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See detailMeatless masculinity: Examining profiles of male veg*n eating motives and their relation to gendered self-concepts
Kakoschke, Kim; Hale, Miriam-Linnea UL; Sischka, Philipp UL et al

in Current Psychology (2022)

Meat is a food item that is often associated with masculinity. Considering this gender stereotype, research on vegan and vegetarian (veg*n) eating motives has focused on how distinct motives relate to ... [more ▼]

Meat is a food item that is often associated with masculinity. Considering this gender stereotype, research on vegan and vegetarian (veg*n) eating motives has focused on how distinct motives relate to stereotypes of masculinity and femininity. Quantitative studies examining how masculinity and femininity are integrated into the self-concept of these eaters are lacking to date. Moreover, investigators have largely tested the effects of motives in isolation, neglecting the possibility of different motivational profiles that relate differently to gendered self-concepts. The current study adopted a person-centred approach using cluster analysis to identify motivational profiles of self-identified veg*n males, thereby testing whether these profiles differ on dimensions of positive and negative masculinity and femininity. Self-reported data were collected via an online survey among people self-identifying as male and following a vegan or vegetarian dietary pattern (N = 738; 79.8% vegans). A k-means cluster analysis revealed three motivational profiles (n1= 439, 59.5%, ‘equally-balanced’; n2 = 254, 34.4%, ‘ethical-environmental’; n3= 45, 6.1%, ‘moderately-health’). Unique differences emerged in gendered self-concepts tied to all veg*n eating motive profile memberships: Equally-balanced motivated eaters perceived themselves to possess the most positive stereotypical feminine attributes, while moderately-health motivated eaters described themselves with the least of these attributes. Veg*n eaters did not differ on any of the other dimensions of femininity and masculinity. The present study demonstrates that a cluster analysis supplies important information on what combinations of eating motives veg*n males report and how those relate to differences in gendered self-concepts of veg*n eaters. [less ▲]

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See detailMindfulness extends the trans-contextual model for autonomous motivation in physical education and leisuretime
Hutmacher, Djenna; Eckelt, Melanie; Bund, Andreas UL et al

in International Journal of Environmental Research and Public Health (2022), 19(20),

Mindfulness is assumed to foster the ability to consistently act in line with one’s authentic self; a skill which has been found to enhance students’ autonomous motivated behavior in the educational ... [more ▼]

Mindfulness is assumed to foster the ability to consistently act in line with one’s authentic self; a skill which has been found to enhance students’ autonomous motivated behavior in the educational context. However, evidence regarding how mindfulness can be integrated into existing conceptual frameworks such as the trans-contextual model is scarce. Therefore, the present study aimed to evaluate the role of mindfulness in students’ autonomous motivation in the school and leisure time contexts. Overall, N = 1877 students (M = 14.74 years, SD = 2.63) indicated their self-reported mindfulness, their perceived need for support in physical education, their autonomous motivation during physical education and leisure time, as well as their perceived behavioral control, attitude, subjective norm, and intention toward physical activity. Physical activity was additionally measured physiologically for n = 240 students using accelerometers. Path model analyses revealed that the inclusion of mindfulness substantially improved the trans-contextual model fit. Perceived autonomy support positively predicted mindfulness, which, in turn, predicted autonomous motivation in physical education and leisure time, attitude, subjective norm, and perceived behavioral control. Furthermore, mediation analyses revealed the significant indirect effects of mindfulness on physiological and self-reported physical activity. Based on these results, mindfulness can be considered a key factor in fostering students’ motivation to become physically active. [less ▲]

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See detailLast Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory
Fernandez de Henestrosa, Martha UL; Billieux, Joël; Melzer, André UL

in Games and Culture (2022), 0(0), 1-22

The highly popular video game genre of Battle Royale (BR) games is characterized by survival and exploration elements that feature a last-man-standing gameplay, thus, motivating players to be the final ... [more ▼]

The highly popular video game genre of Battle Royale (BR) games is characterized by survival and exploration elements that feature a last-man-standing gameplay, thus, motivating players to be the final contestant in the game. Drawing on the Self-Determination Theory the present study investigated the role of personal values, psychological needs and well-being in a self-selected sample of 303 BR gamers recruited online. The association between players’ value orientation and well-being was found contingent on players’ BR gaming experience and their need for relatedness. Whereas frequent interaction with this game genre was associated with the basic psychological need satisfaction of autonomy and relatedness, player preference for BR games was related to their need of competence and autonomy. The present study supports the importance of exploring player motives and provides initial insights into the association between BR gaming and basic psychological needs. [less ▲]

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See detailTo Kill or Not to Kill – An experimental test of moral Decision-Making in gaming
Holl, Elisabeth UL; Steffgen, Georges UL; Melzer, André UL

in Entertainment Computing (2022)

Commercial video game titles with meaningful and morally relevant storylines are becoming increasingly popular and an intensely researched topic for entertainment scholars. In line with this research, the ... [more ▼]

Commercial video game titles with meaningful and morally relevant storylines are becoming increasingly popular and an intensely researched topic for entertainment scholars. In line with this research, the current study investigates behavioral, emotional, and personality patterns of moral decision-making in gaming with a special emphasis on selected contextual factors. In the current laboratory experiment, a total of N = 101 participants played four chapters of Detroit: Become Human for approx. 55 min. A maximum of 13 moral decisions had to be made either under time pressure or not. Before playing, participants were assigned to one of three conditions (i.e., playing morally vs. immorally framed character vs. no framing/control condition). As expected, players generally preferred to act morally regardless of character framing. Time pressure further increased the proportion of moral (vs. immoral) decision-making. Our results underline that moral decision-making is dependent on specific contexts and that morality theories can be applied to virtual gaming scenarios. [less ▲]

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See detailMoral minds in gaming – A quantitative case study of moral decisions in Detroit: Become Human
Holl, Elisabeth UL; Melzer, André UL

in Journal of Media Psychology (2022)

Games including meaningful narratives and moral decisions have become increasingly popular. This case study examines (a) the prevalence of morality and moral foundations, (b) player decisions when ... [more ▼]

Games including meaningful narratives and moral decisions have become increasingly popular. This case study examines (a) the prevalence of morality and moral foundations, (b) player decisions when encountering moral options, and (c) the influence of contextual factors (i.e., time pressure, played avatar, and humanness of nonplayable characters) on moral decision-making in the popular video game Detroit: Become Human. Based on extensive coding of available world statistics we identified 73.21% morally relevant (vs. morally irrelevant) decisions in the game with a high prevalence for harm- and authority-related situations. Although players had an overall tendency to engage in moral behavior, they were more likely to act “good” when under time pressure and if nonhuman characters were involved. Our findings are discussed with regard to common theories of morality. Results support the notion that prior theoretical assumptions may be successfully mapped onto top-selling video games. [less ▲]

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See detailAn Integrative Model of Moral Processing for the Video Game Medium
Melzer, André UL; Holl, Elisabeth UL

Scientific Conference (2021, September)

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See detailMoral Judgment in Video Games: Effects of Medium, Moral Intuitions and Media-Based Empathy
Grohmann, Lara; Holl, Elisabeth UL; Melzer, André UL

Scientific Conference (2021, September)

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See detailNationwide implementation of media literacy training sessions on internet safety
Tiemann, Aline; Melzer, André UL; Steffgen, Georges UL

in Communications: the European Journal of Communication Research (2021)

Although numerous media literacy training sessions on internet safety for children and adolescents have been conducted, their number contrasts sharply with the few systematic studies on their ... [more ▼]

Although numerous media literacy training sessions on internet safety for children and adolescents have been conducted, their number contrasts sharply with the few systematic studies on their effectiveness. In this study, we describe the evaluation of nationwide-implemented training sessions on internet safety in Luxembourg, which included perceptions of learning outcomes and evaluations of implementation and effectiveness. Training data from 2011 to 2018 were analyzed, including 28,060 students and 5,031 teachers. Students reported pronounced learning effects, especially for younger students and for repeated training participation. Teachers greatly appreciated the implementation and effectiveness, which generally increased over the years. The perceived effectiveness of the training was significantly related to teachers’ planning to cover internet safety topics in future lessons. The present study shows that carefully planned and continuously evaluated training sessions on internet safety successfully support children’s understanding and teachers’ willingness to implement internet safety in their curriculum. [less ▲]

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See detailMotivation to Play Scale (MOPS): Measuring Gaming Motivation With a Comprehensive Instrument
Holl, Elisabeth UL; Wagener, Gary Lee UL; Melzer, André UL

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 ▲]

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See detailThe Hormones of Dark Souls: The Dark Tetrad and Violent Gaming Effects on Aggression, Cortisol and Testosterone Levels
Wagener, Gary; Felten, Andrea; Melzer, André UL

Scientific Conference (2021, May)

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 ▲]

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See detailPsychological contract violation or basic need frustration? Psychological mechanisms behind the effects of workplace bullying
Sischka, Philipp UL; Melzer, André UL; Schmidt, Alexander F. et al

in Frontiers in Psychology (2021)

Workplace bullying is a phenomenon that can have serious detrimental effects on health, work-related attitudes, and the behavior of the target. Particularly, workplace bullying exposure has been linked to ... [more ▼]

Workplace bullying is a phenomenon that can have serious detrimental effects on health, work-related attitudes, and the behavior of the target. Particularly, workplace bullying exposure has been linked to lower level of general well-being, job satisfaction, vigor and performance, and higher level of burnout, workplace deviance, and turnover intentions. However, the psychological mechanisms behind these relations are still not well understood. Drawing on psychological contract and self-determination theory, we hypothesized that perceptions of contract violation and the frustration of basic needs mediate the relationship between workplace bullying exposure and well-being, attitudinal, and behavioral outcomes. Self-reported data were collected among employees with different working backgrounds (N = 1,257) via Amazon’s Mechanical Turk in an online survey. Results showed that feelings of contract violation and frustration of basic needs accounted for unique variation in well-being, work satisfaction, burnout, vigor, and turnover intentions, pointing to individual contributions of both psychological mechanisms. However, when controlled for frustration of basic needs, feelings of psychological contract violation were no longer a mediator between workplace bullying exposure and work performance. Helping employees to deal effectively with workplace bullying exposure might buffer its negative effects and reduce their experienced frustration of basic needs, preserving their well-being, vigor, and work performance and, eventually, prevent burnout. The present study is the first to concurrently elucidate the proposed psychological mechanisms and unique contributions of psychological contract violation and frustration of basic needs in the context of workplace bullying. [less ▲]

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See detailEffects of Emotional Music on Facial Emotion Recognition in Children with Autism Spectrum Disorder (ASD)
Wagener, Gary; Berning, Madeleine; Pinto Coelho da Costa, Andreia UL et al

in Journal of Autism and Developmental Disorders (2020)

Impaired facial emotion recognition in children with Autism Spectrum Disorder (ASD) is in contrast to their intact emotional music recognition. This study tested whether emotion congruent music enhances ... [more ▼]

Impaired facial emotion recognition in children with Autism Spectrum Disorder (ASD) is in contrast to their intact emotional music recognition. This study tested whether emotion congruent music enhances facial emotion recognition. Accuracy and reaction times were assessed for 19 children with ASD and 31 controls in a recognition task with angry, happy, or sad faces. Stimuli were shown with either emotionally congruent or incongruent music or no music. Although children with ASD had higher reaction times than controls, accuracy only differed when incongruent or no music was played, indicating that congruent emotional music can boost facial emotion recognition in children with ASD. Emotion congruent music may support emotion recognition in children with ASD, and thus may improve their social skills. [less ▲]

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See detailCorona and the Media
Holl, Elisabeth UL; Hale, Miriam-Linnea UL; Melzer, André UL

in Mein, Georg; Pause, Johannes (Eds.) Self and Society in the Corona Crisis (2020)

Detailed reference viewed: 64 (7 UL)
See detailMediennutzung in den Zeiten von Pandemie und Lockdown
Melzer, André UL; Holl, Elisabeth UL; Hale, Miriam-Linnea UL

in Benoy, Charles (Ed.) COVID-19 - Ein Virus nimmt Einfluss auf unsere Psyche. Einschätzungen und Maßnahmen aus psychologischer Perspektive (2020)

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See detailUnderstanding Moral Decision-Making in Video Games: A Focus Group Study
Holl, Elisabeth UL; Bernard, Steve; Melzer, André UL

Scientific Conference (2020, May)

Moral dilemmas have become increasingly popular in video games, although it is still widely unknown why players might find them pleasurable, how they process dilemmas, and which factors affect the ... [more ▼]

Moral dilemmas have become increasingly popular in video games, although it is still widely unknown why players might find them pleasurable, how they process dilemmas, and which factors affect the processing. Therefore, three different focus groups sessions with expert gamers (N = 16) were conducted. Gamers’ expressions of their experience with meaningful and morally relevant game situations were grouped for relevant topics. Topics are supported by direct quotations from participants of discussion groups, referring to up-to-date video game titles and presented together with respective theoretical assumptions. Results show that besides the game-defining theme of interactivity, statements can be grouped broadly into factors that describe why players engage or disengage in the first place (motivation) and factors that shape the moral interaction itself (influencing factors). In summary, our findings support the notion that moral-decision making in video games is a dynamic interplay between several game and user-dependent variables. Findings provide insights into players’ processing of moral dilemmas in video games, which also offers promising suggestions for future research using experimental setups. [less ▲]

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See detailVon Pong zur Panik? Videospiele als gesellschaftlich relevantes Forschungsthema
Melzer, André UL

in Amann, Wilhelm; Sieburg, Heinz (Eds.) Spiel-Räume. Das "Spiel" in Diskursen der Kultur und Wissenschaften (2020)

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See detailPlayers' moral decisions in virtual worlds: Morality in video games
Melzer, André UL; Holl, Elisabeth UL

Book published by Oxford University Press (2020)

From complex multi-players to casual gaming: video games are the most common virtual environment for entertainment that younger generations spend a significant time in. Although early game titles already ... [more ▼]

From complex multi-players to casual gaming: video games are the most common virtual environment for entertainment that younger generations spend a significant time in. Although early game titles already featured morality-related topics, implementing meaningful eudaimonic playing based on moral decision making has become increasingly popular. Unfortunately, scientific analyses of game-related moral decisions mostly revolve around the effects of players engaging in virtual violence, leading to ongoing heated debates in academia and the general public (e.g., Anderson et al., 2010; Ferguson, 2007). To date, however, only few studies have tried to disentangle the moral aspects of video games from virtual violence (e.g., Joeckel, Bowman, & Dogruel, 2012). The present chapter provides an overview on both established and novel theories on psychological processing of moral decision making in virtual worlds in line with cutting-edge game examples. These theories aim at explaining how games can elicit moral processing as well as the factors that modulate these processes once the player is morally engaged. Based on i.a. aspects of the theory of presence (Biocca, Harms, & Burgoon, 2003; Tamborini & Skalski, 2006), moral disengagement (Bandura, 2002; Hartmann & Vorderer, 2010) and a dual process model of moral judgement (Greene, Sommerville, Nystrom, Darley, & Cohen, 2001; Gubbins & Byrne, 2014; Haidt, 2001), a new model is proposed. Furthermore, individual characteristics such as playing experience, player motivation and moral salience according to the moral foundations theory (Haidt & Joseph, 2008; Tamborini, 2011) are integrated in the model. [less ▲]

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See detailMoral decision-making in video games: A focus group study on player perceptions
Holl, Elisabeth UL; Bernard, Steve UL; Melzer, André UL

in Human Behavior and Emerging Technologies (2020)

Moral dilemmas have become increasingly popular in single player video games, although it is still widely unknown why players find them pleasurable, how they process dilemmas, and which variables affect ... [more ▼]

Moral dilemmas have become increasingly popular in single player video games, although it is still widely unknown why players find them pleasurable, how they process dilemmas, and which variables affect the processing. Therefore, three different focus groups sessions with experienced players (N = 16) were conducted. Player perceptions of meaningful and morally relevant decision situations in video games were grouped for topics and contextualized with theoretical background (e.g., moral disengagement theory). Our findings support the notion that moral decision-making in video games is a dynamic interplay between game and user-dependent variables. Results show that in addition to interactivity, which reflects the inherent property of video games, statements can be broadly grouped into factors that describe player motivation (i.e., why they morally engage or disengage) and influencing factors that shape the moral interaction itself. In summary, the present findings provide insights into players' processing of moral dilemmas in video games. [less ▲]

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See detailMale vs female gamers: Testing the stereotype threat effect in video gaming
Holl, Elisabeth UL; Wagener, Gary Lee; Melzer, André UL

Scientific Conference (2019, September 17)

Stereotype threat (ST), defined as the risk of confirming a negative stereotype about one’s own group, has been demonstrated in various social contexts. Regarding video games, for example, informing ... [more ▼]

Stereotype threat (ST), defined as the risk of confirming a negative stereotype about one’s own group, has been demonstrated in various social contexts. Regarding video games, for example, informing female participants that men would outperform women in gaming leads to gender differences in performance. To date, however, these studies have not looked into the mechanisms of this ST effect in gaming. In two lab studies (N=186), some participants were confronted with ST-related information before playing a video game. In Study 1, half of the participants read a bogus article confirming the “standard” gender stereotype (“men outperform women”). In Study 2, a reverse stereotype was presented to half of the participants (“women have outpaced men in some game genres”). In contrast to hypotheses, both studies failed to show the expected significant interaction effect of gender and ST condition on performance, although female participants confronted with the “standard” gender stereotype reported greater frustration in Study 1, for example. In sum, results indicate a complex relationship between gender, social identity, experience with the game genre, and behavior. Identifying oneself as a gamer and being experienced in a particular game genre were found to be better performance predictors than reading stereotype threatening information. [less ▲]

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