![]() ![]() Krolak-Schwerdt, Sabine ![]() in S.R. Nasato (Ed.) Advances in social cognition research (2014) Detailed reference viewed: 55 (6 UL)![]() Glock, Sabine ![]() ![]() in Studies in Educational Evaluation (2013), 39 Detailed reference viewed: 177 (9 UL)![]() ; Glock, Sabine ![]() in Computers in Human Behavior (2013), 29 Problematic playing behaviour in terms of addiction is well known to be associated with specific traits (e.g., self-esteem) and weak social settings (e.g., negative relationships). What remains unclear is ... [more ▼] Problematic playing behaviour in terms of addiction is well known to be associated with specific traits (e.g., self-esteem) and weak social settings (e.g., negative relationships). What remains unclear is the impact of playing motives on addictive tendencies. We investigated how playing motives were related to problematic playing behaviour. Using ratings indicating explicit motives and response latencies indicating the activation of implicit motives, we investigated Yee’s (2006) three main playing motives: social interaction, achievement, and immersion. All three implicit motives were found to be highly activated among problematic players while only explicit immersion was judged as less important by non-problematic and excessive players. In addition, implicit immersion together with explicit immersion and playing hours were found to be strong predictors for problematic playing behaviour. We discuss motives, especially immersion, as possible risk factors for addictive tendencies when motives become internalised and therefore automatically activated by thoughts about digital games. [less ▲] Detailed reference viewed: 174 (7 UL)![]() ![]() ; ; Krolak-Schwerdt, Sabine ![]() Scientific Conference (2012, July) Detailed reference viewed: 41 (0 UL)![]() ; Glock, Sabine ![]() in Cyberpsychology, Behavior, and Social Networking (2012), 15 Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional instability. Thus, digital game players have to defend against these prejudices through ... [more ▼] Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional instability. Thus, digital game players have to defend against these prejudices through emphasizing positive game-related concepts such as achievement, social interaction, and immersion. We experimentally investigated which positive- and negative-concept players and nonplayers activate when being primed with digital games. Participants were either exposed to violent or nonviolent game content and were required to work on a lexical decision task. Results showed that response latencies for the concept aggression and emotional instability were faster than for neutral concepts (not associated with digital games), but slower than for the positive concepts sociality and competition. Both players and nonplayers felt the need to defend against prejudices and emphasized positive concepts. Neither their own gaming experience nor the game content influenced the results. Being a part of the net generation is sufficient to suppress negative game-related concepts and to support positive game-related concepts to protect digital games as common leisure activity among peers. [less ▲] Detailed reference viewed: 140 (3 UL)![]() ; ; Glock, Sabine ![]() in Cyberpsychology, Behavior, and Social Networking (2012), 15 Abstract Censorship of violent digital games, especially first-person shooter (FPS) games, is broadly discussed between generations. While older people are concerned about possible negative influences of ... [more ▼] Abstract Censorship of violent digital games, especially first-person shooter (FPS) games, is broadly discussed between generations. While older people are concerned about possible negative influences of these games, not only players but also nonplayers of the younger net-generation seem to deny any association with real aggressive behavior. Our study aimed at investigating defense mechanisms players and nonplayers use to defend FPS and peers with playing habits. By using a lexical decision task, we found that aggressive concepts are activated by priming the content of FPS but suppressed afterward. Only if participants were instructed to actively suppress aggressive concepts after priming, thought suppression was no longer necessary. Young people still do have negative associations with violent video games. These associations are neglected by implicitly applying defense strategies—independent of own playing habits—to protect this specific hobby, which is common for the netgeneration. [less ▲] Detailed reference viewed: 96 (2 UL)![]() ; Glock, Sabine ![]() in Social Psychology (2012), 43 Three studies explored whether cognitive dissonance in smokers is reduced immediately or remains constant due to the perceived health risk. Because dissonance-reducing strategies might occur very quickly ... [more ▼] Three studies explored whether cognitive dissonance in smokers is reduced immediately or remains constant due to the perceived health risk. Because dissonance-reducing strategies might occur very quickly and previous research has focused only on ratings concerning health risk, we additionally analyzed response latencies and psychophysiological arousal as more implicit measurements. In Study 1, 2, and 3, participants rated their smoking-related health risks twice for different diseases. Ratings, response latencies (Study 1, 2), and psychophysiological arousal (Study 3) differed during the first testing. Differences in response latencies and psychophysiological arousal diminished during the second testing, whereas ratings did not change. The results are discussed in terms of implicit methods as measurements for cognitive dissonance and in terms of prevention and intervention programs. [less ▲] Detailed reference viewed: 167 (3 UL)![]() Glock, Sabine ![]() ![]() in Journal of Forensic Psychology Practice (2011), 11 We experimentally investigated whether forensic psychologists differ from laymen in their use of heuristic and integrated information processing depending on the given task and category fit of information ... [more ▼] We experimentally investigated whether forensic psychologists differ from laymen in their use of heuristic and integrated information processing depending on the given task and category fit of information. Participants’ task was either forming an impression or predicting the development of a fictitious rapist and a fictitious robber-and-murderer. Case report recall was measured. Results showed that experts processed the rapist’s information heuristically when offender information fit the category and the task required impression formation. In contrast, laymen did not apply the offender categories and processed all the information using an integrated strategy. When predicting the development of an offender, forensic psychologists integrated all relevant information. The robber-and-murderer information was always processed using an integrated strategy. The practical relevance of the results is discussed. [less ▲] Detailed reference viewed: 181 (14 UL)![]() Glock, Sabine ![]() ![]() Book published by Kriminalistik-Verlag Hüthig (2010) Detailed reference viewed: 84 (4 UL)![]() Glock, Sabine ![]() in Applied Psychology: Health and Well-Being (2009), 1(3), 356-373 An experiment was conducted to investigate the impact of cigarette warning labels on cognitive dissonance in smokers. Smokers' and non-smokers' risk perceptions with regard to smoking-related diseases ... [more ▼] An experiment was conducted to investigate the impact of cigarette warning labels on cognitive dissonance in smokers. Smokers' and non-smokers' risk perceptions with regard to smoking-related diseases were measured with ratings as well as with response latencies before and after presentation of warning labels. Results indicated an influence of warning labels on smokers' ratings, revealing cognitive dissonance reducing strategies after confrontation with warning labels. Response latencies showed an impact of confrontation with smoking-related health risks rather than an impact of warning labels. Findings are discussed in terms of cognitive dissonance theory. [less ▲] Detailed reference viewed: 198 (0 UL)![]() Glock, Sabine ![]() in Journal of Media Psychology (2009), 21(1), 151-160 Because of recent school shootings, there has been a broad public discussion on whether playing violent digital games causes aggression. Current empirical findings of media violence research on aggression ... [more ▼] Because of recent school shootings, there has been a broad public discussion on whether playing violent digital games causes aggression. Current empirical findings of media violence research on aggression are ambiguous. It is also unclear whether the positive correlation is due to active playing or to media reports. Media reports may lead people who do not play (nonplayers) to associate violent digital games with aggression, while active players (long-term players) may have differentiated knowledge structures. Therefore, we conducted an experiment to investigate the relationship between the concepts “violent digital game” and “aggression” for long-term players and nonplayers. Long-term players, nonprimed, and primed nonplayers performed two lexical decision tasks before and after playing “Unreal Tournament.” While priming “violent digital game” activated the concept “aggression” for nonplayers, active playing had no impact at all. The individual knowledge about these games had stronger impact on psychological responses than playing a violent digital game. [less ▲] Detailed reference viewed: 99 (2 UL)![]() ![]() ; ; Krolak-Schwerdt, Sabine ![]() Scientific Conference (2008, March) Detailed reference viewed: 40 (0 UL)![]() ; Glock, Sabine ![]() in Zeitschrift für Sozialmanagement = Journal of Social Management (2008), 6 Detailed reference viewed: 121 (1 UL)![]() Krolak-Schwerdt, Sabine ![]() in Swiss Journal of Psychology (2008), 67 Three experiments investigated the processing of person descriptions that consisted of a number of statements about the characteristics of a person. In one condition, each statement referred to a single ... [more ▼] Three experiments investigated the processing of person descriptions that consisted of a number of statements about the characteristics of a person. In one condition, each statement referred to a single person attribute and in the other condition, causal and additive conjunctions to verbally link the statements were introduced. Evidence was found that the introduction of verbal links enhanced participants’ memory about the characteristics of the described person. On-line measures of processing showed that the comprehension of person information was strongly facilitated by the introduction of verbal links. Furthermore, the results were due to the introduction of causal connections between person attributes. These findings are discussed in terms of their implications for models of person memory and representation. [less ▲] Detailed reference viewed: 112 (6 UL)![]() ![]() Krolak-Schwerdt, Sabine ![]() Scientific Conference (2006, September) Detailed reference viewed: 44 (0 UL)![]() ![]() ; Krolak-Schwerdt, Sabine ![]() Scientific Conference (2006, September) Detailed reference viewed: 37 (0 UL)![]() ![]() ; Krolak-Schwerdt, Sabine ![]() Scientific Conference (2006, September) Detailed reference viewed: 41 (0 UL)![]() ![]() ; Krolak-Schwerdt, Sabine ![]() Scientific Conference (2006, March) Detailed reference viewed: 33 (0 UL)![]() ![]() ; ; Krolak-Schwerdt, Sabine ![]() Scientific Conference (2006, March) Detailed reference viewed: 32 (0 UL)![]() Krolak-Schwerdt, Sabine ![]() in Zeitschrift für Sozialpsychologie (2006), 37 In this article, the advantages of reading time methods to investigate the processing of social information are presented. First the theoretical and the methodological basis of reading time measures is ... [more ▼] In this article, the advantages of reading time methods to investigate the processing of social information are presented. First the theoretical and the methodological basis of reading time measures is discussed. Subsequently, the application of two different reading time methods is illustrated in two experiments. The experiments investigated the differences in the processing of person information that was presented either with or without conjunctions. Reading times which were analyzed as on-line measures showed that the first integration process while reading person information was strongly facilitated due to the introduction of conjunctions where the integration of the information immediately following the conjunction in a sentence was affected. Finally, the use of reading time methods is discussed in terms of further research in other areas of social cognition. [less ▲] Detailed reference viewed: 111 (1 UL) |
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