RESEARCH POSTER PRESENTATION DESIGN © 2015 www.PosterPresentations.com Research has linked media exposure to morally-relevant outcomes such as aggressive.

Slides:



Advertisements
Similar presentations
R P School Moral Climate: A New Method to Assess Socio-Cultural Perceptions and Its Relation to Bullying Anne Howard & Steven Landau Department of Psychology.
Advertisements

Maternal Psychological Control: Links to Close Friendship and Depression in Early Adolescence Heather L. Tencer Jessica R. Meyer Felicia D. Hall University.
Abstract Being bullied during adolescence and poor exercise habits are both serious problems in the American society. Previous research has found that.
The Effect of Parental Education on Family Conflict, Academic Self-Efficacy, and Academic Achievement Jackson, H. M., Gibson, B. W., Fox, R. T., & Dula,
Introduction and Aim Greater social integration (active engagement in personal relationships and social activities) is linked to better mental health.
Caring, Self-Regulatory Efficacy, Empathic Efficacy and Prosocial/Antisocial Behaviors in a Physical Activity Setting Introduction Sport and exercise psychology.
Unfaithful: Examining Infidelity in Adolescent Romantic Relationships Rebecca E. Furr, Hannah G. Arick, & Deborah P. Welsh University of Tennessee.
Culture and psychological knowledge: A Recap
Is Psychosocial Stress Associated with Alcohol Use Among Continuation High School Students? Raul Calderon, Jr. Ph.D., Gregory T. Smith, Ph.D., Marilyn.
Contact: Online I am “We”: Contrast and assimilation effects in virtual environments Jesse Chandler, Sara Konrath & Norbert Schwarz.
Discussion  The results suggest that prosocially oriented videogames have at least a short-term priming effect for prosocial thoughts, feelings, and attributed.
Social network and support influences on perceived control for exercising 2, 4 or 6 days per week S.N. Fraser 1, T.C. Murray 1,2, W.M. Rodgers 2, & C.
Turn that Thing Off! Examining Relationships between Media Consumption, Extracurricular Activities, & Academic Achievement Gibson, B. W., Stoss, Y. A.,
Chapter 7 Correlational Research Gay, Mills, and Airasian
The effects of computers and video games
Avoiding Violent Behaviors & Resources for Help 8.ICR.1.2.
Attraction and Flirtation in Young Adults’ and Middle-Aged Adults’ Opposite-Sex Friendships Erin E. Hirsch, Cierra A. Micke, and April Bleske-Rechek University.
What's the relationship between playing violent video games and aggression? HDP 150.
Violence in the Media By: Marisa, Nick, Victoria, and Casey.
Wendy Wolfe, Forrest Files, & Shrinidhi Subramaniam Abstract Method This study assessed self-reported alcohol use by college students during a variety.
Do violent video games cause aggression? by Emily Russell
A review of research in the 1990s concludes that there is a positive and significant correlation between television violence and aggressive behavior,
Copyright © Allyn & Bacon 2007 Chapter 2: Research Methods.
Journal Club/September 24, Swing et al. Television and video game exposure and the development of attention problems. Pediatrics 2010;126:
Self Competence and Depressive Symptoms in Ethnic Minority Students: The Role of Ethnic Identity and School Belonging Praveena Gummadam and Laura D. Pittman.
FAMILY AND FRIENDS: THEIR EFFECT ON EMOTIONAL INTELLIGENCE IN PREADOLESCENCE ResultsResults Tara Cox Brett Spitzer Faculty Sponsor: Teddi Deka, Ph.D. IntroductionIntroduction.
Maternal Romantic Relationship Quality, Parenting Stress and Child Outcomes: A Mediational Model Christine R. Keeports, Nicole J. Holmberg, & Laura D.
CHILDHOOD MALTREATMENT AND ADOLESCENT ANTISOCIAL BEHAVIOR: Romantic Relationship Quality as Moderator Susaye S. Rattigan, M.A. & Manfred H.M. van Dulmen,
◦ 125 adolescents (56% girls; 75% Caucasian) and their mothers from the Adolescent Adjustment Project (AAP) ◦ Adolescents’ mean age = (SD=.70) ◦
Problem Burnout and job satisfaction have been shown to be related to each other as well as turnover (Lee & Ashforth, 1996). Burnout is primarily viewed.
Module 2 Research Strategies.
The Broader Context of Relational Aggression in Adolescent Romantic Relationships Megan M. Schad, David E. Szwedo, Amanda Hare, Jill Antonishak, Joseph.
Descriptive Research Study Investigation of Positive and Negative Affect of UniJos PhD Students toward their PhD Research Project Dr. K. A. Korb University.
The Overall Effect of Childhood Feeding Problems on Caregiver’s Quality of Life Amy J. Majewski 1, W. Hobart Davies 1, & Alan H. Silverman 2 University.
Introduction Disordered eating continues to be a significant health concern for college women. Recent research shows it is on the rise among men. Media.
Adolescent Romantic Couples’ Interaction: A Cross-Study Analysis Joseph W. Dickson 1 Jill Carlivatii 2 Martin J. Ho 3 Deborah P. Welsh 1 1 University of.
Early Adolescent Behaviors in Disagreement with Best Friend Predictive of Later Emotional Repair Abilities Lauren Cannavo, Elenda T. Hessel, Joseph S.
Grandparent Social Support: Links to Socio-emotional and Academic Functioning Among Late Adolescents Adeya Richmond Laura D. Pittman Sandra Yu Rueger Northern.
Self-Discrepancies and Depression: Abstract Reasoning Skills as a Moderator Erin N. Stevens, Christine Keeports, Nicole J. Holmberg, M. C. Lovejoy, Laura.
Alcohol Cues, Expectancies, and the Working Self-Concept Joshua A. Hicks, Rebecca J. Schlegel, & Ronald S. Friedman University of Missouri-Columbia and.
Youth violence exposure, adolescent delinquency and anxiety, and the potential mediating role of sleep problems during middle childhood Chelsea M. Weaver.
Module 2 Research Strategies. Scientific Method A method of learning about the world through the application of critical thinking and tools such as observation,
 1,001 adolescent boys (47%) and girls (53%)  Fairly diverse: 58% Caucasian; 23% African American,12% Hispanic, 2% Asian, 5% Other  Age Range:
Ashley L. Richardson (Amanda M. Brouwer Ph.D.) EXPLORING DIABETES SELF-CARE BEHAVIORS: THE EFFECT OF SOCIAL SUPPORT, STIGMA, SELF-EFFICACY, AND MOTIVATION.
Module 2 Research Strategies. Scientific Method A method of learning about the world through the application of critical thinking and tools such as observation,
Foundations of Research Survey Research This is a PowerPoint Show Open it as a show by going to “slide show”. Click through it by pressing any key.
The Role of Close Family Relationships in Predicting Multisystemic Therapy Outcome: An Investigation of Sex Differences ABSTRACT BACKGROUND: Multisystemic.
◦ th and 11 th grade high school students (54% girls) ◦ 63% Caucasian; 24% African-American; 13% Hispanic; remaining were Asian or “other” ◦ Mean.
Adolescent Emotional Repair Predicting Abusive Behavior in Adolescent and Young Adult Romantic Relationships. Elenda T. Hessel, Megan M. Schad, Barbara.
How Psychologists Do Research Chapter 2. How Psychologists Do Research What makes psychological research scientific? Research Methods Descriptive studies.
From Managing Emotions to Improving Relationships: Higher Quality Best Friendships Predicted from Earlier Emotion Regulation. Elenda T. Hessel, Megan M.
Perceived Risk and Emergency Preparedness: The Role of Self-Efficacy Jennifer E. Marceron, Cynthia A. Rohrbeck Department of Psychology, The George Washington.
INTRODUCTION Research suggests that use of online social networking sites (SNS) can have positive and negative effects on users. The way that individuals.
The Reciprocal Relations Between Self-Compassion and Romantic Relationship Variables Sarah Zhang, Khanh Bui, Elizabeth Mancuso, and Cindy Miller-Perrin.
An Emotional Tightrope: How Self-Conscious and Unconscious Emotions Influence Male and Female Adolescents’ Everyday Morality a Ceara A. Tavares & Ellen.
Anxiety Sensitivity and Pain Catastrophizing: Distinct Factors in Predicting Pain Susan T. Heinze, Jamie L. Elftman, W. Hobart Davies University of Wisconsin-Milwaukee.
Template ID: sapphire Size: 24x48 Guns Prohibited Images Prime Aggressive Thoughts Arlin James Benjamin, Jr., 1 Meagan Crosby 1, and Brad J. Bushman 2.
The Relationship Between Instagram Photo Editing and Undergraduate College Women’s Body Dissatisfaction Madeline Wick, Cindy Miller-Perrin, & Jennifer.
Feeling Guilty, Acting Ashamed: The Role of Emotions on Morality and Rule-Violating Behavior Ceara A. Tavares, Ellen S. Cohn, & Alexander Blandina University.
Parental Alcoholism and Adolescent Depression?
Sexual Imagery & Thinking About Sex
Experimental Psychology
Christian Hahn, M.Sc. & Lorne Campbell, PhD
Aggression Types as Predictors of Adolescent Substance Use
Parental Status and Emergency Preparedness:
Top 5 Most Popular Video Games 2013
Justin D. Hackett, Benjamin J. Marcus, and Allen M. Omoto
Violent video games and children
2University of Virginia
The Terminator and the Spectator: Is Exposure to Media Violence Linked to Aggression and Violence in the Real World? Brad J. Bushman, Ph.D. Professor of.
Presentation transcript:

RESEARCH POSTER PRESENTATION DESIGN © Research has linked media exposure to morally-relevant outcomes such as aggressive and prosocial behavior, but much less work has explored the relationship between media and morality. A few pioneering studies have established a link between violent video games and moral disengagement. The present research adds to this new domain by assessing how media violence exposure affects people's tendency to morally disengage using data from an online survey study. Results show that exposure to both video game violence and justified video game violence are positively related to moral disengagement. The latter relationship holds even after controlling for participant gender. However, exposure to television violence and justified television violence were not significantly related to moral disengagement. Exploratory analyses suggest that individuals with greater justified video game violence exposure are more prone to moral justification, advantageous comparison, and distorting consequences. These findings suggest that video games are uniquely related to morality. ABSTRACT THEORETICAL BACKGROUND Participants 257 undergraduates from a large Midwestern university participated in exchange for course credit. Of those 257, only 191 passed all three attention checks. One additional participant answered with the lowest response option for every question. The final sample included 190 attentive participants. 57.4% were male, 39.5% were female, and 3.2% were undisclosed. Average age was years old (SD = 1.99), ranging from 18 to 35 years. Procedure Participants completed all measures online as part of a larger survey study concerning media preferences and attitudes. The full survey took approximately 45 minutes to complete. Measures Modified version of the General Media Habits Questionnaire (Anderson & Dill, 2000; Gentile, Lynch, Linder, & Walsh, 2004). List three favorite video games and three favorite television shows. Rate frequency of play/viewing for each favorite game/show on a 5- point scale. – Once a month or less, 2-3 times per month, Once per week, 2-4 times per week, or 5 or more times per week. [Frequency Rating] Rate each favorite on a scale from 1 (never / not at all) to 7 (all the time / very much) for the following: – How often characters in the game/show try to physically injure each other. [Violence Rating] – To what extent the harming of other characters is justified. [Justification of Violence 1] – To what extent the main character has a right to harm enemies. [Justification of Violence 2] MATERIALS and METHODS RESULTS CONCLUSIONS Both video game violence exposure and justified video game violence exposure were positively related to moral disengagement. However, neither television violence exposure nor justified television violence exposure were significantly related to moral disengagement. This suggests that video games are uniquely related to moral disengagement, but the direction of influence cannot be assessed with these cross-sectional data. The unique link may be due to the interactive nature of video games or avatar identification effects. Future research (experimental and longitudinal) is necessary to determine whether exposure to video game violence (justified or otherwise) alters moral disengagement or vice versa. Justified video game violence exposure predicted moral disengagement when controlling for gender but video game violence exposure (ignoring justification) did not. Participants with greater exposure to justified video game violence were more prone to moral disengagement (a relationship as strong as that between gender and moral disengagement). This suggests that it is important to assess the context in which violence is portrayed when exploring media and morality—it is not sufficient to look at exposure to violence alone. The link between justified video game violence exposure and moral disengagement is fueled by the mechanisms of moral justification, advantageous comparison, and distorting consequences. These findings are largely consistent with those of Gabbiadini et al. (2012) concerning exposure to Grand Theft Auto IV, although the present research found no effect on diffusion of responsibility (this effect was in the same direction, however). Similarly, although the effect on dehumanization was non- significant, it was in the same direction as the significant effect found by Greitemeyer and McLatchie (2011). REFERENCES Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772– Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, L. R., Johnson, J. D., Linz, D., … Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4(3), 81– Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., … Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151– Bandura, A., Barbaranelli, C., Caprara, G. V., & Pastorelli, C. (1996). Mechanisms of moral disengagement in the exercise of moral agency. Journal of Personality and Social Psychology, 71(2), 364– Gabbiadini, A., Andrighetto, L., & Volpato, C. (2012). Brief report: Does exposure to violent video games increase moral disengagement among adolescents? Journal of Adolescence, 35(5), 1403– Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J. (2014). Interactive effect of moral disengagement and violent video games on self-control, cheating, and aggression. Social Psychological and Personality Science, 5(4), 451– Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27(1), 5–22. Greitemeyer, T., & McLatchie, N. (2011). Denying humanness to others: A newly discovered mechanism by which violent video games increase aggressive behavior. Psychological Science, 22(5), 659– Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A meta- analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578– CONTACT INFORMATION The author can be contacted at A great deal of research has linked media exposure to morally relevant outcomes such as aggression and prosocial behavior (e.g., Anderson et al., 2003; Anderson et al., 2010; Greitemeyer & Mügge, 2014), but very little research has explored the links between media exposure and moral disengagement. Moral disengagement occurs when a person reframes immoral behavior as moral or amoral, in order to avoid the negative emotional consequences of behaving immorally (e.g., guilt; Bandura, Barbaranelli, Caprara, & Pastorelli, 1996). Prior research has found that: Playing violent (as compared to non-violent) video games increased dehumanization of others which in turn facilitated aggression (Greitemeyer & McLatchie, 2011). Recency of exposure to a specific violent video game (Grand Theft Auto IV) predicted greater usage of moral justification, diffusion of responsibility, and distorting consequences (Gabbiadini, Andrighetto, & Volpato, 2012). Frequency of exposure to Grand Theft Auto predicted greater usage of advantageous comparison (Gabbiadini, Andrighetto, & Volpato, 2012). Playing Grand Theft Auto (as compared to a non-violent video game) decreased self-control, increased cheating, and increased aggression, and these effects were most pronounced for participants high in moral disengagement (Gabbiadini, Riva, Andrighetto, Volpato, & Bushman, 2013). Iowa State University Johnie J. Allen Violent Media and Morality: Exposure to Video Game Violence Relates to Moral Disengagement but Exposure to Television Violence Does Not Measures (continued) General Media Habits Questionnaire (continued) Video Game Violence Exposure (VGVE) was calculated by multiplying frequency ratings by violence ratings for each of the three reported video games. These values were then averaged. Justified Video Game Violence Exposure (JVGVE) was calculated by averaging the two justification of violence ratings for each video game and then multiplying those values by frequency ratings. The three new variables were then averaged. Television Violence Exposure (TVVE) was calculated in the same manner as video game violence exposure using television shows. Justified Television Violence Exposure (JTVVE) was calculated in the same manner as justified video game violence exposure using television shows. Moral Disengagement Scale (Bandura et al., 1996). 32 items assessing tendency to morally disengage rated on a 1 (disagree) to 3 (agree) response scale (  =.878). Includes eight, four-item subscales: – Moral justification (e.g., “It is alright to fight to protect your friends.”;  =.602). – Euphemistic language (e.g., “Slapping and shoving someone is just a way of joking.”;  =.402). – Advantageous comparison (e.g., “It is okay to insult a classmate because beating him/her is worse.”;  =.729). – Displacement of responsibility (e.g., “Kids cannot be blamed for using bad words when all their friends do it.”;  =.524). – Diffusion of responsibility (e.g., “A kid in a gang should not be blamed for the trouble the gang causes”;  =.572). – Distorting consequences (e.g., “It is okay to tell small lies because they don’t really do any harm.”;  =.616). – Attribution of blame (e.g., “Kids who get mistreated usually do things that deserve it.”;  =.430). – Dehumanization (e.g., “Some people deserve to be treated like animals.”;  =.719). Measure MD VGVE.16* JVGVE.23**.94** TVVE.04.25**.21** JTVVE.09.26**.24**.85** Gender.23**.45**.42**.18*.14-- M n/a SD n/a N Moral Disengagement Model 1Model 2Model 3Model 4 VariableB (SE B )     Constant37.81 (2.13) (2.11) (2.10) (2.08) Gender3.22 (1.40)0.20*2.76 (1.36)0.17*3.91 (1.20)0.24**3.76 (1.19)0.23** VGVE0.14 (0.10)0.12 JVGVE 0.24 (0.11)0.19* TVVE 0.02 (0.11)0.01 JTVVE 0.11 (0.10)0.08 F6.253** 8.090*** 5.571** 6.196** df(2, 163) (2, 178) Adj. R Moral Disengagement Mechanisms Variable Moral justification Euph. language Advant. comparison Displ. of respons. Diffus. of respons. Distorting conseq. Attribution of blameDehum. Gender.18* † † JVGVE.17*.14 †.26** ** F7.832** 4.436*10.420*** * * Adj. R Note. N for each correlation is shown above the diagonal. For Gender, 1 = Female and 2 = Male; MD = Moral Disengagement; VGVE = Video Game Violence Exposure; JVGVE = Justified Video Game Violence Exposure; TVVE = Television Violence Exposure; JTVVE = Justified Television Violence Exposure. * p <.05. ** p <.01. Table 1. Summary of Intercorrelations, Means, and Standard Deviations for Moral Disengagement, Media Exposure Variables, and Gender Table 2. Separate Multiple Regression Analyses Predicting Moral Disengagement from Gender and Four Media Exposure Variables Note. For Gender, 1 = Female and 2 = Male; VGVE = Video Game Violence Exposure; JVGVE = Justified Video Game Violence Exposure; TVVE = Television Violence Exposure; JTVVE = Justified Television Violence Exposure. * p <.05, ** p <.01, *** p <.001. Table 3. Exploratory Multiple Regression Analyses Predicting Usage of Moral Disengagement Mechanisms from Gender and Justified Video Game Violence Exposure Note. Standardized regression coefficients are shown. Degrees of freedom are (2,163) for all regressions. For Gender, 1 = Female and 2 = Male; JVGVE = Justified Video Game Violence Exposure. Abbreviated moral disengagement mechanisms are (in order): Euphemistic Language, Advantageous Comparison, Displacement of Responsibility, Diffusion of Responsibility, and Distorting Consequences, and Dehumanization. † <.10, * p <.05, ** p <.01, *** p <.001. HYPOTHESES It was hypothesized that: Exposure to video game violence would be positively related to moral disengagement. Exposure to justified video game violence would have an even stronger relationship with moral disengagement. Exposure to television violence would be positively related to moral disengagement. Exposure to justified television violence would have an even stronger relationship with moral disengagement. Exposure to video game violence (justified and otherwise) may have stronger relationships with moral disengagement than exposure to television violence (justified and otherwise), due to the interactive nature of video games.