44 research outputs found

    Violent video games in virtual reality : re-evaluating the impact and rating of interactive experiences

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    Bespoke Virtual Reality (VR) laboratory experiences can be differently affecting than traditional display experiences. With the proliferation of at-home VR headsets, these effects need to be explored in consumer media, to ensure the public are adequately informed. As yet, the organizations responsible for content descrip-tions and age-based ratings of consumer content do not rate VR games differently to those played on TV. This could lead to experiences that are more intense or subconsciously affecting than desired. To test whether VR and non-VR games are differently affecting, and so whether game ratings are appropriate, our research examined how participant (n=16) experience differed when playing the violent horror video game “Resident Evil 7”, viewed from a first-person perspective in PlayStation VR and on a 40” TV. The two formats led to meaningfully different experiences, suggesting that current game ratings may be unsuitable for capturing and conveying VR experiences

    Many Labs 5:Testing pre-data collection peer review as an intervention to increase replicability

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    Replication studies in psychological science sometimes fail to reproduce prior findings. If these studies use methods that are unfaithful to the original study or ineffective in eliciting the phenomenon of interest, then a failure to replicate may be a failure of the protocol rather than a challenge to the original finding. Formal pre-data-collection peer review by experts may address shortcomings and increase replicability rates. We selected 10 replication studies from the Reproducibility Project: Psychology (RP:P; Open Science Collaboration, 2015) for which the original authors had expressed concerns about the replication designs before data collection; only one of these studies had yielded a statistically significant effect (p < .05). Commenters suggested that lack of adherence to expert review and low-powered tests were the reasons that most of these RP:P studies failed to replicate the original effects. We revised the replication protocols and received formal peer review prior to conducting new replication studies. We administered the RP:P and revised protocols in multiple laboratories (median number of laboratories per original study = 6.5, range = 3?9; median total sample = 1,279.5, range = 276?3,512) for high-powered tests of each original finding with both protocols. Overall, following the preregistered analysis plan, we found that the revised protocols produced effect sizes similar to those of the RP:P protocols (?r = .002 or .014, depending on analytic approach). The median effect size for the revised protocols (r = .05) was similar to that of the RP:P protocols (r = .04) and the original RP:P replications (r = .11), and smaller than that of the original studies (r = .37). Analysis of the cumulative evidence across the original studies and the corresponding three replication attempts provided very precise estimates of the 10 tested effects and indicated that their effect sizes (median r = .07, range = .00?.15) were 78% smaller, on average, than the original effect sizes (median r = .37, range = .19?.50)

    Why people listen: Motivations and outcomes of podcast listening

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    The aim of this preregistered study was to identify dispositional predictors of podcast listening and examine the associations between aspects of podcast listening, dispositional predictors, and psychological outcomes. Three hundred and six adults from a range of countries completed an online questionnaire that assessed individual difference predictors (the Big Five personality factors, curiosity, need for cognition, need to belong, age, and gender), aspects of podcast listening (amount, format, setting, device, and social aspects), and potential outcomes (autonomy, competence, relatedness, meaning, mindfulness, and smartphone addiction). As predicted, openness to experience, interest-based curiosity, and need for cognition positively predicted podcast listening. Contrary to predictions, need to belong negatively predicted podcast listening, and time spent listening to podcasts was not associated with autonomy, competence, relatedness, meaning, mindfulness, or smartphone addiction. However, certain aspects of podcast listening (e.g., parasocial relationships and social engagement) were related to positive outcomes and to our predictor variables. Furthermore, neuroticism negatively predicted podcast listening. Overall, the findings support the idea that informational motives can play a role in podcast listening, and that some aspects of listening are associated with positive outcomes

    My Avatar and Me - Gender and Personality Predictors of Avatar-Self Discrepancy

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    This study examined the influence of gender, the Big 5 personality factors, and self-esteem on virtual self-representation in the form of avatar-self discrepancy. To examine this, participants designed characters to play in a video game, spent 20 min playing the video game, and then had their actual pictures taken. Our results indicated that, consistent with predictions, men and women generally selected self-representations consistent with ideal male and female bodies. This finding was pronounced for men and women high in agreeableness. Conversely, some results contradicted the normative prescriptions often associated with self-presentation. For instance, men did not build taller avatars than did women. Men who were high in openness to new experiences were more likely to select avatars with skin tone variations. Introverts - both male and female - and women high in neuroticism were more likely to build attractive avatars. Moreover, those with low self-esteem were more likely to select lighter skin tones than those with high self-esteem. Thus, the effects of gender and personality have considerable implications for online self-presentation and self-representation

    Peace Data Standard: A Practical and Theoretical Framework for Using Technology to Examine Intergroup Interactions

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    The current paper presents a theoretical framework for standardizing Peace Data as a means of understanding the conditions under which people’s technology use results in positive engagement and peace. Thus, the main point of our paper is that Big Data can be conceptualized in terms of its value to peace. We define peace as a set of positive, prosocial behaviors that maximize mutually beneficial positive outcomes resulting from interactions with others. To accomplish this goal, we present hypothetical and real-world, data driven examples that illustrate our thinking in this domain and present guidelines for how to identify, collect, utilize, and evaluate Peace Data generated during mediated interactions and further suggest that Peace Data has four primary components: group identity information, behavior data, longitudinal data, and metadata. This paper concludes with a call for participation in a Peace Data association and suggested for guidelines for how scholars and practitioners can identify Peace Data in their own domains. Ethical considerations and suggestions for future research are also discussed

    Good Person or Bad Character? Personality Predictors of Morality and Ethics in Avatar Selection for Video Game Play

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    Popular video games often provide people with the option to play characters that are good or evil in nature, and yet, little is known about how individual differences in personality relate to the moral and ethical alignments people chose in their digital representations. We examined whether participants\u27 pre-existing levels of moral disengagement and Big 5 scores predicted the alignments they selected for their avatar in video game play. Results revealed that men, relative to women, were more likely to play bad guys and that moral disengagement predicted this finding. Agreeableness and conscientiousness mediated the relationship between moral disengagement and alignment such that those higher in these two traits were more likely to play good characters
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