30 research outputs found

    Stressful life transitions and wellbeing: a comparison of the stress buffering hypothesis and the social identity model of identity change

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    The relationship between stressful life transitions and wellbeing is well established, however, the protective role of social connectedness has received mixed support. We test two theoretical models, the Stress Buffering Hypothesis and the Social Identity Model of Identity Change, to determine which best explains the relationship between social connectedness, stress, and wellbeing. Study 1 (N=165) was an experiment in which participants considered the impact of moving cities versus receiving a serious health diagnosis. Study 2 (N=79) was a longitudinal study that examined the adjustment of international students to university over the course of their first semester. Both studies found limited evidence for the buffering role of social support as predicted by the Stress Buffering Hypothesis; instead people who experienced a loss of social identities as a result of a stressor had a subsequent decline in wellbeing, consistent with the Social Identity Model of Identity Change. We conclude that stressful life events are best conceptualised as identity transitions. Such events are more likely to be perceived as stressful and compromise wellbeing when they entail identity loss

    Safety culture and power: interactions between perceptions of safety culture, organisational hierarchy, and national culture

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    Practices that involve power dynamics are integral to maintaining organisational safety (e.g. speaking-up, challenging poor behaviour, admitting error, communicating on safety), and staff engagement in these is assumed to be shaped by perceptions of safety culture. These perceptions, in-turn, are associated with (1) positions within an organisational hierarchy (which makes power-related acts more or less threatening), and (2) societal values for power distance (e.g. challenging authority). With a sample of 13,573 of air traffic control staff (controllers, engineers, administrative, and management) from 21 national air traffic providers, we reconfirm the observation that managers perceive safety culture more positively than frontline staff (hypothesis 1), and that workers in countries with established values for hierarchy and power report safety culture as less positive than those from countries with low power distance (hypothesis 2). We then, for the first time, examine the interaction between these two factors, and establish that differences in safety culture perceptions between those higher in the hierarchy (management) and those lower in the hierarchy (air traffic controllers and administrative staff) are exacerbated by national contexts for large power distance (hypothesis 3). The study contributes to the literature by theorising the role of power in safety culture theory, and its influence upon safety culture perceptions. Moving forward, safety culture research and interventions may benefit from considering how power exists and manifests at the level of superior-subordinate dynamics

    Many Labs 2: Investigating Variation in Replicability Across Samples and Settings

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    We conducted preregistered replications of 28 classic and contemporary published findings, with protocols that were peer reviewed in advance, to examine variation in effect magnitudes across samples and settings. Each protocol was administered to approximately half of 125 samples that comprised 15,305 participants from 36 countries and territories. Using the conventional criterion of statistical significance (p < .05), we found that 15 (54%) of the replications provided evidence of a statistically significant effect in the same direction as the original finding. With a strict significance criterion (p < .0001), 14 (50%) of the replications still provided such evidence, a reflection of the extremely highpowered design. Seven (25%) of the replications yielded effect sizes larger than the original ones, and 21 (75%) yielded effect sizes smaller than the original ones. The median comparable Cohen’s ds were 0.60 for the original findings and 0.15 for the replications. The effect sizes were small (< 0.20) in 16 of the replications (57%), and 9 effects (32%) were in the direction opposite the direction of the original effect. Across settings, the Q statistic indicated significant heterogeneity in 11 (39%) of the replication effects, and most of those were among the findings with the largest overall effect sizes; only 1 effect that was near zero in the aggregate showed significant heterogeneity according to this measure. Only 1 effect had a tau value greater than .20, an indication of moderate heterogeneity. Eight others had tau values near or slightly above .10, an indication of slight heterogeneity. Moderation tests indicated that very little heterogeneity was attributable to the order in which the tasks were performed or whether the tasks were administered in lab versus online. Exploratory comparisons revealed little heterogeneity between Western, educated, industrialized, rich, and democratic (WEIRD) cultures and less WEIRD cultures (i.e., cultures with relatively high and low WEIRDness scores, respectively). Cumulatively, variability in the observed effect sizes was attributable more to the effect being studied than to the sample or setting in which it was studied.UCR::Vicerrectoría de Investigación::Unidades de Investigación::Ciencias Sociales::Instituto de Investigaciones Psicológicas (IIP

    Video games and prosocial behavior: a study of the effects of non-violent, violent and ultra-violent gameplay

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    Experimental evidence has pointed toward a negative effect of violent video games on social behavior. Given that the availability and presence of video games is pervasive, negative effects from playing them have potentially large implications for public policy. It is, therefore, important that violent video game effects are thoroughly and experimentally explored, with the current experiment focusing on prosocial behavior. 120 undergraduate volunteers (Mage = 19.01, 87.5% male) played an ultra-violent, violent, or non-violent video game and were then assessed on two distinct measures of prosocial behavior: how much they donated to a charity and how difficult they set a task for an ostensible participant. It was hypothesized that participants playing the ultra-violent games would show the least prosocial behavior and those playing the non-violent game would show the most. These hypotheses were not supported, with participants responding in similar ways, regardless of the type of game played. While null effects are difficult to interpret, samples of this nature (undergraduate volunteers, high male skew) may be problematic, and participants were possibly sensitive to the hypothesis at some level, this experiment adds to the growing body of evidence suggesting that violent video game effects are less clear than initially thought
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