violence/psychology , Hostility , Social Behavior , Adolescent , Emotions/physiology , Thinking/physiology
2.
Neuropsychol Rev ; 2023 Sep 11.
Article in English | MEDLINE | ID: mdl-37695451

ABSTRACT

Over the last few decades, excessive and disordered screen use has become more prevalent, prompting investigations into its associated consequences. The extent to which disordered screen use behaviours impact neuropsychological functioning has been reportedly mixed and at times inconsistent. This review sought to synthesise the literature and estimate the magnitude of overall cognitive impairment across a wide range of disordered screen use behaviours. We also sought to determine the cognitive domains most impacted, and whether the observed impairments were moderated by the classification of screen-related behaviours (i.e., Internet or gaming) or the format of cognitive test administration (i.e., paper-and-pencil or computerised). A systematic search of databases (Embase, PsycINFO, MEDLINE) identified 43 cross-sectional articles that assessed neuropsychological performance in disordered screen use populations, 34 of which were included in the meta-analysis. A random-effects meta-analysis revealed significant small/medium (g = .38) cognitive deficits for individuals with disordered screen use behaviours relative to controls. The most affected cognitive domain with a significant medium effect size (g = .50) was attention and focus followed by a significant reduction in executive functioning (g = .31). The classification of disordered screen use behaviours into Internet or gaming categories or the format of cognitive testing did not moderate these deficits. Additionally, excluding disordered social media use in an exploratory analysis had little effect on the observed outcomes. This study highlights a number of methodological considerations that may have contributed to disparate findings and shows that disordered screen use can significantly impact cognitive performance. Recommendations for future research are also discussed. Data for this study can be found at https://osf.io/upeha/ .

3.
J Behav Addict ; 11(2): 607-614, 2022 Jul 13.
Article in English | MEDLINE | ID: mdl-35895606

ABSTRACT

Background and aims: The majority of Australians are regular users of social media, especially young adults. Of concern, is that a minority of people appear to use social media in an addictive or problematic way which is associated with negative psychological outcomes such as depression. Social comparisons, where users compare themselves to others on social media, have also been linked with depression. Therefore, the key aim of the study was to determine whether social comparisons mediate the relationship between Problematic Social Media Use (PSMU) and depression. Method: In a two-part study 144 participants (65 females) answered a series of self-report questions assessing factors relating to PSMU and then came into the lab to view a series of social media images, (pre-tested to be upward or downward comparisons). Results: Females used social media more problematically, liked more upward than downward comparison images and compared themselves more negatively to others on social media than did males. Higher PSMU scores were associated with depression and low self-esteem and comparing oneself more negatively to others on social media. Finally, focusing on upward comparisons and a tendency to make negative comparisons to others on social media partially mediated the association between PSMU and depression. Discussion and conclusions: Social comparisons may function as a mechanism linking PSMU with negative psychological outcomes. Clinical interventions for individuals with PSMU which reduce the focus on upward social comparisons may also reduce negative psychological outcomes such as depression.


Subject(s)
Social Media , Australia , Depression/psychology , Female , Humans , Male , Self Concept , Social Comparison , Young Adult
4.
Article in English | MEDLINE | ID: mdl-35897280

ABSTRACT

Many women become homeless each year, both women who are alone and women with children. Both groups face substantial risks to their physical and mental health, as do the children of homeless mothers. Little is known about the similarities and differences between these two groups in terms of their demographic characteristics, their circumstances on presentation to specialist homelessness services, and the factors that have contributed to their homelessness. The current study analysed data from 163 single mothers with children and 126 lone women who presented to a specialist homelessness service in Australia. It found some similarities between groups, but also considerable heterogeneity. Single mothers were more likely to be younger, to have been born overseas, and to have been homeless in the past 12 months. Lone women were more likely to have medical issues, a mental health condition, addiction issues, admission to a psychiatric ward in the past 12 months, and to not be in the labour force. Implications for service delivery are discussed.


Subject(s)
Ill-Housed Persons , Mental Disorders , Australia , Child , Female , Ill-Housed Persons/psychology , Humans , Mental Disorders/epidemiology , Mental Health , Social Problems
5.
Article in English | MEDLINE | ID: mdl-35564981

ABSTRACT

Although previous research has noted a range of factors that predict developing Problematic Video Game Use (PVGU) and Internet Gaming Disorder (IGD), few studies have looked at risk and protective factors together, and there is scant empirical evidence examining whether risk for PVGU or IGD increases or decreases as risk or protective factors accumulate in the individual. The aim of the current study was to examine both issues using predictors from three demonstrated PVGU and IGD risk categories: executive dysfunction, unmet needs in everyday life, and unhelpful family environment. In a survey of N = 866 12-17-year-old school students, the risk/protective factors that most strongly predicted severity of IGD symptomology and meeting IGD diagnostic criteria were self-control and social exclusion. Other significant predictors included impulsivity, self-esteem, mastery, control of one's external environment, and better parent-child attachment quality. Trend analyses revealed a linear increase in the risk of PVGU as risk and net-risk factors accumulated, and a decrease as protective and net-protective factors accumulated. Thus, a net accumulation of issues around impulse control and unmet needs in everyday life may predispose adolescents to PVGU or IGD. Results support a 'risk and resilience' approach to adolescent screen-based disorders and suggest potential benefits to a risk factor focus in treatment.


Subject(s)
Behavior, Addictive , Self-Control , Video Games , Adolescent , Humans , Behavior, Addictive/epidemiology , Internet , Internet Addiction Disorder , Video Games/adverse effects
6.
Aggress Behav ; 47(1): 111-119, 2021 01.
Article in English | MEDLINE | ID: mdl-32853436

ABSTRACT

The Barlett Gentile cyberbullying model (BGCM) posits that correlated anonymity perceptions and the belief in the irrelevance of muscularity for online bullying (BIMOB) predict positive cyberbullying attitudes to predict subsequent cyberbullying perpetration. Much research has shown the BGCM to be the only published theory that differentiates traditional and cyberbullying while validly predicting cyberbullying. So far, however, the cross-cultural ubiquity has gone understudied. Thus, 1,592 adult participants across seven countries (USA, Australia, Brazil, China, Germany, Japan, and Singapore) completed measures germane to the BGCM. Supporting the BGCM, the variables were significantly correlated for the entire sample, participants from independent cultures, and participants from interdependent cultures. However, the relationship between BIMOB and positive cyberbullying attitudes as well as the relationship between positive cyberbullying attitudes and cyberbullying perpetration were stronger for independent cultures. These results suggest that the BGCM postulates are mostly universal, but several relations appear to be culturally different. Theoretical implications are discussed.


Subject(s)
Bullying , Crime Victims , Cyberbullying , Adult , Australia , China , Cross-Cultural Comparison , Germany , Humans , Japan
7.
Aggress Behav ; 45(4): 389-396, 2019 07.
Article in English | MEDLINE | ID: mdl-30868596

ABSTRACT

Laboratory measures play an important role in the study of aggression because they allow researchers to make causal inferences. However, these measures have also been criticized. In particular, the competitive reaction time task (CRTT) has been criticized for allowing aggression to be operationalized in multiple ways, leaving it susceptible to "p-hacking." This article describes the development of the CRTT and the ways in which its paradigm flexibility and analytic flexibility allows it to test a wide range of hypotheses and research questions. This flexibility gives the CRTT significant scientific utility, but as with any research paradigm, comes with the obligation that it has to be used with integrity. Although safeguards exist and there is little evidence of misuse, study preregistration can increase confidence in CRTT findings. The importance of findings such as those of Hyatt et al. (in press), which provide further evidence for the validity of the CRTT, are also noted.


Subject(s)
Aggression , Personality , Humans , Reaction Time
8.
Dev Psychol ; 54(10): 1868-1880, 2018 Oct.
Article in English | MEDLINE | ID: mdl-30234338

ABSTRACT

Decades of research on the effects of media violence have examined associations between viewing aggressive material in the media and aggression and prosocial behavior. However, the existing longitudinal studies have tended to exclusively examine aggression and prosocial behavior as outcomes, with a limited range of potential mediators. The current study examines associations between playing violent video games and externalizing and prosocial behavior over a 5-year period across adolescence. Additionally, the study examines potential mediators of these associations, including empathic concern, benevolence, and self-regulation. Participants included 488 adolescents (Mage of child at Wave 1 = 13.83, SD = 0.98) and their parents, who completed self- and parental measures at three different time points, each 2 years apart. Results revealed that early exposure to video game violence was indirectly associated with lower levels of prosocial behavior as mediated by lower levels of benevolence. Additionally, early video game violence play was associated with higher levels of externalizing behavior at the cross-sectional level, but not 5 years later. Implications of results for adolescents and parents are discussed. (PsycINFO Database Record


Subject(s)
Adolescent Behavior/psychology , Problem Behavior/psychology , Social Behavior , Video Games/psychology , Violence , Adolescent , Cross-Sectional Studies , Empathy , Female , Humans , Longitudinal Studies , Male , Psychology, Adolescent
10.
Pers Soc Psychol Bull ; 43(7): 986-998, 2017 Jul.
Article in English | MEDLINE | ID: mdl-28903698

ABSTRACT

Cultural generality versus specificity of media violence effects on aggression was examined in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States). Participants reported aggressive behaviors, media use habits, and several other known risk and protective factors for aggression. Across nations, exposure to violent screen media was positively associated with aggression. This effect was partially mediated by aggressive cognitions and empathy. The media violence effect on aggression remained significant even after statistically controlling a number of relevant risk and protective factors (e.g., abusive parenting, peer delinquency), and was similar in magnitude to effects of other risk factors. In support of the cumulative risk model, joint effects of different risk factors on aggressive behavior in each culture were larger than effects of any individual risk factor.


Subject(s)
Aggression , Exposure to Violence , Mass Media , Adolescent , Adult , Cross-Cultural Comparison , Female , Humans , Male , Risk Factors , Video Games , Young Adult
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