Shawn M. Smith’s research while affiliated with University of Wisconsin–Whitewater and other places

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Publications (4)


Aggression in the Laboratory: Problems with the Validity of the Modified Taylor Competitive Reaction Time Test as a Measure of Aggression in Media Violence Studies
  • Article

August 2008

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843 Reads

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63 Citations

Christopher J. Ferguson

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Shawn Smith

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Heather Miller-Stratton

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[...]

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Emily Heinrich

Many laboratory studies of aggression use a measure known as the modified Taylor Competitive Reaction Time Test (TCRTT), for which validation studies are lacking. Using sound blasts administered by the participant against a fictional human opponent, the TCRTT also allows for multiple methods of measuring aggression. The validity of the TCRTT was tested in 53 college student participants. Participants took a self-report measure of aggressiveness as well as neuropsychological measures of frontal lobe functioning predictive of aggression. Results were not supportive of the TCRTT's validity and indicated concerns regarding the use of the TCRTT as a measure of aggression. Results suggest that labaratory studies of media violence using the TCRTT are of questionable validity.


Violent Video Games and Aggression Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?

March 2008

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11,791 Reads

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338 Citations

Criminal Justice and Behavior

Two studies examined the relationship between exposure to violent video games and aggression or violence in the laboratory and in real life. Study 1 participants were either randomized or allowed to choose to play a violent or nonviolent game. Although males were more aggressive than females, neither randomized exposure to violent-video-game conditions nor previous real-life exposure to violent video games caused any differences in aggression. Study 2 examined correlations between trait aggression, violent criminal acts, and exposure to both violent games and family violence. Results indicated that trait aggression, family violence, and male gender were predictive of violent crime, but exposure to violent games was not. Structural equation modeling suggested that family violence and innate aggression as predictors of violent crime were a better fit to the data than was exposure to video game violence. These results question the common belief that violent-video-game exposure causes violent acts.


Judgments of culpability in a filicide scenario

February 2008

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154 Reads

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4 Citations

International Journal of Law and Psychiatry

Previous research has indicated that potential jurors are likely to use personal biases, such as those based on gender and ethnicity, in their judgments of culpability of criminal defendants in addition to, or instead of, the facts of the crime. The present paper seeks to extend this literature to the crime of filicide; to examine whether male defendants are judged more harshly than female defendants, as is the case for domestic violence and sexual abuse. 214 participants were provided with a scenario of filicide in which the gender of the perpetrator, the gender of the child, and the family's social class were randomly assigned. Participants were asked to rate the culpability of the defendant in the case. Results indicated that, unlike for other violent crimes, participants did not use gender or social class biases in their judgments of criminal culpability.


Clicker increases resistance to extinction but does not decrease training time of a simple operant task in domestic dogs (Canis familiaris)

May 2007

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380 Reads

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49 Citations

Applied Animal Behaviour Science

Despite its popularity among pet owners and professional trainers, we are not aware of any studies that have investigated the efficacy of clicker training in canines. To this end, we taught 35 basenjis to nose-touch an orange traffic cone. Upon meeting pre-determined criteria, dogs progressed through: (1) training trials, wherein correct responses were followed immediately with a click plus food (clicker group) or food alone (control group); (2) strengthening trials, wherein dogs received the same reinforcement protocol as in training trials, except nose-touching behaviour was variably reinforced; and (3) extinction trials, wherein food was withheld from both groups, but dogs in the clicker group received a click alone for nose-touches. We found that the clicker and control groups did not differ with regard to the number of trials or the time required to meet training or strengthening criteria (P > 0.05 for all). However, the clicker group required significantly more trials (log 10 transformed means AE S.E. = 1.6 AE 0.03 trials versus 1.4 AE 0.03 trials, P < 0.001) and more time (log 10 transformed means AE S.E. = 2.85 AE 0.03 s versus 2.73 AE 0.03 s, P = 0.008) to reach extinction criterion. Additionally, younger dogs required fewer training (h 2 p ¼ 0:304, P = 0.001) and strengthening (h 2 p ¼ 0:140, P = 0.029) trials and less training (h 2 p ¼ 0:221, P = 0.005) and strengthening (h 2 p ¼ 0:180, P = 0.013) time to meet criteria than did older dogs. However, no age effect was found on extinction for either the number or duration of trials (P > 0.05 for both), implying that persistence in previously reinforced behaviour did not influence the age sensitivity found in task acquisition. Overall, these results suggest that, whereas the clicker may prolong behaviour without primary reinforcement, it does not reduce the training time of a simple operant task in dogs when primary reinforcement is briefly delayed. We speculate that the clicker may be most useful in maintaining established behaviours when primary reinforcement is unavailable or when its delivery is impractical.

Citations (4)


... A meta-analysis of 101 studies on the effects of video games on children and adolescents found that video games had very small effects on increased aggressive behavior, reduced academic performance, and depressive symptoms (Ferguson, 2015b). The experimental study by Ferguson et al. (2008) showed that regardless of whether participants were exposed to violent video games or non-violent video games, the difference in aggressive behavior was not significant, but aggressive traits, exposure to domestic violence, and gender were closely related to aggressive behavior. Two other longitudinal studies also found that exposure to video game violence was not associated with any negative outcomes of aggression (Ferguson et al., 2012;Kühn et al., 2019). ...

Reference:

Longitudinal reciprocal relationship between media violence exposure and aggression among junior high school students in China: a cross-lagged analysis
Violent Video Games and Aggression Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?
  • Citing Article
  • March 2008

Criminal Justice and Behavior

... The violent gaming literature has traditionally focused on aggression as an outcome despite concerns that lab-based and selfreport measures of aggression may have limited generalizability to real-world behaviours ( lab measures of aggression have failed to correlate with rates of violent crime and some tests of frontal lobe function implicated in aggressive behaviour (e.g. Ferguson et al., 2008b;Ferguson and Rueda, 2009). Others suggest that lab measures of aggression may reflect compliance to perceived experimenter demands rather than actual aggressive tendencies (e.g. ...

Aggression in the Laboratory: Problems with the Validity of the Modified Taylor Competitive Reaction Time Test as a Measure of Aggression in Media Violence Studies
  • Citing Article
  • August 2008

... For example, the owner of an Australian Shepherd is more likely to expose this dog to sport and herding-related activities compared to other breeds. Hence, the alignment between breeds' purposeful breeding for certain tasks and their environmental experiences can profoundly impact dogs' learning and behavioural performances, with this influence even extending beyond dogs' everyday behaviour and potentially affecting their behaviour within experimental settings as well 26,53 . ...

Clicker increases resistance to extinction but does not decrease training time of a simple operant task in domestic dogs (Canis familiaris)
  • Citing Article
  • May 2007

Applied Animal Behaviour Science

... A perceived lack of compliance with traditional expectations of motherhood correlated with prosecutorial assertions of poor mental health, and the sentencing outcomes reflected this. In another US study, which provided 214 college students (as potential jurors) with filicide scenarios, Ferguson et al. (2008) reported that claims of mental illness in male and female filicide offenders were believed to a similar extent, and female filicide offenders were found to be as culpable as male offenders. The lack of positive bias towards women committing violence against children, the authors suggest, reflected participant perceptions of deviance -specifically where expectations of motherhood have not been met. ...

Judgments of culpability in a filicide scenario
  • Citing Article
  • February 2008

International Journal of Law and Psychiatry