![]() ; Wagener, Gary Lee ![]() Scientific Conference (2023) Media psychology is an emerging discipline that addresses a wide range of research topics on the use and impact of media in today's mediatised world. For the first time, the biennial conference of the ... [more ▼] Media psychology is an emerging discipline that addresses a wide range of research topics on the use and impact of media in today's mediatised world. For the first time, the biennial conference of the Media Psychology section of the German Psychological Society (DGPs) will take place on the Belval Campus of the University of Luxembourg. From 6 to 8 September 2023, and under the conference theme `Inclusion and Diversity in Media Psychology', international researchers will present posters, research reports, position papers as well as studies for the first-ever Journal of Media Psychology panel at Media Psychology 2023. Two keynote lectures by distinguished researchers are highlights of the three-day conference, which is preceded by two workshops aimed specifically at media researchers at the beginning of their academic careers. [less ▲] Detailed reference viewed: 49 (0 UL)![]() Wagener, Gary Lee ![]() ![]() in Entertainment Computing – ICEC 2022 (2022, November) In contrast to findings that violent video game (VVG) exposure has a desensitizing effect on empathy and physiological reactivity to scenes of violence [1], no desensitization was found for player ... [more ▼] In contrast to findings that violent video game (VVG) exposure has a desensitizing effect on empathy and physiological reactivity to scenes of violence [1], no desensitization was found for player responses to pain stimuli in three lab experiments. Compared to a non-violent game, VVG exposure neither affected physiological responses, nor participants’ self-reports of perceived pain caused by thermal stress. In addition, the level of game immersion did not affect pain perception, pain tolerance, or aggressive behavior (study 3). In contrast, violent game preference was associated with lower reports of perceived proximal pain, distal pain, and greater antisocial behavior. However, all studies confirmed the detrimental effect of VVG on emotion: participants reported lower positive and greater negative affect after playing the violent compared to the nonviolent game. In sum, the present findings speak against a generalized desensitization effect of VVG on the player. Rather, our findings further support the notion of pain and pain-related responses as complex and multidimensional, modulated by individual, physiological, and contextual factors. [less ▲] Detailed reference viewed: 29 (1 UL)![]() ![]() Wagener, Gary Lee ![]() ![]() Scientific Conference (2022, July) Although playing violent video games may lead to detrimental effects on cognition, emotion and behavior, the role of hormones and its interplay with personality characteristics is not well understood. An ... [more ▼] Although playing violent video games may lead to detrimental effects on cognition, emotion and behavior, the role of hormones and its interplay with personality characteristics is not well understood. An experimental study tested how playing a violent versus non-violent video game affects cortisol and testosterone levels, whether these hormonal changes increase implicit aggressive cognition, and whether Dark Tetrad personality traits moderate these effects. In an experimental design, 54 male participants played either a violent or a non-violent video game. Participants provided salivary samples at the beginning of the experiment (T1), right after 25 minutes of gameplay (T2), and 20 minutes after that (T3). There were no significant effects on implicit aggressive cognition. However, participants in the violent game condition had a significant decrease in cortisol levels (T1 to T2) and a significant negative trend in cortisol levels from T1 to T3. Participants with higher Machiavellianism scores in the violent condition had a stronger decrease in cortisol (T1 to T2). In contrast, participants with higher Machiavellianism scores in the non-violent condition had a higher increase in cortisol (T1 to T2). The present findings illustrate the complex interplay between personality, hormones, and game content, thus specifying current notions on violent game effects. [less ▲] Detailed reference viewed: 47 (0 UL)![]() Holl, Elisabeth ![]() ![]() ![]() Scientific Conference (2021, May) With the growing interest in gaming, the motivation why people play has become a focus of research. Scales assessing gaming motivation are mostly based on either motivation theories or on self-constructed ... [more ▼] With the growing interest in gaming, the motivation why people play has become a focus of research. Scales assessing gaming motivation are mostly based on either motivation theories or on self-constructed items adapted to specific genres. Despite the amount of existing scales, measures often lack validation or leave out important and novel motives. Therefore, the Motivation to Play Scale (MOPS), a work-in-progress project, aims at identifying a holistic instrument validated by systematically collecting and evaluating already existing items. A first evaluation survey (N = 555) resulted in preliminary version of the MOPS measuring 14 gaming motives (e.g., competition, escapism) using 59 items (α = .94). [less ▲] Detailed reference viewed: 159 (2 UL) |
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