Stephanie M. Rueda’s research while affiliated with Texas A&M International University and other places

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Publications (7)


Violence and Sex as Advertising Strategies in Television Commercials
  • Article
  • Publisher preview available

February 2010

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1,045 Reads

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28 Citations

European Psychologist

Christopher J. Ferguson

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Amanda M. Cruz

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[...]

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Diana E. Ferguson

Despite several studies investigating the impact of sex and violence in television on consumer behavior and memory for products in commercials, results remain inconsistent and debated. The purpose of the current study was to examine the effects of television violence and sex on memory for commercials and willingness to buy products. Two hundred twelve young adults were assigned to watch either a sexual, violent, combined sexual and violent or neutral television show. Within each show were embedded 12 commercials, four violent, four sexual, and four neutral. Results indicated that violent or sexual content of the television show did not impair memory for commercials or willingness to buy products, and that sexual or violent content in the commercials themselves increased memory for those commercials. Implications for the current study are that violent or sexual shows may adequately function in attracting viewers’ attention, with sexual and violent content in the commercials themselves improving viewers memory for products. Use of violent or sexual content in commercials may thus be useful in advertising for brand recall. (PsycINFO Database Record (c) 2012 APA, all rights reserved)

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The Hitman Study

February 2010

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3,432 Reads

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127 Citations

European Psychologist

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a "bad guy." Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


Examining the validity of the modified Taylor Competitive Reaction Time Test of aggression

June 2009

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2,522 Reads

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99 Citations

Journal of Experimental Criminology

The use of behavioral tests of aggression has been a source of controversy for decades. Many critics of such measures note that validity studies for these measures are generally lacking. This manuscript describes two studies designed to test the validity of one of the most commonly used behavioral aggression measures, the modified Taylor competitive reaction time test (TCRTT). Participants in both studies were college undergraduates who were individually administered the TCRTT in a laboratory setting. In the first study (n = 103), results on a standardized version of the modified TCRTT were examined for their convergent validity with expected measures of trait aggression and violent acts, including violent criminal behaviors and domestic violence. The second study (n = 101) examined the validity of the modified TCRTT against neuropsychological outcomes that are predictive of impulsive violence. Both studies raised serious validity problems for the modified TCRTT. It is recommended that this measure not be adopted clinically as a behavioral measure of aggression and that other similar measures be more rigorously tested. Its use in research should be undertaken under advisement that results should not be generalized to serious acts of aggression or violence.


Personality, Parental, and Media Influences on Aggressive Personality and Violent Crime in Young Adults

November 2008

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200 Reads

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34 Citations

Debate remains regarding the interaction between predictor variables for aggression, including family environment, media violence, and personality. The current study examined the contributions of gender and personality, exposure to physical abuse and violence in the family, and exposure to media violence in both television and in video games on violent criminal activity. Data from young adults (n = 355) indicated that personality characteristics and direct physical abuse significantly predicted violent crime. Exposure to television and video game violence were not significant predictors of violent crime. These results elucidate the complex interplay between multiple factors related to the etiology of violent crime. These results also call into question the belief that media violence is involved in the etiology of violent crime.


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

March 2008

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11,796 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.


Gender, Video Game Playing Habits and Visual Memory Tasks

February 2007

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1,909 Reads

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63 Citations

The current research examined whether visuospatial recall of both abstract and common objects was related to gender or object familiarity. Seventy two undergraduates from a university in the Southern U.S. were asked to draw the Rey Complex Figure and a series of common objects from memory. A pilot sample of seventy three undergraduates had previously identified common objects as “male” “female” and “neutral” exemplars. Males were significantly better at drawing “male” and “neutral” exemplars whereas females were better at drawing “female” exemplars. Neither gender was significantly better at the Rey task. These results question whether males have an inherent advantage in visual memory. Results also found that experience with playing violent video games was associated with higher visual memory recall.


Citations (7)


... 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

... One of these behaviours is game addiction behaviour, and study on this type of addiction is a relatively new area of psychological study. The origins of game addictive behaviours lie in the discovery of the link between media tools and changes in user modes (Carpentier et al., 2008) and the manipulation of user tendencies (Ferguson & Rueda, 2010). ...

The Hitman Study
  • Citing Article
  • February 2010

European Psychologist

... Cross-sectional differences in aggression between users of violent media and video games might thus reflect influences from other factors that typically co-occur with video game play. As extensively discussed by Ferguson and colleagues, family environment, mental health problems or personality factors (Ferguson et al., 2008;Ferguson, San Miguel, Garza, & Jerabeck, 2012;Lobel et al., 2017) may influence participants' willingness to play violent games or their willingness to respond to provocation. The present study cannot speak to this issue. ...

Running head: INFLUENCES ON VIOLENT CRIME IN YOUNG ADULTS Personality, Parental and Media Influences on Violent Crime in Young Adults
  • Citing Article

... Although society believes that exposure to media violence 1 causes an individual to become violent, research has cast doubt on this belief, stating that violent media does not directly influence violent behavior at a highly correlated statistically significant level [2,4,21,22,65,85]. In relation to media aggression 2 and domestic [73]. ...

Personality, Parental, and Media Influences on Aggressive Personality and Violent Crime in Young Adults
  • Citing Article
  • November 2008

... But still, this is debatable because according to past studies done by researchers, there can be both pros and cons when using sex appeal in advertising. There are some studies that show advertisements with sex appeal can increase brand recall (Ferguson et al., 2010;Furnham & Hiranandani 2009) while there are other studies that mentioned it can negatively affect the recall of the brand or the advertisement (Wirtz et al., 2018;Parker and Furnham 2007). Based on these findings it clearly shows that there can be mixed results when using women in advertising combined with sex appeal. ...

Violence and Sex as Advertising Strategies in Television Commercials

European Psychologist

... Activities conducted on a particular platform, such as playing games, surfing the internet, listening to music, watching movies, and reading news, are superior to individuals' receptive behaviors, including listening and reading (Sundqvist, 2009). MMORPGs have positive effects on players' listening, reading, speaking, and writing skills depending on the players' gaming experiences, gender, goals, and second language proficiency (Yudintseva, 2015), and MMORPGs can also be integrated to enhance language instruction (Ferguson et al., 2008) The technology, when it is used effectively, can be a medium to enable students to enhance their innovative skills related to recent or futuristic information (Saxena & Yadav, 2013). The Genshin Impact game can be used to enhance the players' 21stcentury skills, such as critical thinking, creativity, and collaboration. ...

Gender, Video Game Playing Habits and Visual Memory Tasks
  • Citing Article
  • February 2007

... 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. ...

Examining the validity of the modified Taylor Competitive Reaction Time Test of aggression
  • Citing Article
  • June 2009

Journal of Experimental Criminology