Karen E . Dill-Shackleford
Fielding Graduate University, Media Psychology, Faculty Member
- Social Psychology, Media psychology, Narrative, Identification with Characters, Narrative Persuasion, Feature Films, Entertainment-education, Fandom, and 10 morePsychology, Online Fandom, Narrative Persuasion, Media Studies, Media effects, Social Media & Internet Psychology, Feminism, Stereotypes and Prejudice, Theater, and Sex Rolesedit
- Karen Shackleford is the Editor of the APA journal Psychology of Popular Media, the co-author of Finding Truth in Fic... moreKaren Shackleford is the Editor of the APA journal Psychology of Popular Media, the co-author of Finding Truth in Fiction (2020). Her TEDx talk is called Sherlock Holmes and Harry Potter are Real (tinyurl.com/SherlockHarryPotter). She is a social psychologist who studies the social construction of reality via popular culture, particularly how we, the audience, use stories and characters from popular media to inform our sense of identity, our place in the social world, and the deeper meaning we take from these perspectives.edit
- Craig A. Andersonedit
While our colleagues in the Humanities have been hard at work studying fandom, we in psychology have been relatively quiet on the topic. I was quiet myself until I understood that studying the social psychology of fandom is the key to... more
While our colleagues in the Humanities have been hard at work studying fandom, we in psychology have been relatively quiet on the topic. I was quiet myself until I understood that studying the social psychology of fandom is the key to unraveling the mysteries of how screen time can be “good for you” – in other words, how our absorption with popular culture characters, situations and stories is actually a form of psychological exercise. Such practices can help us process our own emotions and beliefs as well as showing us new horizons.
Karen Dill-Shackleford is a social psychologist whose expertise is on social factors related to everyday media use. From video games to social networks, from selfies to TV and film dramas, Dr. Dill-Shackleford’s work reveals both the risks and the benefits of living in a media-rich world. She is the author of How Fantasy Becomes Reality, co-author of Mad Men Unzipped, and the editor of the Oxford Handbook of Media Psychology.
Karen Dill-Shackleford is a social psychologist whose expertise is on social factors related to everyday media use. From video games to social networks, from selfies to TV and film dramas, Dr. Dill-Shackleford’s work reveals both the risks and the benefits of living in a media-rich world. She is the author of How Fantasy Becomes Reality, co-author of Mad Men Unzipped, and the editor of the Oxford Handbook of Media Psychology.
Research Interests:
From smartphones to social media, from streaming videos to fitness bands, our devices bring us information and entertainment all day long, forming an intimate part of our lives. Their ubiquity represents a major shift in human experience,... more
From smartphones to social media, from streaming videos to fitness bands, our devices bring us information and entertainment all day long, forming an intimate part of our lives. Their ubiquity represents a major shift in human experience, and although we often hold our devices dear, we do not always fully appreciate how their nearly constant presence can influence our lives for better and for worse.
In this second edition of How Fantasy Becomes Reality, social psychologist Karen E. Dill-Shackleford explains what the latest science tells us about how our devices influence our thoughts, feelings, and behaviors. In engaging, conversational prose, she discusses both the benefits and the risks that come with our current level of media saturation. The wide-ranging conversation explores Avatar, Mad Men, Grand Theft Auto, and Comic Con to address critical issues such as media violence, portrayals of social groups, political coverage, and fandom. Her conclusions will empower readers to make our favorite sources of entertainment and information work for us and not against us.
In this second edition of How Fantasy Becomes Reality, social psychologist Karen E. Dill-Shackleford explains what the latest science tells us about how our devices influence our thoughts, feelings, and behaviors. In engaging, conversational prose, she discusses both the benefits and the risks that come with our current level of media saturation. The wide-ranging conversation explores Avatar, Mad Men, Grand Theft Auto, and Comic Con to address critical issues such as media violence, portrayals of social groups, political coverage, and fandom. Her conclusions will empower readers to make our favorite sources of entertainment and information work for us and not against us.
Research Interests:
Video game characters are icons in youth popular culture, but research on their role in gender socialization is rare. A content analysis of images of video game characters from top-selling American gaming magazines showed male... more
Video game characters are icons in youth popular
culture, but research on their role in gender socialization is
rare. A content analysis of images of video game characters
from top-selling American gaming magazines showed male
characters (83%) are more likely than female characters
(62%) to be portrayed as aggressive. Female characters are
more likely than male characters to be portrayed as
sexualized (60% versus 1%), scantily clad (39% versus
8%) and as showing a mix of sex and aggression (39 versus
1%). A survey of teens confirmed that stereotypes of male
characters as aggressive and female characters as sexually
objectified physical specimens are held even by nongamers.
Studies are discussed in terms of the role media
plays in socializing sexism.
culture, but research on their role in gender socialization is
rare. A content analysis of images of video game characters
from top-selling American gaming magazines showed male
characters (83%) are more likely than female characters
(62%) to be portrayed as aggressive. Female characters are
more likely than male characters to be portrayed as
sexualized (60% versus 1%), scantily clad (39% versus
8%) and as showing a mix of sex and aggression (39 versus
1%). A survey of teens confirmed that stereotypes of male
characters as aggressive and female characters as sexually
objectified physical specimens are held even by nongamers.
Studies are discussed in terms of the role media
plays in socializing sexism.
Research Interests:
How do children and youth come to understand what it means to be a member of a particular race, gender, and other social groups? How do they come to hold beliefs about the groups that they do and do not belong to? Both news stories and... more
How do children and youth come to understand what it means to be a member of a particular race, gender, and other social groups? How do they come to hold beliefs about the groups that they do and do not belong to? Both news stories and fictional narratives that we are tuned into as a culture tell stories about what it means to be a member of a particular social group. In this review article, we relate the latest scientific knowledge on news and entertainment media representations of race, gender and other social categories and what they tell us about how these messages are taken in and processed by developing minds. We include research on identity development, social learning about members of other groups, and both positive and negative behavioral outcomes to cultural messages about race, gender, and other social categories. We offer recommendations for stakeholders to understand the role of the media in educating youth about race, gender and other social categories.
Research Interests: Developmental Psychology, Pediatrics, Gender Studies, Communication, Media Studies, and 15 moreSocial Identity, Narrative, Children and Families, Child Development, Race and Ethnicity, Media psychology, Social Media, Mass media, Humans, Child, Minority Groups, Interpersonal Relations, Communications Media, Psychology and Cognitive Sciences, and Medical and Health Sciences
Fan fiction has received minimal attention from psychological researchers. To begin to fill that gap, we analyzed fan fiction about the TV show Mad Men to investigate how fans use fan fiction to make meaning from the source text. A sample... more
Fan fiction has received minimal attention from psychological researchers. To begin to fill that gap, we analyzed fan fiction about the TV show Mad Men to investigate how fans use fan fiction to make meaning from the source text. A sample of fan fiction stories was coded for the presence of eudaimonic and hedonic story components, the emotions expressed in the stories, the perspectives adopted by the fan writers, and plots that function as wish fulfillment. Findings indicated that fan fiction writers’ motivations were more eudaimonic than hedonic, the stories often contained mixed or negative emotional content, the writers frequently took the perspective of a female character in their stories, and in some cases the stories enabled characters to achieve positive resolutions denied them by the source text. Taken together, the results point to the many ways in which fans engage with and make sense of a popular TV show. Future psychological research on fan fiction of additional popular culture texts would be valuable for understanding the ways fans grapple with various elements of those texts.
Research Interests:
ABSTRACT Mad Men fans speak via social media: what fan voices reveal about the social construction of reality via dramatic fiction abStract Fans of complex television dramas often watch because of eudaimonic motivations – the desire to... more
ABSTRACT Mad Men fans speak via social media: what fan voices reveal about the social construction of reality via dramatic fiction abStract Fans of complex television dramas often watch because of eudaimonic motivations – the desire to make meaning from media, to explore their own emotions and to learn about the human experience through the exploration of novel experiences that audiovisual fiction affords. This study analyses the psychology of how fans of Mad Men (2007) construct social realities via online discussions of some of the major relationships and storylines on the show. Our primary goal was to understand how fans create reality from fantasy and our focus was on social relationships and individual character analyses. Using a social science approach, we performed both a computer-automated and an expert-driven thematic analysis on 209 fan comments harvested from social media. The automated analysis revealed common emotional expressions, such as associating hate with the character Betty Draper. The expert analysis revealed that many of fans' social media conversations centred on evaluating Don and Betty Draper as parents, spouses and people, either condemning or defending them in each of these roles. Fans were evenly split between Betty
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Research has demonstrated the ability of fictional narratives to educate about social and health issues. Although some entertainment-education efforts have used live theater as a mechanism for social change, very few use social science... more
Research has demonstrated the ability of fictional narratives to educate about social and health issues. Although some entertainment-education efforts have used live theater as a mechanism for social change, very few use social science methods to demonstrate exposure effects. This project used live theater to increase understanding and knowledge about intimate partner violence, a pervasive and costly social and health problem. Audiences watched either a play about abusive relationships-emphasizing psychological abuse and the role of coercion and control-or a control play. Compared with controls, those who watched the abuse play were more knowledgeable and less accepting of myths about abusive relationships in a way that mirrored play content. Although both plays were highly transporting, transportation did not explain a significant amount of variance in the attitudes toward intimate partner violence. These results provide rare evidence for theater as a tool for social change.
Research Interests: Health Psychology, Mythology, Health Communication, Domestic Violence, Drama, and 15 moreEntertainment Education, Adolescent, Entertainment, Medicine, Knowledge, Intimate Partner Violence, Library and Information Studies, Humans, Female, Male, Aged, Middle Aged, Adult, Communication and media Studies, and Dating Violence
This chapter discusses the evolution of the Doctor Who, Star Wars, and Star Trek fandoms from their beginnings to their current releases. These brief histories highlight how fans communicated with each other before social media and how... more
This chapter discusses the evolution of the Doctor Who, Star Wars, and Star Trek fandoms from their beginnings to their current releases. These brief histories highlight how fans communicated with each other before social media and how those communications changed with the advent of the internet and social media. The dynamics of online groups, individual behavior in online groups, and the life cycle of a group are all discussed before moving onto trolling and the spectrum of online incivility. Overall, most of the trolling that occurs in sci-fi fandoms comes from devotion to the franchise rather than from the desire to be divisive or negative. However, some online incivility is solely guided by sexism, racism, and the desire to sow social discord. Two examples of sexist and racist fan behavior from Star Wars: The Last Jedi illustrates the different motivations of fandom trolls as well as ways to respond. Although every fandom is different, group behavior is predictable thus insights...
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This chapter enters the growing debate about whether playing video games with antisocial themes can be harmful. My specific focus is gen-der stereotypes in gaming and whether the perpetuation of these ster-eotypes supports violence... more
This chapter enters the growing debate about whether playing video games with antisocial themes can be harmful. My specific focus is gen-der stereotypes in gaming and whether the perpetuation of these ster-eotypes supports violence against women. If in the end, my answer is yes, violent video games based on sexist stereotypes do support male violence against women, I am less sure about the appropriate response. Censoring video game content, even for children, raises serious privacy concerns. Yet leaving the regulation of these games to parents is also problematic. The Associated Press reports that 35 percent of parents are gamers themselves. Unsurprisingly, two-thirds of these parents say it is not the government's role to protect children from violent video games. If we cannot rely on the government or parents to monitor game playing, what can we do? Before we can even debate this ques-tion intelligently, we need to map the terrain. If you have no experience with video games or...
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... P. Brown d pages 289-311. ... Violent video game effects on children and adolescents: Theory, research, and public policy. New York, New York: Oxford University Press.. [CrossRef] View all references; Dill, Brown, & Collins,... more
... P. Brown d pages 289-311. ... Violent video game effects on children and adolescents: Theory, research, and public policy. New York, New York: Oxford University Press.. [CrossRef] View all references; Dill, Brown, & Collins, 200819. Dill, KE, Brown, BP and Collins, MA 2008. ...
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About two thirds of Americans use social media today, a tenfold increase in the past decade (Perrin, 2015). Social media posts on public spaces, such as Facebook, Twitter, and YouTube, offer forums for social interactions that are similar... more
About two thirds of Americans use social media today, a tenfold increase in the past decade (Perrin, 2015). Social media posts on public spaces, such as Facebook, Twitter, and YouTube, offer forums for social interactions that are similar and yet different from face-to-face interac-tions. For instance, users give and receive social support, mirroring face-to-face communica-tions (Duggan, Ellison, Lampe, Lenhart, & Madden, 2015). Yet the anonymity and access to a large audience online sometimes engender incivility (Hlavach & Freivogel, 2011).This chapter investigates one instance of social media communication where both social support and aggression took place. We explore the case of “gamergate,” wherein activist Anita Sarkeesian received both attacks and support on social media in response to acting as a feminist voice in video game culture. As part of our investigation, we compare responses to Sarkeesian with those to Chris Kluwe, a man who made posts supporting Sarkeesian’s perspective during this same period. Additionally, because one of us (Felicia Byars) is a police officer, we offer a perspective on the legalities of online misogyny.
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Body dissatisfaction is a major source of suffering among women of all ages. One potential factor that could mitigate body dissatisfaction is self-compassion, a construct that is garnering increasing research attention due to its... more
Body dissatisfaction is a major source of suffering
among women of all ages. One potential factor that could
mitigate body dissatisfaction is self-compassion, a construct
that is garnering increasing research attention due to its strong
association with psychological health. This study investigated
whether a brief 3-week period of self-compassion meditation
training would improve body satisfaction in a multigenerational
group of women. Participants were randomized either to
the meditation intervention group (N=98;Mage=38.42) or to
a waitlist control group (N=130; Mage=36.42). Results suggested
that compared to the control group, intervention participants
experienced significantly greater reductions in body
dissatisfaction, body shame, and contingent self-worth based
on appearance, as well as greater gains in self-compassion and
body appreciation. All improvements were maintained when
assessed 3 months later. Self-compassion meditation may be a
useful and cost-effective means of improving body image in
adult women.
among women of all ages. One potential factor that could
mitigate body dissatisfaction is self-compassion, a construct
that is garnering increasing research attention due to its strong
association with psychological health. This study investigated
whether a brief 3-week period of self-compassion meditation
training would improve body satisfaction in a multigenerational
group of women. Participants were randomized either to
the meditation intervention group (N=98;Mage=38.42) or to
a waitlist control group (N=130; Mage=36.42). Results suggested
that compared to the control group, intervention participants
experienced significantly greater reductions in body
dissatisfaction, body shame, and contingent self-worth based
on appearance, as well as greater gains in self-compassion and
body appreciation. All improvements were maintained when
assessed 3 months later. Self-compassion meditation may be a
useful and cost-effective means of improving body image in
adult women.
Research Interests:
This chapter looks at magazine coverage of domestic violence over the last three decades. We consider the extent to which domestic violence was covered, which types of magazines covered it most frequently and the composition of the... more
This chapter looks at magazine coverage of domestic violence over the
last three decades. We consider the extent to which domestic violence was
covered, which types of magazines covered it most frequently and the
composition of the audiences for these magazines. In analyzing whether
domestic violence coverage in American magazines changed over the
years, we pay special attention to watershed events in the history of the public understanding of domestic violence and what affect these events had on magazine coverage of domestic violence issues.
last three decades. We consider the extent to which domestic violence was
covered, which types of magazines covered it most frequently and the
composition of the audiences for these magazines. In analyzing whether
domestic violence coverage in American magazines changed over the
years, we pay special attention to watershed events in the history of the public understanding of domestic violence and what affect these events had on magazine coverage of domestic violence issues.
Research Interests:
Examines the role of category-based expectancy violation in explaining extreme evaluations of ingroup and outgroup members. In three experiments, descriptions about ingroup and outgroup targets were varied to manipulate expectancy... more
Examines the role of category-based expectancy violation in explaining extreme
evaluations of ingroup and outgroup members. In three experiments, descriptions about
ingroup and outgroup targets were varied to manipulate expectancy violation. Participants
evaluated the global favorability and rated the trait characteristics of either an ingroup or an
outgroup target. In addition, they indicated the extent to which the targets violated
category-based expectancies. Experiment 1, which included two different scenarios that
violated category-based expectancies, showed that expectancy violation affected global
evaluations of target favorability and that measured expectancies mediated these evaluations.
Experiment 2 replicated Experiment 1 and showed that ingroup and outgroup targets
were evaluated similarly when category-based expectancies were not violated. Experiment
3 presented positive job resumes that violated or did not violate stereotyped expectancies
for female and male job applicants. The results showed that female and male targets were
evaluated more positively when they violated stereotyped expectations for their gender
group and that these outcomes were not modified by the subject’s group membership. The
results are discussed in terms of expectancy-violation theory as well as assumed characteristics
and cognitive-complexity theories.
evaluations of ingroup and outgroup members. In three experiments, descriptions about
ingroup and outgroup targets were varied to manipulate expectancy violation. Participants
evaluated the global favorability and rated the trait characteristics of either an ingroup or an
outgroup target. In addition, they indicated the extent to which the targets violated
category-based expectancies. Experiment 1, which included two different scenarios that
violated category-based expectancies, showed that expectancy violation affected global
evaluations of target favorability and that measured expectancies mediated these evaluations.
Experiment 2 replicated Experiment 1 and showed that ingroup and outgroup targets
were evaluated similarly when category-based expectancies were not violated. Experiment
3 presented positive job resumes that violated or did not violate stereotyped expectancies
for female and male job applicants. The results showed that female and male targets were
evaluated more positively when they violated stereotyped expectations for their gender
group and that these outcomes were not modified by the subject’s group membership. The
results are discussed in terms of expectancy-violation theory as well as assumed characteristics
and cognitive-complexity theories.
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... Lori, your grace and energy are inextricably bound to this book ... Warm thanks to my colleagues and friends at Lenoir-Rhyne University and in North Carolina, especially Kathy Ivey, Dale and Jean Bailey, Gail Summer, Gary Broyhill,... more
... Lori, your grace and energy are inextricably bound to this book ... Warm thanks to my colleagues and friends at Lenoir-Rhyne University and in North Carolina, especially Kathy Ivey, Dale and Jean Bailey, Gail Summer, Gary Broyhill, Jennifer Heller, Brandon Lee (thanks for inspira ...
Being a fan of a popular film, television, or book franchise is something most of us enjoy. But, we may not be familiar with the scientific study of fictional narrative or of fandom. In this book, two media psychologists reveal the... more
Being a fan of a popular film, television, or book franchise is something most of us enjoy. But, we may not be familiar with the scientific study of fictional narrative or of fandom. In this book, two media psychologists reveal the sometimes-paradoxical idea that fiction helps us find truth in our real lives. Whether you consider yourself a fan or whether you find yourself thinking of a particular fictional scene for inspiration, you are not alone. Perfectly sane people regularly admit that their favorite stories are important to them. Although journalists sometimes assume that the interest in the fictional world is a sign of trouble, the authors enthusiastically disagree. Because story worlds are social simulations, people use them to work out their values, decide how to handle similar situations, and even decide what kind of person they want to be. Although films and shows are widely spoken of as diversions or as escapism, there are many ways that they aren’t trivial at all. In th...
The Oxford Handbook of Media Psychology explores facets of human behavior, thoughts, and feelings experienced in the context of media use and creation. Divided into six sections, chapters in this volume trace the history of media... more
The Oxford Handbook of Media Psychology explores facets of human behavior, thoughts, and feelings experienced in the context of media use and creation. Divided into six sections, chapters in this volume trace the history of media psychology; address content areas for media research, including children's media use, media violence and desensitization, sexual content, video game violence, and portrayals of race and gender; and cover psychological and physical effects of media such as serious games, games for health, technology addictions, and video games and attention. A section on meta-issues in media psychology brings together transportation theory, media psychophysiology, social influence in virtual worlds, and learning through persuasion. Other topics include the politics of media psychology, a lively debate about the future of media psychology methods, and the challenges and opportunities present in this interdisciplinary field.
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The Oxford Handbook of Media Psychology is the first scholarly handbook to address the emergence of this new interdisciplinary field of Media Psychology. Today we live and function in a world that is rife with media messages and imagery.... more
The Oxford Handbook of Media Psychology is the first scholarly handbook to address the emergence of this new interdisciplinary field of Media Psychology. Today we live and function in a world that is rife with media messages and imagery. From digital media--including social media, blogs, e-books and instant messaging via smart phones, tablets and computers--to legacy media such as magazines, newspapers and books, media are ubiquitous and fundamental to the rhythms of our lives. Media psychology addresses questions about media use and creation and content, media effects and media’s role in human interactions and social learning. The Oxford Handbook of Media Psychology brings together an international group of eminent scholars in the field to shed light on the most compelling issues and ideas that play out in our current environment of the round-the-clock and round-the globe interplay between humanity and media.
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Research Interests: Psychology and Mythology
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Social media (SM) use by adults with autism spectrum disorder (ASD) is not well understood. Co-occurring mental health concerns, such as depression, are common for adults with ASD. The current investigation explored the relationship... more
Social media (SM) use by adults with autism spectrum disorder (ASD) is not well understood. Co-occurring mental health concerns, such as depression, are common for adults with ASD. The current investigation explored the relationship between SM use and happiness in a population of adults with self-disclosed ASD. Of the 84 percent of the sample who used SM, those who used Facebook, the most popular site, were happier than those who did not. The same relationship did not exist for the second most popular site, Twitter. Happiness and SM use showed a quadratic relationship: Happiness and SM use increased together until they reached a point where happiness fell off. SM use by adults with ASD, specifically Facebook use in moderation, may enhance well-being and may be a protective factor against secondary mental health concerns common in this population.
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Research Interests: Mass media and Aggression
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Although individuals often believe they are immune to media influence, a substantial body of research suggests that media presentations, including fictional narratives, can influence individuals’ attitudes and beliefs. The current chapter... more
Although individuals often believe they are immune to media influence, a substantial body of research suggests that media presentations, including fictional narratives, can influence individuals’ attitudes and beliefs. The current chapter explores reasons why individuals fail to recognize media effects in their own lives, and explains the mechanisms by which media influence occurs. We highlight the operation of unconscious processes that can account for both pervasive media effects and a lack of awareness of these effects. We also focus specifically on transportation, the experience of cognitive and emotional immersion into a story. Transported readers experience emotions in response to a story, form connections with characters, and are more cognitively open to story claims.
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ABSTRACT This chapter enters the growing debate about whether playing video games with antisocial themes can be harmful. My specific focus is gen-der stereotypes in gaming and whether the perpetuation of these ster-eotypes supports... more
ABSTRACT This chapter enters the growing debate about whether playing video games with antisocial themes can be harmful. My specific focus is gen-der stereotypes in gaming and whether the perpetuation of these ster-eotypes supports violence against women. If in the end, my answer is yes, violent video games based on sexist stereotypes do support male violence against women, I am less sure about the appropriate response. Censoring video game content, even for children, raises serious privacy concerns. Yet leaving the regulation of these games to parents is also problematic. The Associated Press reports that 35 percent of parents are gamers themselves. Unsurprisingly, two-thirds of these parents say it is not the government's role to protect children from violent video games. If we cannot rely on the government or parents to monitor game playing, what can we do? Before we can even debate this ques-tion intelligently, we need to map the terrain. If you have no experience with video games or your experience is limited, say to Mario or Minesweeper, odds are that you would be sur-prised by many of today's top video games and the latest gaming trends. Did you know, for instance, that there are now ''virtual com-munities'' on the Internet, like the popular Second Life (http://www. SecondLife.com) where ''residents'' can go to concerts or board meet-ings, chat, or even have cybersex with other characters? Have you heard about the Hot Coffee scandal from the summer of 2005, when game developers denied, and then confessed to including secret sex BMX XXX, a bike-racing game, there are live-action scenes featuring dancing strippers? Well, if you thought hot coffee came from Starbucks and Grand Theft Auto was all about joyrid-ing, pull up a chair, and I will bring you up to speed on video games and the controversies they provoke.
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In Hans Christian Andersen’s tale The Emporer’s New Suit [Andersen, 1837], two swindlers successfully dupe an entire city into acting as though their naked ruler were, in fact, clothed. Not until an innocent child speaks the truth, and... more
In Hans Christian Andersen’s tale The Emporer’s New Suit [Andersen, 1837], two swindlers successfully dupe an entire city into acting as though their naked ruler were, in fact, clothed. Not until an innocent child speaks the truth, and his father encourages the people to listen to the child, is the truth publicly accepted. This parable represents aptly the struggle of
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Abstract 1. The literature on the effects of violent video game play on aggression and aggression-related phenomena is in a fledgling state. Two investigations were undertaken to provide information on some important questions in this... more
Abstract 1. The literature on the effects of violent video game play on aggression and aggression-related phenomena is in a fledgling state. Two investigations were undertaken to provide information on some important questions in this area. Study 1 examines the ...
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Research Interests: Psychology and Mythology
The rapid migration of social life online—including social support—is a topic of current interest. This research reports the development of a survey designed to compare preferences for mediated versus face-to-face (F2F) social support in... more
The rapid migration of social life online—including social support—is a topic of current interest. This research reports the development of a survey designed to compare preferences for mediated versus face-to-face (F2F) social support in an important health context: sobriety recovery. The SSPS (Sobriety Support Preference Scale) consisting of 2 parallel subscales representing preference for mediated (&agr; = 0.94) versus F2F (&agr; = 0.91) support was developed for use in this study. One hundred and ninety-six adults (141 female) who reported using both mediated and face-to-face sobriety support completed the SSPS. Results indicated that respondents preferred F2F over mediated sobriety support, although there were positive reactions to mediated support. Participants reported that they felt it was easier for them to be honest in F2F than mediated settings. However, results also indicated that participants reported specifically (a) lying more about their sobriety success and (b) being drunk or high more often while attending F2F sessions than while participating via mediated sobriety support. Frequency of attendance for F2F, but not mediated, support was positively correlated with sobriety success. Post hoc analyses suggest that results varied based on whether participants were recovery professionals in addition to being in recovery. Future research might profitably adapt the 2 subscales of the SSPS to fit other contexts where comparison of mediated and F2F social support efficacy and attitudes are sought.
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In this investigation, the authors ask how media exemplars of Black masculinity influence the views of and intentions toward other Black men. An experiment compared the effects of exposure to Black video game characters fitting the... more
In this investigation, the authors ask how media exemplars of Black masculinity influence the views of and intentions toward other Black men. An experiment compared the effects of exposure to Black video game characters fitting the exemplar thug or street criminal (e.g., Carl Johnson from GRAND THEFT AUTO: SAN ANDREAS) versus exemplars of professional Black men (e.g., political leaders), on evaluations of an unknown and unrelated Black or White political candidate and on pro-Black attitudes. Results revealed significant interactions of exemplar type and candidate race on favorability and capability candidate ratings and on pro-Black attitudes. These data demonstrate the power of mass media exemplars of Black masculinity to prime meaningfully different outcomes in viewers. As the face of gaming evolves with advances in technology, so too should the characterization of race in games.
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Research Interests: Policies and Environments
Vita KEDS
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Vita
Research Interests: Social Psychology, Digital Media, Media psychology, Social Media & Internet Psychology, Media practice and the social sexualization of women, female participation in the pornography industry, cultural production as agency/resistance, and feminist interventions in Media Studies., and Media and Culture
In this investigation, the authors ask how media exemplars of Black masculinity influence the views of and intentions toward other Black men. An experiment compared the effects of exposure to Black video game characters fitting the... more
In this investigation, the authors ask how media exemplars of Black masculinity influence
the views of and intentions toward other Black men. An experiment compared the
effects of exposure to Black video game characters fitting the exemplar thug or
street criminal (e.g., Carl Johnson from GRAND THEFT AUTO: SAN ANDREAS)
versus exemplars of professional Black men (e.g., political leaders), on evaluations
of an unknown and unrelated Black or White political candidate and on pro-Black
attitudes. Results revealed significant interactions of exemplar type and candidate
race on favorability and capability candidate ratings and on pro-Black attitudes.
These data demonstrate the power of mass media exemplars of Black masculinity to
prime meaningfully different outcomes in viewers. As the face of gaming evolves with
advances in technology, so too should the characterization of race in games.
the views of and intentions toward other Black men. An experiment compared the
effects of exposure to Black video game characters fitting the exemplar thug or
street criminal (e.g., Carl Johnson from GRAND THEFT AUTO: SAN ANDREAS)
versus exemplars of professional Black men (e.g., political leaders), on evaluations
of an unknown and unrelated Black or White political candidate and on pro-Black
attitudes. Results revealed significant interactions of exemplar type and candidate
race on favorability and capability candidate ratings and on pro-Black attitudes.
These data demonstrate the power of mass media exemplars of Black masculinity to
prime meaningfully different outcomes in viewers. As the face of gaming evolves with
advances in technology, so too should the characterization of race in games.
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The Office of Alcoholism & Substance Abuse Services (OASAS) estimates 10% of American adults consider themselves in recovery from alcohol/drug abuse (Rondó & Feliz, 2012). Support through social communities has long proven beneficial for... more
The Office of Alcoholism & Substance Abuse Services (OASAS) estimates 10% of American adults consider themselves in recovery from alcohol/drug abuse (Rondó & Feliz, 2012). Support through social communities has long proven beneficial for compromised individuals (Davison, Pennebaker & Dickerson, 2000). As more people engage in mediated sobriety support, what impact might it have on the future of Face-to-Face (F2F) Alcoholics Anonymous and/or its membership? Studies have been published investigating the differences between web-based vs. F2F weight loss support success (F. Johnson & Wardle, 2011) and academic achievement (Langenhorst, 2012), but none have yet explored F2F vs. mediated sobriety support. This study investigated abstinence-based modality support preference (F2F or mediated), as well as variables including ease of self-disclosure, honesty, sobriety efficacy, and participant beliefs about the future of sobriety support as related to both mediated and F2F support modalities.
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Media's influence is far reaching. Nowhere does it have more impact than on the internalized and externalized images the culture projects about women's bodies. Perfect idealized images of women, impossible to attain and maintain, are... more
Media's influence is far reaching. Nowhere does it have more impact than on the internalized and externalized images the culture projects about women's bodies. Perfect idealized images of women, impossible to attain and maintain, are disempowering and lead to widespread stigma and discrimination. Anti-fat bias is common and along with a lack of knowledge about lipoedema among healthcare professionals generally results in misdiagnosis for women with the disorder. Despite its medical vs. cosmetic nature, lipoedema is often confused with obesity and women are judged, shamed and blamed by healthcare professionals, either implicitly or explicitly. Women learn a sense of powerlessness in the face of anti-fat bias, and fail to advocate for themselves in healthcare situations. Cognitive understanding about lipoedema and mindfulness meditation are two interventions that can increase self-efficacy and self-caring, especially for women with lipoedema, allowing them to advocate for themselves in receiving appropriate quality healthcare.
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In Hans Christian Andersen’s tale The Emporer’s New Suit [Andersen, 1837], two swindlers successfully dupe an entire city into acting as though their naked ruler were, in fact, clothed. Not until an innocent child speaks the truth, and... more
In Hans Christian Andersen’s tale The Emporer’s New Suit [Andersen, 1837], two swindlers successfully dupe an entire city into acting as though their naked ruler were, in fact, clothed. Not until an innocent child speaks the truth, and his father encourages the people to listen to the child, is the truth publicly accepted. This parable represents aptly the struggle of
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This article appeared in a journal published by Elsevier. The attached copy is furnished to the author for internal non-commercial research and education use, including for instruction at the authors institution and sharing with... more
This article appeared in a journal published by Elsevier. The attached copy is furnished to the author for internal non-commercial research and education use, including for instruction at the authors institution and sharing with colleagues. Other uses, including reproduction and distribution, or selling or licensing copies, or posting to personal, institutional or third party websites are prohibited. In most cases authors are permitted to post their version of the article (e.g. in Word or Tex form) to their personal website or institutional repository. Authors requiring further information regarding Elsevier’s archiving and manuscript policies are encouraged to visit:
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Developmental research on social influences on adolescents can guide practices aimed to prevent homicidal youth violence. School shootings have repeatedly raised questions about the contributory role of bullying and entertainment... more
Developmental research on social influences on adolescents can guide practices aimed to prevent homicidal youth violence. School shootings have repeatedly raised questions about the contributory role of bullying and entertainment violence, how news media publicity might produce copycat crimes, and whether stiffer criminal sanctions might have a deterrent effect. This article presents the thoughts and recommendations of a group of experts on these topics summarizing the current knowledge base. In brief, bullying reduction programs may be a useful early prevention effort. Television and video games with violent themes can encourage aggressive behavior, but these media can be used to teach more prosocial behavior as well. The potential copycat effects of highly publicized crimes might be diminished with more restrained reporting, although more research is needed. Finally, there is substantial evidence that increased criminal sanctions for youthful offenders have not had a deterrent eff...
Research Interests: Criminology, Program Evaluation, Psychology, Media Studies, Homicide, and 15 moreExpert testimony, Deterrence, Economic Justice, Bullying, Evidence, Public Health, Adolescent, Entertainment, Medicine, Prevention, Prosocial Behavior, Humans, Program Development, Interpersonal Relations, and Adolescent Behavior
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In the 21st century, being a parent means having to deal with buying, monitoring, and negotiating about video games. A common question parents have is whether children can learn anything positive or of educational value by playing video... more
In the 21st century, being a parent means having to deal with buying, monitoring, and negotiating about video games. A common question parents have is whether children can learn anything positive or of educational value by playing video games? The answer is “Yes!” Children can learn valuable skills by playing video games.