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Then after reading “VVGs increase aggression”, they started believing in a negative effect, i.e., that “VVGs decrease aggression”.
Then after reading “VVGs increase aggression”, they started believing in a negative effect, i.e., that “VVGs decrease aggression”.
Those who read that “VVGs increase aggression”, believed in a stronger effect.
Those who read that “VVGs have no effect”, believed in a null effect.
(still all the way to the left of the x-axis)
Those who read that “VVGs increase aggression”, believed in a stronger effect.
Those who read that “VVGs have no effect”, believed in a null effect.
(still all the way to the left of the x-axis)
Before reading, non-gamers and non-habitual VVG players believed in a small positive effect of VVGs on aggressiveness.
(all the way to the left of the x-axis)
Before reading, non-gamers and non-habitual VVG players believed in a small positive effect of VVGs on aggressiveness.
(all the way to the left of the x-axis)
The slope is the belief.
Each participant gets a slope.
Positive slopes = belief that VVGs increase aggression.
Flat slopes = belief that VVGs have no effect on aggression.
Negative slopes = belief that VVGs decrease aggression.
The slope is the belief.
Each participant gets a slope.
Positive slopes = belief that VVGs increase aggression.
Flat slopes = belief that VVGs have no effect on aggression.
Negative slopes = belief that VVGs decrease aggression.
we used 6 vignette scenarios that involve “a typical video game player” (with randomized levels of pre-play aggressiveness, duration of play, violence level during gaming sessions).
Participants had to estimate the post-play aggressiveness.
we used 6 vignette scenarios that involve “a typical video game player” (with randomized levels of pre-play aggressiveness, duration of play, violence level during gaming sessions).
Participants had to estimate the post-play aggressiveness.
When heavy violent video game players read research that say “these games increase aggression”, they often shift their beliefs in the *opposite* direction.
Open Access link: journals.sagepub.com/doi/10.1177/...
When heavy violent video game players read research that say “these games increase aggression”, they often shift their beliefs in the *opposite* direction.
Open Access link: journals.sagepub.com/doi/10.1177/...
doi.org/10.1016/B978...
doi.org/10.1016/B978...
It simulates the difference between a true effect in the population (in Cohen's d), the effect in all studies conducted (which is a function of the sampling distribution) and the effect in published studies.
y45hv1n.shinyapps.io/selective_pu...
It simulates the difference between a true effect in the population (in Cohen's d), the effect in all studies conducted (which is a function of the sampling distribution) and the effect in published studies.
y45hv1n.shinyapps.io/selective_pu...
On days like this, I want to leave academia.
On days like this, I want to leave academia.
This sentence is a bit confusing, isn't it?
This sentence is a bit confusing, isn't it?
Can studies about violent video games and aggression be biased by demand characteristics?
With two experiments, we show that demand characteristics can lead habitual gamers to respond less aggressively.
Can studies about violent video games and aggression be biased by demand characteristics?
With two experiments, we show that demand characteristics can lead habitual gamers to respond less aggressively.