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Who enjoys listening to violent music and why? 谁喜欢听暴力音乐?为什么?
Q1 Social Sciences Pub Date : 2019-07-01 DOI: 10.1037/PPM0000184
W. Thompson, Andrew Geeves, Kirk N. Olsen
Negative emotions are usually avoided in daily life yet often appreciated in artistic endeavors. The present study investigated emotional experiences induced by death metal music with extremely violent themes and examined whether enjoyment of this genre of music is associated with personality traits. Fans (N 48) and nonfans (N 97) listened to 60-s excerpts of death metal music and rated their emotional experiences. Compared with nonfans, fans experienced a wide range of positive emotions including power, joy, peace, and wonder. In contrast, nonfans reported uniformly negative experiences, including tension, anger, and fear. Fans and nonfans were also distinguished by personality traits, with fans lower in conscientiousness and agreeableness, and in their motivations for listening to music. Results suggest that individuals with certain personality traits and music-listening motivations are drawn toward aggressive music with violent themes, and their enthusiasm for this genre promotes a range of positive emotional responses to this music.
负面情绪通常在日常生活中被避免,但在艺术创作中经常被欣赏。本研究调查了极端暴力主题的死亡金属音乐所引发的情感体验,并检验了这种音乐类型的享受是否与个性特征有关。粉丝(48岁)和非粉丝(97岁)听了60年代的死亡金属音乐节选,并对他们的情感体验进行了评分。与非球迷相比,球迷们体验到了广泛的积极情绪,包括力量、喜悦、和平和惊奇。相比之下,非吸烟者报告的负面体验一致,包括紧张、愤怒和恐惧。歌迷和非歌迷的性格特征也有所不同,歌迷的责任感和亲和力以及听音乐的动机都较低。研究结果表明,具有特定性格特征和音乐聆听动机的人会被暴力主题的攻击性音乐所吸引,他们对这一类型的热情会促进对这一音乐的一系列积极情绪反应。
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引用次数: 46
Time for a plot twist: Beyond confirmatory approaches to binge-watching research. 情节转折的时候到了:超越对疯狂观看研究的验证性方法。
Q1 Social Sciences Pub Date : 2019-07-01 DOI: 10.1037/PPM0000187
M. Flayelle, P. Maurage, C. Vögele, L. Karila, J. Billieux
The advent of the digital age with its progress in digital technology has beenassociated in recent years with an increase in binge-watching (i.e., seeing multipleepisodes of the same TV series in one session). Binge-watching has now becomethe new normative way to consume TV shows. Nevertheless, along with its recentmassive rise has come concerns about the associated mental and physical healthoutcomes. Currently available results suggest the potential harmfulness and evenaddictive nature of binge-watching. The psychological investigation of this behavior,however, is still in its infancy, with most studies using a confirmatory approachand assuming a priori its genuine addictive nature. In contrast, the current perspectivearticle argues the case for an exploratory approach as an initial step forconducting research on behaviors that—at first sight—look like addiction whenapplying a symptom-based approach. A qualitative understanding of the phenomenologicalcharacteristics of binge-watching as the foundation of an initial comprehensivediscussion makes it possible to formulate hypotheses concerning itspotentially addictive nature and to emphasize challenges and directions for futureresearch. Here we propose an exploration of the dynamics of binge-watchingbehavior based on a model involving emotion regulation in the etiology andmaintenance of problem binge-watching
近年来,数字时代的到来及其数字技术的进步与疯狂观看(即在一个时段内观看同一电视剧的多集)的增加有关。狂看电视已经成为消费电视节目的一种新的规范方式。尽管如此,随着其最近的愤怒情绪上升,人们对相关的心理和身体健康结果感到担忧。目前可用的结果表明,疯狂观看具有潜在的危害性甚至成瘾性。然而,对这种行为的心理调查仍处于初级阶段,大多数研究都使用了验证性的方法,并先验地假设其真正的成瘾性。相比之下,目前的观点文章认为,在应用基于症状的方法时,探索性方法是对乍一看像成瘾的行为进行研究的第一步。对狂欢观看现象学特征的定性理解是初步综合讨论的基础,这使得有可能就其潜在的成瘾性提出假设,并强调未来研究的挑战和方向。在这里,我们提出了一个基于情绪调节的模型来探索狂看行为的动力学,该模型涉及问题狂看的病因和维持
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引用次数: 40
How “real” is reality television? Marginalized group representativeness in competitive reality television programming. 真人秀节目有多“真实”?竞技电视真人秀节目中边缘化群体的代表性。
Q1 Social Sciences Pub Date : 2019-07-01 DOI: 10.1037/PPM0000193
K. Dillon, Elizabeth Jones
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引用次数: 2
Emotions in storybooks: A comparison of storybooks that represent ethnic and racial groups in the United States. 故事书中的情感:对代表美国种族和种族群体的故事书的比较。
Q1 Social Sciences Pub Date : 2019-07-01 DOI: 10.1037/PPM0000185
J. Grady, Malina Her, G. Moreno, Catherine Perez, Jillian Yelinek
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引用次数: 22
Development and validation of a measure of popular media fan identity and its relationship to well-being. 大众媒体粉丝身份及其与幸福感的关系的发展和验证。
Q1 Social Sciences Pub Date : 2019-07-01 DOI: 10.1037/PPM0000188
Cynthia Vinney, Karen E. Dill-Shackleford, C. Plante, Anne Bartsch
The purpose of this research was to develop a measure that systematically assesses the various components of film and television fan identity and to test its connection to well-being. Across two studies, the multidimensional Fan Identity Scale was developed and validated. The resulting 9-item survey yielded three factors that encompassed both personal and social dimensions of fan identity. In Study 2, the relationship between these dimensions and three facets of well-being was also explored. Results indicated that overall fan identity predicted overall well-being. In addition, social fan identity predicted relational well-being and marginally predicted physical well-being. Avenues for future research involving the Fan Identity Scale are discussed.
这项研究的目的是开发一种测量方法,系统地评估电影和电视粉丝身份的各个组成部分,并测试其与幸福感的联系。在两项研究中,开发并验证了多维粉丝身份量表。由此产生的9项调查产生了三个因素,包括粉丝身份的个人和社会层面。在研究2中,还探讨了这些维度与幸福感的三个方面之间的关系。结果表明,总体粉丝身份可以预测整体幸福感。此外,社交粉丝身份预测了关系幸福感,并略微预测了身体幸福感。讨论了未来粉丝身份量表研究的途径。
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引用次数: 10
Decreased Prefrontal Activity During a Cognitive Inhibition Task Following Violent Video Game Play: A Multi-Week Randomized Trial 暴力电子游戏后认知抑制任务中额前活动减少:一项多周随机试验
Q1 Social Sciences Pub Date : 2019-01-01 DOI: 10.1037/ppm0000141
T. Hummer, W. Kronenberger, Yang Wang, V. Mathews
There is substantial evidence that exposure to violent media increases aggressive thoughts and behaviors, potentially due in part to alterations to inhibitory mechanisms mediated by prefrontal cortex. Past research has demonstrated that playing a violent video game for short periods decreases subsequent prefrontal activity during inhibition, yet the impact of long-term game play is unclear. To assess how extensive video game play impacts brain activity, young adult males (n = 49; ages 18–29) with limited video game experience performed a go/no-go task during fMRI for 3 consecutive weeks. Following a baseline scan, these men were randomly assigned to extensively play a violent video game (VG) or avoid all video game play (control) during the subsequent week. After 1 week, inhibition-related activity decreased in right inferior frontal gyrus and right cerebellum in the VG group, compared to the control sample, and self-reported executive functioning problems were higher. VG participants assigned to a second week of game play had similarly reduced bilateral prefrontal activity during inhibition, relative to the control group. However, VG participants assigned to avoid game play or play a cognitive training game during the second week demonstrated similar overall changes from baseline as the control group. This research provides preliminary evidence indicating how long-term video game play may impact brain function during inhibition, which may impair control of aggressive behavior.
有大量证据表明,接触暴力媒体会增加攻击性思维和行为,部分原因可能是前额叶皮层介导的抑制机制发生了改变。过去的研究表明,短时间玩暴力电子游戏会减少抑制过程中随后的前额叶活动,但长期玩游戏的影响尚不清楚。为了评估广泛的电子游戏对大脑活动的影响,具有有限电子游戏经验的年轻成年男性(n=49;18-29岁)在功能磁共振成像中连续3周执行了一项允许/不允许的任务。基线扫描后,这些男性被随机分配在接下来的一周内广泛玩暴力视频游戏(VG)或避免所有视频游戏(对照)。1周后,与对照样本相比,VG组右额下回和右小脑的抑制相关活动减少,自我报告的执行功能问题更高。与对照组相比,被分配进行第二周游戏的VG参与者在抑制过程中双侧前额叶活动也同样减少。然而,被分配在第二周避免游戏或进行认知训练游戏的VG参与者与对照组相比,表现出了类似的总体变化。这项研究提供了初步证据,表明长期玩电子游戏可能会在抑制过程中影响大脑功能,从而削弱对攻击行为的控制。
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引用次数: 12
“Let Me Take Another Selfie”: Further Examination of the Relation Between Narcissism, Self-Perception, and Instagram Posts “让我再拍一张自拍”:进一步研究自恋、自我认知和Instagram帖子之间的关系
Q1 Social Sciences Pub Date : 2019-01-01 DOI: 10.1037/ppm0000155
Christopher T. Barry, Shari R. Reiter, Alexandra C. Anderson, M. Schoessler, Chloe L. Sidoti
The present study sought to replicate and extend recent research on the association between posting self-photographs (“selfies”) and self-perception, particularly narcissism. This study also considered the link between self-perception and photos of oneself that were not selfies (“posies”) to determine if there were intrapersonal implications of selfies versus other self-displays on the popular social media platform, Instagram. Participants with both self-report and observational data were 100 (20 males, 80 female) undergraduates. Selfies and posies were coded according to their frequency relative to participants’ posts that did not include their own image and according to themes (i.e., physical appearance, event/activity/location, affiliation with others, collage, other/undifferentiated). Overall, such posts were not associated with narcissism or self-esteem, with some specific themes showing small correlations with narcissism and concerns regarding societal attitudes about appearance. Some aspects of participants’ Instagram activity (i.e., number of likes for selfies and posies; number of followers) were significantly correlated with posting posies. The implications of these findings for research methodology on social media behavior and in the connection between self-perception and photo sharing on social media are discussed.
目前的研究试图复制和扩展最近关于发布自拍照(“自拍”)和自我认知(尤其是自恋)之间关系的研究。这项研究还考虑了自我认知与非自拍照片(“pose”)之间的联系,以确定自拍与流行社交媒体平台Instagram上的其他自我展示是否有内在的含义。同时具有自我报告和观察数据的参与者为100名本科生(男性20人,女性80人)。自拍和姿势是根据它们相对于参与者不包含自己图像的帖子的频率和主题(即外表、事件/活动/地点、与他人的关系、拼贴、其他/未区分)进行编码的。总的来说,这类帖子与自恋或自尊无关,一些特定的主题与自恋和关注社会对外表的态度有很小的相关性。参与者的Instagram活动的某些方面(即自拍和摆姿势的点赞数量;关注者数量)与发布姿势显著相关。讨论了这些发现对社交媒体行为研究方法的影响,以及社交媒体上自我感知与照片分享之间的联系。
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引用次数: 30
Development and Validation of the Problematic Media Use Measure: A Parent Report Measure of Screen Media "Addiction" in Children. 问题媒体使用测量的发展与验证:儿童屏幕媒体“成瘾”的家长报告测量。
Q1 Social Sciences Pub Date : 2019-01-01 Epub Date: 2017-11-16 DOI: 10.1037/ppm0000163
Sarah E Domoff, Kristen Harrison, Ashley N Gearhardt, Douglas A Gentile, Julie C Lumeng, Alison L Miller

Although problematic media use among adolescents is of wide interest, less is known regarding problematic media use among younger children. The current study reports on the development and validation of a parent-report measure of one potential aspect of children's problematic use-screen media addiction-via the Problematic Media Use Measure (PMUM). Items were based on the nine criteria for Internet Gaming Disorder in the DSM-5. The first study describes the development and preliminary validation of the PMUM in a sample of 291 mothers. Mothers (80.8% identified as White) of children 4 through 11 years of age completed the PMUM and measures of child screen time and child psychosocial functioning. EFA indicated a unidimensional construct of screen media addiction. The final versions of the PMUM (27 items) and PMUM Short Form (PMUM-SF, 9 items) evidenced high internal consistency (Cronbach α = .97 and α = .93, respectively). Regression analyses were conducted to examine convergent validity of the PMUM with indicators of child psychosocial functioning. Convergent validity was supported and the PMUM scales also independently predicted children's total difficulties in functioning, over and above hours of screen time, indicating incremental validity. The second study sought to confirm the factor structure of the PMUM-SF and test for measurement invariance across gender. In a sample of 632 parents, we confirmed the factor structure of the PMUM-SF and found measurement invariance for boys and girls. These studies support the use of the PMUM-SF as a measure of screen media addiction in children ages 4 through 11 years old.

虽然青少年中有问题的媒体使用引起了广泛的兴趣,但对年幼儿童中有问题的媒体使用却知之甚少。目前的研究报告了通过问题媒体使用测量(PMUM)对儿童问题使用屏幕媒体成瘾的一个潜在方面的家长报告测量的发展和验证。项目基于DSM-5中关于网络游戏障碍的九项标准。第一项研究描述了291名母亲样本中PMUM的发展和初步验证。4至11岁儿童的母亲(80.8%为白人)完成了PMUM和儿童屏幕时间和儿童心理社会功能的测量。EFA显示屏幕媒体成瘾的单维结构。PMUM最终版本(27个条目)和PMUM简表(PMUM- sf, 9个条目)具有较高的内部一致性(Cronbach α = 0.97和α = 0.93)。进行回归分析以检验PMUM与儿童心理社会功能指标的收敛效度。趋同效度得到了支持,PMUM量表也独立地预测了儿童在屏幕时间超过或超过小时的功能总困难,表明了增量效度。第二项研究试图确认PMUM-SF的因素结构,并检验跨性别的测量不变性。在632名家长的样本中,我们证实了PMUM-SF的因子结构,并发现男孩和女孩的测量不变性。这些研究支持使用PMUM-SF作为4至11岁儿童屏幕媒体成瘾的衡量标准。
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引用次数: 77
2019 Acknowledgments 2019确认
Q1 Social Sciences Pub Date : 2019-01-01 DOI: 10.1037/ppm0000258
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引用次数: 0
Supplemental Material for Once Upon a Game: Exploring Video Game Nostalgia and Its Impact on Well-Being 《从前的游戏》补充材料:探索电子游戏怀旧及其对幸福的影响
Q1 Social Sciences Pub Date : 2018-10-04 DOI: 10.1037/ppm0000208.supp
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引用次数: 0
期刊
Psychology of Popular Media Culture
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