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Preliminary evidence of the effectiveness of a brief self‐control intervention on reducing the short‐term harmful consequences of violent video games on adolescents

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Abstract

Exposure to violent video games can cause a wide array of harmful consequences to adolescents. This study shows preliminary evidence of the effectiveness of a brief intervention to decrease aggression and increase self-control following exposure to a violent video game. Participants (157 high-school students; age range: 13–19) were randomly assigned to play a violent or nonviolent video game for 25 min. Next, they were exposed to an intervention (i.e., a brief article) designed to induce weak versus strong beliefs in self-control capabilities. We also included a neutral article unrelated to self-control. After reading the article, aggression and self-control-related variables (i.e., impulses inhibition, cognitive performance) were measured. Aggression was operationalized using the intensity and duration of aversive noise participants gave an accomplice on the Competitive Reaction Time Task, impulse inhibition was operationalized using the ability to resist eating candies, and cognitive performance was operationalized using the “spot the differences” task. Our results found that adolescents who played a violent video game were more aggressive and reported lower levels of impulse inhibition (i.e., ate more candies). However, inducing beliefs in self-control capabilities by reading a brief article stating that the human’s brain is a powerful tool for exercising self-control eliminated these harmful effects. The interaction was nonsignificant for cognitive performance. Overall, our study offers initial evidence that a brief intervention might help limit the harmful consequences of exposure to violent video games on adolescents.

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We reanalyze the recent multilab preregistered study on ego-depletion by Hagger and Chatzisarantis (2016 Hagger, M. S., & Chatzisarantis, N. L. D. (2016). A multilab preregistered replication of the ego-depletion effect. Perspectives on Psychological Science, 11, 546–573. doi:10.1177/1745691616652873[CrossRef], [Web of Science ®]) as if their data were obtained under the research program-strategy (Witte & Zenker, 2016a Witte, E. H., & Zenker, F. (2016a). Beyond schools—Reply to Marsman, Ly, and Wagenmakers. Basic and Applied Social Psychology, 38, 313–317. doi:10.1080/01973533.2016.1227710[Taylor & Francis Online], [Web of Science ®], 2016b Witte, E. H., & Zenker, F. (2016b). Reconstructing recent work on macro-social stress as a research program. Basic and Applied Social Psychology, 38, 301–307. doi:10.1080/01973533.2016.1207077[Taylor & Francis Online], [Web of Science ®]). This strengthens Hagger and Chatzisarantis’s (2016 Hagger, M. S., & Chatzisarantis, N. L. D. (2016). A multilab preregistered replication of the ego-depletion effect. Perspectives on Psychological Science, 11, 546–573. doi:10.1177/1745691616652873[CrossRef], [Web of Science ®]) main conclusion, because our reanalysis more directly corroborates the absence of a medium-sized, or a small-sized, ego-depletion effect (d = .50 under α = β = .05; d = .20 under α = β = .01). We explain how a smaller ego-depletion effect of d = .04 can be tested under similar conditions, having determined this value by maximum likelihood estimation, and compare the research program-strategy to a standard meta-analytic integration.
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Statistics is essential to the process of scientific discovery. An inescapable tenet of statistics, however, is the notion of uncertainty which has reared its head within the arena of reproducibility of research. The Journal's recent initiative, Cores of Reproducibility in Physiology, is designed to improve the reproducibility of research: each article is designed to elucidate the principles and nuances of using some piece of scientific equipment or some experimental technique so that other researchers can obtain reproducible results. But other researchers can use some piece of equipment or some technique with expert skill and still fail to replicate an experimental result if they neglect to consider the fundamental concepts of statistics of hypothesis testing and estimation and their inescapable connection to the reproducibility of research. If we want to improve the reproducibility of our research, then we want to minimize the chance that we get a false positive and---at the same time---we want to minimize the chance that we get a false negative. In this review I outline strategies to accomplish each of these things. These strategies are related intimately to fundamental concepts of statistics and the inherent uncertainty embedded in them.
Book
This revised text provides updates that reflect new findings in the field of media violence research during childhood and adolescence. Throughout the book, special attention is paid to evaluating the role of developmental processes and to stressing the importance of methodology in understanding media violence research. Findings have been divided into two main areas: aggressive behavior and aggression-related constructs (e.g., emotions, cognitions, arousal) to help clarify media violence-related effects on youth.
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Psychological research on behavior has waned in recent decades. One underappreciated reason for this trend is that the field lacks a general-purpose framework targeted to the study of behavior. This chapter presents one such framework, a metatheory called the I3 Model (pronounced "I-cubed model"), which suggests that all behavior emerges from a combination of three orthogonal processes. Instigation encompasses the effects of exposure to a particular target object in a particular context that normatively affords a certain behavior. Impellance encompasses the effects of situational or stable factors that increase the likelihood that (or the intensity with which) the individual experiences a proclivity to enact the behavior when encountering that target object in that context. Inhibition encompasses the effects of situational or stable factors that increase the likelihood that (or the extent to which) people will override this proclivity, thereby reducing or eliminating the behavior's enactment. According to "Perfect Storm Theory," which is derived from the I3 Model, the highest likelihood or intensity of behavior emerges when instigation and impellance are strong and inhibition is weak. The generativity and integrative potential of the I3 Model and Perfect Storm Theory are illustrated with novel reviews of the literatures on aggression and eating behavior.
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In 2 experiments, 169 1st- and 3rd-graders selected because of their high exposure to TV violence, were randomly divided into an experimental and a control group. Over 2 yrs, the experimental Ss were exposed to 2 treatments designed to reduce the likelihood of their imitating the aggressive behaviors they observed on TV. The treatments involved teaching the Ss that (a) TV violence is an unrealistic portrayal of the real world, (b) aggressive behaviors are not as acceptable in the real world as they appear on TV, and (c) one should not behave like the aggressive characters seen on TV. The control group received comparable neutral treatments. By the end of the 2nd yr, the experimental Ss were rated as significantly less aggressive by their peers, and the relation between violence viewing and aggressiveness was diminished in the experimental group. (35 ref) (PsycINFO Database Record (c) 2006 APA, all rights reserved).
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Citizens complete a survey the day before a major election; a change in the survey items' grammatical structure increases turnout by 11 percentage points. People answer a single question; their romantic relationships improve over several weeks. At-risk students complete a 1-hour reading-and-writing exercise; their grades rise and their health improves for the next 3 years. Each statement may sound outlandishmore science fiction than science. Yet each represents the results of a recent study in psychological science (respectively, Bryan, Walton, Rogers, & Dweck, 2011; Marigold, Holmes, & Ross, 2007, 2010; Walton & Cohen, 2011). These studies have shown, more than one might have thought, that specific psychological processes contribute to major social problems. These processes act as levers in complex systems that give rise to social problems. Precise interventions that alter themwhat I call wise interventionscan produce significant benefits and do so over time. What are wise interventions? How do they work? And how can they help solve social problems?
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Objective: This study examined the sustained efficacy of a media violence intervention in reducing media violence use, normative acceptance of aggression, and aggressive behavior in adolescents. It used an experimental design to evaluate the effects of the intervention over a period of 30 months. Method: N = 627 German 7th and 8th graders were assigned to a 5-week school-based intervention to reduce media violence use or to a no-intervention control group. Media violence use, normative acceptance of aggression, and aggressive behavior were measured 3 months before the intervention (T1), 7 months post intervention (T2), and at 2 follow-ups 18 (T3) and 30 (T4) months after the intervention. This article focuses on the findings from the 2 follow-ups. Results: Controlling for baseline levels and various demographic covariates, media violence use at T2, T3, and T4 and self-reported physical aggression at T3 were significantly lower in the intervention group, and the indirect path from the intervention to T3 aggression via T2 media violence use was significant. Lower T2 media violence use predicted lower T3 normative acceptance of aggression among participants with lower initial aggression. No effects on nonviolent media use and relational aggression were observed. Conclusion: The findings show that a short class-based intervention can produce lasting changes in media violence use that are linked to a decrease in aggression.
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Many experiments have shown that one’s ability to refrain from acting on aggressive impulses is likely to decrease following a prior act of self-control. This temporary state of self-control failure is known as ego-depletion. Although mindfulness is increasingly used to treat and manage aggressive behaviour, the extent to which mindfulness may counteract the depletion effect on aggression is yet to be determined. This study (N = 110) investigated the effect of a laboratory induced one-time mindfulness meditation session on aggression following depletion. Aggression was assessed by the intensity of aversive noise blast participants delivered to an opponent on a computerised task. Depleted participants who received mindfulness induction behaved less aggressively than depleted participants with no mindfulness induction. Mindfulness also improved performance on a second measure of self-control (i.e., handgrip perseverance); however, this effect was independent of depletion condition. Motivational factors may help explain the dynamics of mindfulness, self-control, and aggression.
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We suggest that psychologists can play a larger role in the solution of important social problems. Psychology brings two important qualities to the study of social problems: attention to psychological process and rigorous methodology. Our key task is to define social problems in part as psychological problems, and to conduct rigorous research that tests novel psychological solutions. Examples of research that has taken this path-research on race differences in academic performance, on the training of executive function and intelligence, and on the provision of socially constructive default decisions-are provided. We argue that addressing social problems can enrich our science by connecting psychologists to interdisciplinary teams and by providing contexts in which to demonstrate, in striking ways, the value of a psychological approach. © 2009 Association for Psychological Science.
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Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.
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G*Power (Erdfelder, Faul, & Buchner, 1996) was designed as a general stand-alone power analysis program for statistical tests commonly used in social and behavioral research. G*Power 3 is a major extension of, and improvement over, the previous versions. It runs on widely used computer platforms (i.e., Windows XP, Windows Vista, and Mac OS X 10.4) and covers many different statistical tests of the t, F, and chi2 test families. In addition, it includes power analyses for z tests and some exact tests. G*Power 3 provides improved effect size calculators and graphic options, supports both distribution-based and design-based input modes, and offers all types of power analyses in which users might be interested. Like its predecessors, G*Power 3 is free.
Article
To address the longitudinal associations between adolescents' use of media violence and aggression, 1,715 high school students in Germany participated in 3 measurements over a 2-year period. Self-reported physical aggression and teacher-rated overall aggression were the outcome variables. A destructive testing approach showed that media violence predicted both self-reported physical aggression and teacher-rated aggression over 24 months, controlling for initial aggression as well as several sociodemographic and psychological covariates. Nonviolent media use was unrelated to self-reported or teacher-rated aggression. Latent growth mixture modeling identified 3 trajectories of use - stable low, stable high, and desistance - and parallel trajectories of self-reported physical aggression were found. Participants in the stable high group scored higher on aggressive behavior at the first wave than did stable low users. Desisters differed significantly from stable high users by showing a decrease in aggressive behavior over time. The findings are discussed in terms of the unique role of media violence use as a risk factor for adolescent aggression.
Context The relationship between exposure to aggression in the media and children's aggressive behavior is well documented. However, few potential solutions have been evaluated.Objective To assess the effects of reducing television, videotape, and video game use on aggressive behavior and perceptions of a mean and scary world.Design Randomized, controlled, school-based trial.Setting Two sociodemographically and scholastically matched public elementary schools in San Jose, Calif.Participants Third- and fourth-grade students (mean age, 8.9 years) and their parents or guardians.Intervention Children in one elementary school received an 18-lesson, 6-month classroom curriculum to reduce television, videotape, and video game use.Main Outcome Measures In September (preintervention) and April (postintervention) of a single school year, children rated their peers' aggressive behavior and reported their perceptions of the world as a mean and scary place. A 60% random sample of children were observed for physical and verbal aggression on the playground. Parents were interviewed by telephone and reported aggressive and delinquent behaviors on the child behavior checklist. The primary outcome measure was peer ratings of aggressive behavior.Results Compared with controls, children in the intervention group had statistically significant decreases in peer ratings of aggression (adjusted mean difference, −2.4%; 95% confidence interval [CI], −4.6 to −0.2; P = .03) and observed verbal aggression (adjusted mean difference, −0.10 act per minute per child; 95% CI, −0.18 to −0.03; P = .01). Differences in observed physical aggression, parent reports of aggressive behavior, and perceptions of a mean and scary world were not statistically significant but favored the intervention group.Conclusions An intervention to reduce television, videotape, and video game use decreases aggressive behavior in elementary schoolchildren. These findings support the causal influences of these media on aggression and the potential benefits of reducing children's media use.
Article
The association between media literacy and media ethics is discussed in this essay, and data gathered from a media literacy study with 93 public school 6th-grade students are presented. The study details the introduction and evaluation of a media literacy program that was intended to encourage learning and critical thinking about media violence, using a selection of "high-risk" portrayal factors as a foundation. Statistical comparisons between preprogram and postprogram responses and between those participating and those in a control group show some increases in the comprehension of key concepts used in the study of media violence and critical thinking about the topic. Open-ended responses also demonstrate enhanced sophistication in analyzing media violence after participating in the program.
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An experiment with 351 second through sixth graders was conducted to determine the effectiveness of an active mediation strategy: encouraging children to focus on the feelings of the victim of violence in a cartoon. Although boys who watched the cartoon without the mediation were more aggression-prone after viewing than a control group, boys who received the mediation did not show an increase in aggressive tendencies. Neither the cartoon nor the mediation affected girls' aggression-proneness.
Article
We propose and demonstrate that although depletion of self-regulatory strength is common, it is not inevitable. Four experiments show that under certain conditions, consumers can amplify their self-regulatory strength and, as a result, increase their ability to control their behavior. Experiments 1-3 examine the depleting effects of cost and pleasure information by exposing dieters and nondieters to either cost or pleasure information about chocolate. The results of experiments 1-3 show that when dieters have the ability to monitor the costs of consumption, they are motivated to mobilize additional strength and increase their ability to self-regulate. In experiment 4 we show the practical implications of our work and show that dieters are better able to control their eating because they choose to focus more on the cost (versus pleasure) of consumption.
Article
This study advances research on media literacy by comparing the effectiveness of two versions of a media literacy intervention over time. Participants (156 children in 4th or 5th grade) were randomly assigned to one of two treatment groups or a control group. Both treatment groups were exposed to an instructional intervention designed to reduce the negative effects of media violence. One of the groups was given an additional cognitive activity immediately following the instructional intervention. Participants in all 3 groups had their aggressive tendencies measured at 4 points in time. Results indicate that when the children participated in a cognitive activity after receiving the media literacy intervention, they experienced an immediate reduction in willingness to use aggression after exposure to violent media. However, the same media literacy intervention without the cognitive activity led to an increase in willingness to use aggression. Our longitudinal results indicate that children receiving an intervention without a cognitive activity might also remain more willing to use aggression over time.
Article
An experiment with 5–7- and 10–12-year-old children compared 2 approaches to mediating children's violent television viewing. Factual mediation provided children with facts about a violent program's production techniques. Evaluative mediation provided negative evaluations of the program's characters. The findings revealed that evaluative mediation was the most effective strategy for promoting positive outcomes, particularly for younger children. Factual mediation had either no effect or increased some children's vulnerability to media violence. The implications of these findings for developing mediation strategies and media literacy programs are discussed.