• Publications
  • Influence
Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.
The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.
The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies
Similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.
Arabs as Terrorists: Effects of Stereotypes Within Violent Contexts on Attitudes, Perceptions, and Affect
Objective: Test the effects of stereotypic video game portrayals with and without violence on attitudes toward the stereotyped group. Method: Two experiments tested the effects of stereotypic video
Exposure to Muslims in Media and Support for Public Policies Harming Muslims
The importance of media in exacerbating aggressive attitudes and public policies in the context of intergroup relations is discussed, and the effect of perceptions of Muslims as aggressive on support for public policies harming Muslims domestically and internationally is discussed.
Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors.
This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure, which increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects.
Media as agents of socialization
Unlike Chip Douglas from the movie “Cable Guy,” most children are not raised exclusively by television, without support from parents, teachers and other caregivers. Nonetheless, media play an
Effects of prosocial, neutral, and violent video games on college students' affect.
The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect, and the moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping.
Assessing Helping and Hurting Behaviors Through the Tangram Help/Hurt Task
A new measure of helpful and hurtful behaviors, the Tangram Help/Hurt Task, is validated and motivation items in all studies indicate that tangram choices are indeed associated with the intent of helping and hurting.
Muslim Americans’ Responses to Social Identity Threats: Effects of Media Representations and Experiences of Discrimination
ABSTRACT Direct and indirect social identity threats can influence stigmatized individuals to seek identity management strategies that restore a positive sense of social identity. The current study