Aggression, Emotion, Methods, Cumulative Science, Partially Overlapping Density Plots, Pizza, Nontrailblazing Discoveries
Also, some great work by Seetahul and Greitemeyer suggests that participants are more likely to react when they think studies will counteract their interests (journals.sagepub.com/doi/full/10....)
Also, some great work by Seetahul and Greitemeyer suggests that participants are more likely to react when they think studies will counteract their interests (journals.sagepub.com/doi/full/10....)
Then after reading “VVGs increase aggression”, they started believing in a negative effect, i.e., that “VVGs decrease aggression”.
Then after reading “VVGs increase aggression”, they started believing in a negative effect, i.e., that “VVGs decrease aggression”.
(middle of the x-axis)
(middle of the x-axis)
Those who read that “VVGs increase aggression”, believed in a stronger effect.
Those who read that “VVGs have no effect”, believed in a null effect.
(still all the way to the left of the x-axis)
Those who read that “VVGs increase aggression”, believed in a stronger effect.
Those who read that “VVGs have no effect”, believed in a null effect.
(still all the way to the left of the x-axis)
Before reading, non-gamers and non-habitual VVG players believed in a small positive effect of VVGs on aggressiveness.
(all the way to the left of the x-axis)
Before reading, non-gamers and non-habitual VVG players believed in a small positive effect of VVGs on aggressiveness.
(all the way to the left of the x-axis)
The slope is the belief.
Each participant gets a slope.
Positive slopes = belief that VVGs increase aggression.
Flat slopes = belief that VVGs have no effect on aggression.
Negative slopes = belief that VVGs decrease aggression.
The slope is the belief.
Each participant gets a slope.
Positive slopes = belief that VVGs increase aggression.
Flat slopes = belief that VVGs have no effect on aggression.
Negative slopes = belief that VVGs decrease aggression.
we used 6 vignette scenarios that involve “a typical video game player” (with randomized levels of pre-play aggressiveness, duration of play, violence level during gaming sessions).
Participants had to estimate the post-play aggressiveness.
we used 6 vignette scenarios that involve “a typical video game player” (with randomized levels of pre-play aggressiveness, duration of play, violence level during gaming sessions).
Participants had to estimate the post-play aggressiveness.
In Study 2, we used standardized fictional abstracts (same fictional authors, same methods, varying conclusions), and we also used a press-style lay article without technical jargon.
In Study 2, we used standardized fictional abstracts (same fictional authors, same methods, varying conclusions), and we also used a press-style lay article without technical jargon.