22 research outputs found

    Science denial as intergroup conflict: using social identity theory, intergroup emotions theory and intergroup threat theory to explain angry denial of science

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    Denial of scientific evidence is a fairly common phenomenon which has been documented in various areas such as climate change, evolution, effects of vaccinations, tobacco and violent video game effects. Science denial is often accompanied by anger and aggressive actions towards scientists, leading some authors to label it war on science (Lewandowsky, Oberauer & Gignac, 2013). Science denial can be explained, in part, by well-established processes affecting individuals such as belief perseverance, confirmation bias and cognitive dissonance. However, recent research suggests that group processes may also play a key role in denial (Lewandowsky et al., 2013; Nauroth et al., 2014). The current research takes this reasoning a step further and frames science denial in terms of intergroup conflict. I propose that the relationship between denialists and scientists can be understood in terms of intergroup relations (scientists are viewed as a hostile outgroup). Three sets of studies applied principles of social identity theory (Study 1A, 1B, 1C), intergroup threat theory (Study 2A, 2B, 2C) and intergroup emotions theory (Study 3) to explore the mechanisms that lead to science denial. Special attention is given to predictors of angry denial and aggressive actions towards scientists

    The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control

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    First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of action gaming on proactive cognitive control and to examine whether an increase in visuo-spatial processing and a decrease in proactive cognitive control arise from the same amount of experience playing an action video game. Participants completed tasks measuring visuo-spatial processing and cognitive control before and after 10 practice sessions involving one of three video games or were assigned to a no gaming experience control group. The data revealed the typical increase in visuo-spatial processing and a decrease in proactive, but not reactive, cognitive control following action game training. The sizes of these two training effects were similar in magnitude, but interpretation of the effects was constrained by baseline differences between the four groups of subjects. The possibility of a causal effect of action gaming on proactive cognitive control is interesting within the context of correlational evidence linking greater action gaming experience to reduced cognitive control, poor decision making, and increased impulsivity

    Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior

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    Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy

    Cutting Gordian Knots: Reducing Prejudice Through Attachment Security

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    The positive role of secure attachment in reducing intergroup biases has been suggested in prior studies. We extend this work by testing the effects of secure attachment primes on negative emotions and aggressive behaviors toward outgroup members across four experiments. Results from Studies 1A and 1B reveal that secure attachment prime, relative to neutral, can reduce negative outgroup emotions. In addition, Studies 1B and 3 results rule out positive mood increase as an alternative explanation for the observed effects. Results from Studies 2 and 3 reveal that secure attachment primes can reduce aggressive behavior toward an outgroup member. The effect of secure attachment primes on outgroup harm was found to be fully mediated by negative emotions in Studies 2 and 3. An interaction between secure attachment primes and ingroup identification in Study 2 indicated that the positive effects of secure attachment in reducing outgroup harm may be especially beneficial for highly identified ingroup members

    Science denial as intergroup conflict: using social identity theory, intergroup emotions theory and intergroup threat theory to explain angry denial of science

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    Denial of scientific evidence is a fairly common phenomenon which has been documented in various areas such as climate change, evolution, effects of vaccinations, tobacco and violent video game effects. Science denial is often accompanied by anger and aggressive actions towards scientists, leading some authors to label it "war on science" (Lewandowsky, Oberauer & Gignac, 2013). Science denial can be explained, in part, by well-established processes affecting individuals such as belief perseverance, confirmation bias and cognitive dissonance. However, recent research suggests that group processes may also play a key role in denial (Lewandowsky et al., 2013; Nauroth et al., 2014). The current research takes this reasoning a step further and frames science denial in terms of intergroup conflict. I propose that the relationship between denialists and scientists can be understood in terms of intergroup relations (scientists are viewed as a hostile outgroup). Three sets of studies applied principles of social identity theory (Study 1A, 1B, 1C), intergroup threat theory (Study 2A, 2B, 2C) and intergroup emotions theory (Study 3) to explore the mechanisms that lead to science denial. Special attention is given to predictors of angry denial and aggressive actions towards scientists.</p

    Video games and desensitization to violence

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    Cilj je istraživanja bio ispitati utječe li razina sudjelovanja u nasilnoj računalnoj igri na emocionalnu i kognitivnu desenzitizaciju na nasilje. Pretpostavljeno je kako će aktivno sudjelovanje u nasilnoj igri dovesti do većih desenzitizacijskih efekata od pasivnog gledanja. Također je pretpostavljeno kako će žene pokazati veću osjetljivost na nasilje od muškaraca. Proveden je eksperiment u kojem je 220 studenata po slučaju podijeljeno u 3 skupine – (1) skupinu koja je igrala nasilnu igru, (2) skupinu koja je gledala nasilnu igru i (3) kontrolnu skupinu koja je igrala nenasilnu igru. Sudionici su zatim pogledali kratku snimku tuče dva dječaka i riješili upitnik procjene filma. Desenzitizacija je bila mjerena preko 7 aspekata procjene filma - emocionalna reakcija na scenu, procjena težine nasilja u sceni, empatija, percepcija ozbiljnosti ozljeda, normativnost nasilja, namjera za pomaganje, procjena kazne. Nije nađena statistički značajna razlika između 3 grupe niti na jednoj od 7 zavisnih varijabli. Suprotno postavljenim hipotezama nije nađen efekt desenzitizacije kroz izloženost nasilnoj igri niti utjecaj aktivnog sudjelovanja u igri na proces desenzitizacije. Mogući razlozi neočekivanih rezultata su kratko vrijeme igranja (10 min), metodološke pogreške pri mjerenju ili kronična desenzitiziranost ispitanika u uzorku. Nađene su male, no konzistentne rodne razlike u procjenama nasilja –sudionice su pokazale nešto jače negativne emocionalne reakcije na nasilje od sudionika.The goal of this research was to explore whether the level of participation in a violent video game has a significant influence on emotional and cognitive desensitization to violence. It was predicted that active participation in a violent video game will lead to larger desensitizing effects than passive observation. It was also predicted that women will show greater sensitivity to violence than men. An experiment was conducted in which 220 students were randomly assigned to 3 groups (1) group which played a violent video game, (2) group which watched a violent video game and (3) control group which played a nonviolent video game. The participants then watched a short recording of a fight between two boys. Desensitization was measured as 7 aspects of the participants’ assessment of the film – emotional reaction, perception of violence severity, empathy, perception of injury severity, belief that violence is normative, intention to help, assigning punishment. No statistically significant differences between 3 groups were found for any of the 7 dependant variables. Contrary to hypotheses, a significant effect of violent game exposure on desensitization wasn’t found and a significant effect of active participation on desensitization wasn’t found. Possible reasons for the unexpected results were short exposure to the violent game (10 min), methodological errors or chronic desensitization to violence of the participants in the sample. Small but consistent differences were found – female participants showed somewhat stronger negative emotional reactions to violence than male participants

    Turning Our Gaze to Prosocial Media Effects: What is and isn’t Known

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    Clark and Giacomantonio (2015) raise several valuable research questions concerning the relationship between empathy and music genre preferences, and present interesting exploratory analyses concerning this issue. This response provides a review of findings from similar past studies in this area and draws out some of the themes that can help the field progress. An overview is given of established effects of prosocial media use on prosocial behavior in real life as well as past findings concerning empathy as a mediator of these effects. Several key research questions that remain to be explored are also considered (such as a need for research concerning potential mediators and moderators of prosocial media effects)
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