![]() ![]() Melzer, André ![]() Poster (2017, September 07) Three studies tested findings reported by Yang, Huesmann, and Bushman (2014) that playing a male avatar in a violent video game leads to greater aggression than playing a female avatar in the same game ... [more ▼] Three studies tested findings reported by Yang, Huesmann, and Bushman (2014) that playing a male avatar in a violent video game leads to greater aggression than playing a female avatar in the same game. The male avatar effect was confirmed in Study 1 (N=79) for post-game aggression: compared to playing a female character, participants who had played the male fighter in a violent mixed martials arts game chose more Hot Sauce for another participant who allegedly disliked spicy food. In contrast to Yang et al. (2014), however, the male avatar effect was qualified by participant sex, indicating that the effect was more strongly pronounced and only significant for female participants. A similar interaction effect was observed in Study 2 (N=76) and Study 3 (N=70) for in-game aggression: only female participants playing a male avatar showed a greater hit ratio in a mixed martials arts game (Study 2) or a greater number of attacks in a brawler game (Study 3) than their colleagues who played a female avatar. At this stage, the reason for this cross-gender effect is unclear. Given that games allow for behavior (i.e., aggression) independent of socially shared gender norms, we may speculate that for women, male avatars may provide the opportunity to “step out” of prevailing social norms regarding non-aggressive female behavior and adopt the role of the (hyper-)aggressive male. However, this hypothesis needs to be tested in future studies. All three studies additionally tested the mediating effect of male gender stereotype activation that was hypothesized by Yang et al. (2014). In addition to priming violent behavior, and in line with the General Aggression Model, the authors had speculated that playing the male avatar automatically activated male gender stereotypes (i.e., aggressive thoughts and behavior) which then caused aggressive behavior. In order to address this activation hypothesis, we designed an indirect cognitive measure of gender role identity using the Positive-Negative Sex-Role Inventory (PN-SRI: Berger & Krahé, 2013). After participants played the violent game, positive and negative aspects of masculinity and femininity were presented as word fragments in a five-minute response window in Study 1 and 2. Fragment completion rates served as indicators of cognitive activation of male stereotypes. In Study 3, participants used the intact PN-SRI gender attributes to rate the avatar after playing the game. However, both direct and indirect measures failed to corroborate the stereotype activation hypothesis in the present studies: word fragments related to male stereotypes were not completed more often than fragments related to female stereotypes (Study 1 and 2). Also, neither in-game aggression nor success in the game was associated with how masculine participants perceived their fighter (Study 3). At the present stage, thus, the mechanisms underlying the gender effect that participants respond differently when playing a male or female avatar in a violent video game remain unclear. [less ▲] Detailed reference viewed: 574 (3 UL)![]() ![]() Melzer, André ![]() Scientific Conference (2017, September 05) Gender stereotypes in advertisements, magazines, or videogames often appear in the form of sexualized portrayals of women characterized by inappropriately foregrounding female sexuality. Women are shown ... [more ▼] Gender stereotypes in advertisements, magazines, or videogames often appear in the form of sexualized portrayals of women characterized by inappropriately foregrounding female sexuality. Women are shown with highly revealing clothing and engaging in seductive acts. Sexualization may serve as a motivator to adopt congruent gender-related stereotypes in the viewers and, thus, influence beliefs about women in the real world, including negative effects on self-efficacy of women (Behm-Morawitz & Mastro, 2009). In two studies, sexualization had similar adverse effects on participants’ spontaneous judgments of occupational stereotypes and job classification. In a field study (Study 1, N=128), sexualized female game characters were spontaneously associated with jobs of lower prestige (e.g., hairdresser). In contrast, non-sexualized portrayals were linked to jobs of higher status (i.e., physician, educator). This detrimental effect of sexualized portrayal on occupational status was replicated for depictions of male and female fashion models in an online survey (Study 2, N=459). Moreover, this effect was partially mediated by ratings of lower perceived competence for sexualized portrayals of both men and women. The findings of the present studies extend the multifaceted negative effects of sexualization on stereotyping by showing that the resulting spontaneous competence judgments may have detrimental job-related consequences. [less ▲] Detailed reference viewed: 76 (4 UL)![]() Fernandez de Henestrosa, Martha ![]() ![]() Scientific Conference (2017, May) Previous research has tested the effects of video games on players’ Rape Myth Acceptance (RMA) with regard to either sexual or violent contents. The current study aimed at investigating the combined ... [more ▼] Previous research has tested the effects of video games on players’ Rape Myth Acceptance (RMA) with regard to either sexual or violent contents. The current study aimed at investigating the combined effects of sexual and violent material in video games on players’ RMA. Participants (N = 82) played either a sexualized female game character or a non-sexualized female game character in a violent video game. Participants’ pre-gaming RMA, gender role attitudes and gaming habits were found to predict RMA after the gaming episode, but sexualized game violence did not. Furthermore, no gender differences were found with regard to RMA. The present findings corroborate the important role of pre-existing gender attitudes for the concept of RMA. In addition, future research should also focus on long-term exposure to video games and players’ gaming habits when examining the effects of sexualized violence in video games on RMA. [less ▲] Detailed reference viewed: 814 (21 UL)![]() Melzer, André ![]() Scientific Conference (2017, January 27) Detailed reference viewed: 64 (4 UL)![]() ![]() Melzer, André ![]() Scientific Conference (2016, June) There are numerous studies on the stereotyped nature of video game characters, but knowledge is sparse on the nature of their appeal to players. Based on prior work in mass media research, this study ... [more ▼] There are numerous studies on the stereotyped nature of video game characters, but knowledge is sparse on the nature of their appeal to players. Based on prior work in mass media research, this study examined the inclination to play characters of both genders in a third person action game. The results of an online survey with 245 respondents strongly suggested that the actual gender of the game character per se might not necessarily be indicative of its appeal to players, but rather players’ perceptions of the character’s gendered attributes, that is, how masculine or feminine they perceive the respective character. Findings prompt further research on perceptual and cognitive determinants of characters’ appeal for potentially shedding light on the gender gap in video game usage. [less ▲] Detailed reference viewed: 242 (3 UL)![]() ![]() ; Melzer, André ![]() ![]() Scientific Conference (2016, June) Information security is a significant challenge for information and communication technologies (ICT). This includes withstanding attempts of social engineering aimed at manipulating people into divulging ... [more ▼] Information security is a significant challenge for information and communication technologies (ICT). This includes withstanding attempts of social engineering aimed at manipulating people into divulging confidential information. However, many users are lacking awareness of the risks involved with, for example, password security. In a field survey that tested reciprocal behavior in social interactions, 1,208 participants were asked to reveal their personal password. More than one third of the participants shared their password with an unknown interviewer. In line with the social norm of reciprocity, people were more willing to do so when they received a small incentive (i.e., a piece of chocolate) before they were asked to reveal personal information. Elicitation was even more successful when the incentive was given right before asking for the password. The results, including moderating factors (e.g., age, gender), are discussed in the light of security awareness of ICT users and the mechanisms of psychological persuasion. [less ▲] Detailed reference viewed: 260 (19 UL)![]() ; Melzer, André ![]() ![]() in Computers in Human Behavior (2016) Information security is a significant challenge for information and communication technologies (ICT). This includes withstanding attempts of social engineering aimed at manipulating people into divulging ... [more ▼] Information security is a significant challenge for information and communication technologies (ICT). This includes withstanding attempts of social engineering aimed at manipulating people into divulging confidential information. However, many users are lacking awareness of the risks involved. In a field survey that tested reciprocal behavior in social interactions, 1208 participants were asked to reveal their personal password. In line with the social norm of reciprocity, more than one third of the participants were willing to do so when they received a small incentive. Elicitation was even more successful when the incentive was given right before asking for the password. The results, including moderating factors (e.g., age, gender), are discussed in the light of security awareness of ICT users and the mechanisms of psychological persuasion. [less ▲] Detailed reference viewed: 6734 (55 UL)![]() ![]() Engelberg, Elisabeth ![]() ![]() Scientific Conference (2015, May 24) Detailed reference viewed: 93 (1 UL)![]() ![]() Melzer, André ![]() Scientific Conference (2015, May 23) Detailed reference viewed: 84 (8 UL)![]() Melzer, André ![]() Presentation (2015, February 02) Detailed reference viewed: 66 (1 UL)![]() Melzer, André ![]() Presentation (2015, February 01) Detailed reference viewed: 132 (4 UL)![]() Schaan, Violetta ![]() ![]() in Journal of Children and Media (2015), 9(1), 58-76 In a survey study, 158 dyads of German parents and their 9 to 12-year-old children reported on their television and video game (VG) consumption, parental mediation strategies, and family climate. Parents ... [more ▼] In a survey study, 158 dyads of German parents and their 9 to 12-year-old children reported on their television and video game (VG) consumption, parental mediation strategies, and family climate. Parents also reported their beliefs concerning media effects. We found that mediation strategies differ from acknowledged media usage conceptions in that parents play a more active role than previously assumed. Restrictive mediation comprises rules and restrictions, but also parents’ educative explanations that media do not reflect reality. Patronizing mediation includes shared media consumption, but also parents commenting on media contents. Pointing out and emphasizing socio-emotional features in the media (e.g., empathy) characterize active-emotional co-use (AEC). Regression analyses revealed that parental fear of negative media effects predicted both AEC and restrictive mediation. Children and parents’ congruent perceptions of family interactions predicted AEC and patronizing VG mediation. Overall, positive ratings of family interactions were associated with children using media less frequently. [less ▲] Detailed reference viewed: 279 (48 UL)![]() Melzer, André ![]() in Steffgen, Georges; Michaux, Gilles; Ferring, Dieter (Eds.) Psychologie in Luxemburg. Ein Handuch. (2014) Detailed reference viewed: 275 (3 UL)![]() ; Melzer, André ![]() Book published by Palgrave Pivot - Palgrave Studies in Cyberpsychology (2014) The high levels of violence in video games have often been linked to an apparent decrease in empathy and increase in selfishness in Western society, yet surprisingly little research has been conducted on ... [more ▼] The high levels of violence in video games have often been linked to an apparent decrease in empathy and increase in selfishness in Western society, yet surprisingly little research has been conducted on the role of empathy in the context of media. Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy. The chapters discuss factors such as character played and players' interpretation of the character, as well as the effects of inducing empathy before playing a video game upon emotion, cognition and behaviour. The book reveals new insights that will inform the ongoing debates about the effects of violent media content. [less ▲] Detailed reference viewed: 807 (101 UL)![]() Melzer, André ![]() ![]() Scientific Conference (2014, November) Detailed reference viewed: 91 (0 UL)![]() ![]() Schaan, Violetta ![]() ![]() Poster (2014, November) Detailed reference viewed: 105 (22 UL)![]() Engelberg, Elisabeth ![]() ![]() Poster (2014, July 17) Detailed reference viewed: 63 (1 UL)![]() Melzer, André ![]() ![]() Scientific Conference (2014, May) Detailed reference viewed: 74 (1 UL)![]() ; Melzer, André ![]() Scientific Conference (2014, February 08) Detailed reference viewed: 193 (0 UL)![]() Engelberg, Elisabeth ![]() ![]() Scientific Conference (2014) Detailed reference viewed: 114 (2 UL) |
||