SwePub
Tyck till om SwePub Sök här!
Sök i SwePub databas

  Extended search

Träfflista för sökning "LAR1:miun ;pers:(Esteves Francisco 1953)"

Search: LAR1:miun > Esteves Francisco 1953

  • Result 1-10 of 92
Sort/group result
   
EnumerationReferenceCoverFind
1.
  • Almeida, Teresa, et al. (author)
  • Can you be a follower even when you do not follow the leader? : Yes, you can
  • 2021
  • In: Leadership. - : SAGE Publications. - 1742-7150 .- 1742-7169. ; 17:3, s. 336-364
  • Journal article (peer-reviewed)abstract
    • In the ongoing debate in the area of critical leadership studies, the nature of leader–follower relationships is a thorny issue. The nature of followership has been questioned, especially whether followers can display resistance behaviours while maintaining their follower position. Addressing this issue requires a dialectical approach in which followers and leaders alike are primary elements in leadership co-production. Followers who face destructive leaders are of special interest when leadership is studied as a co-creational process. This context favours the emergence of a full range of behavioural profiles in which passives and colluders will illustrate the destructive leadership co-production process, and those who resist demonstrate that followers may not follow the leader and still keep a followership purpose. A two-step data analysis procedure was conducted based on the behaviour descriptions of 123 followers having a destructive leader. A qualitative analysis (i.e. content analysis) showed a set of behaviours and their antecedents that suggest three main groups of followers: resisters, obedient and mixed behaviour. Treating these data quantitatively (i.e. latent class analysis), six followers’ profiles emerged: active resistance, passive resistance, passive obedience, conflict avoidance, support and mixed. Our findings provide evidence that followers who resist may do it for the sake of the organisation. We discuss our findings in light of followership theory, whereby joining role-based and constructionist approaches allows us to argue that followers may still be followers even when they do not invariably follow their leader. 
  •  
2.
  • Almeida, Teresa, et al. (author)
  • Coproducing leadership : a reason to resist destructive leaders
  • 2023
  • In: Leadership & Organization Development Journal. - 0143-7739 .- 1472-5347. ; 44:2, s. 189-204
  • Journal article (peer-reviewed)abstract
    • Purpose: Follower's individual differences have been receiving increased attention in studying destructive leadership because followers may enable or disable it. One of these yet under-researched features is the role of followers' leadership coproduction beliefs (a role construal) in explaining their resistance to destructive leaders. Departing from the proactive motivation theory, this paper explores the robustness of coproduction beliefs by testing its ability to predict followers' resistance to destructive leaders across four situations – abusive supervision, exploitative leadership, organization directed behaviors and laissez-faire. Design/methodology/approach: With a sample of 359 participants that answered a scenario-based survey, the present study tests the relationship between coproduction beliefs and resistance behaviors in the four mentioned groups, while controlling for alternative explanations. A multigroup analysis was conducted with PLS-SEM. Findings: Constructive resistance is always favored by coproduction beliefs independently of the leader's type of destructive behavior. Dysfunctional resistance, however, is sensitive to the leader's type of destructive behavior. Originality/value: This paper extends knowledge on the role of coproduction beliefs as an individual-based resource against destructive leaders. 
  •  
3.
  •  
4.
  • Arriaga, Patricia, et al. (author)
  • A "dry eye" for victims of violence: effects of playing a violent video game on pupillary dilation to victims and on aggressive behavior
  • 2015
  • In: Psychology of violence. - : American Psychological Association (APA). - 2152-0828 .- 2152-081X. ; 5:2, s. 199-208
  • Journal article (peer-reviewed)abstract
    • Objective: The present experiment analyzed the effects of playing a violent video game on player’s sensitivity to victimized people by measuring the involuntary pupil dilation responses (PDRs) during a passive picture viewing paradigm and examining the mediating role of PDR on aggression. Method: Participants (N = 135) were randomly assigned to play a violent video game or a nonviolent video game. The participants’ PDRs were then recorded while they were exposed to pictures of alleged victims of violence displayed in negative, neutral, and positive contexts. A competitive reaction time task was also used to measure aggression. Results: Participants in the violent game condition demonstrated both a lower PDR to the victims of violence in a negative circumstances and greater aggression than participants in the nonviolent game condition. Lower PDR to victims displayed in negative context mediated the relationship between violent game play and aggression. Conclusion: The negative effects of playing violent games are a societal concern. Our results indicate that a single violent gaming session can reduce the player’s involuntary PDRs to pictures of victimized people in negative context and increase participant aggression, a new relevant finding that should encourage further research in this area.
  •  
5.
  • Arriaga, Patricia, et al. (author)
  • Are the effects of unreal violent video games pronounced when playing with a virtual reality system?
  • 2008
  • In: Aggressive Behavior. - : Wiley. - 0096-140X .- 1098-2337. ; 34:5, s. 521-538
  • Journal article (peer-reviewed)abstract
    • This study was conducted to analyze the short‐term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non‐violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self‐report State Hostility Scale to measure hostility, and a competitive reaction‐time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. 
  •  
6.
  •  
7.
  • Arriaga, Patricia, et al. (author)
  • Effects of Playing Violent Computer Games on Emotional Desensitization and Aggressive Behavior
  • 2011
  • In: Journal of Applied Social Psychology. - : Wiley. - 0021-9029 .- 1559-1816. ; 41:8, s. 1900-1925
  • Journal article (peer-reviewed)abstract
    • This study analyzed the effects of playing a violent computer game on emotional desensitization and aggressive behavior. College students (N = 58) were randomly assigned to play a violent game (VG) or a nonviolent game (NVG), and then were exposed to a set of emotional pictures. Participants' physiological responses were recorded, and the Self‐Assessment Manikin scale was used to assess affective valence and arousal while viewing the pictures. Participants were then asked to replay the game, after which aggressive behavior was measured. Participants' violent game habits (VGH) were also measured. We found that VG playing interacted with participants' VGH to influence aggression, and that self‐reported valence mediated this effect by lowering the feelings of pleasure and displeasure toward emotional stimuli.
  •  
8.
  •  
9.
  • Arriaga, Patricia, et al. (author)
  • The Promotion of Violence by the Mainstream Media of Communication
  • 2016
  • In: The Social Developmental Construction of Violence and Intergroup Conflict. - Cham : Springer. - 9783319427263 ; , s. 171-195
  • Book chapter (peer-reviewed)abstract
    • This chapter gives a comprehensive state-of-the-art review on the effects that exposure to or enactment of violence in mainstream media has on aggressive behavior, emotions, and empathy. In line with contemporary technological developments, the authors also cover the more and more widespread consumption of violent video games, which put the player in a more active role than traditional media (such as television) put their viewers. As the field is extremely controversial, the authors are careful in their analysis of the actually existing evidence as well as in their conclusions and recommendations for future research. Despite all controversy, and after reviewing existing literature, as well as a large number of own empirical work, the authors come to the conclusion that there is evidence for increased aggressive motivation and impulsivity as a result of exposure to media violence, but that it is not clear yet how much it affects people’s real-life behavior. Nevertheless, it is clear that there is no evidence for cathartic effects, a conclusion that is similar in research on the effects of filmed violence, and an idea that had been present in the controversy for decades but can now be abandoned.
  •  
10.
  • Arriaga, Patricia, et al. (author)
  • Violent computer games and their effects on state hostility and psychophysiological arousal
  • 2006
  • In: Aggressive Behavior. - : Wiley. - 0096-140X .- 1098-2337. ; 32:2, s. 146-158
  • Journal article (peer-reviewed)abstract
    • An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self-report measures concerning their video game habits and were also pre-tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility.
  •  
Skapa referenser, mejla, bekava och länka
  • Result 1-10 of 92
Type of publication
journal article (66)
conference paper (17)
book chapter (5)
doctoral thesis (2)
other publication (1)
research review (1)
show more...
show less...
Type of content
peer-reviewed (87)
other academic/artistic (5)
Author/Editor
Arriaga, Patricia (18)
Öhman, Arne (14)
Champoux-Larsson, Ma ... (8)
Dylman, Alexandra (7)
Carneiro, Paula (6)
show more...
Fernandes, Sara (6)
Lundqvist, Daniel (5)
Silva, Catarina (5)
Sundin, Örjan, 1952- (3)
Paiva, Ana (3)
Dimberg, Ulf (3)
Faísca, Luís (3)
Reis, Alexandra (3)
Monteiro, Maria B. (3)
Flykt, Anders (3)
Bernhardsson, Jens (3)
Lindström, Björn (2)
Almeida, Teresa (2)
Jansson, Billy, 1963 ... (2)
Adrião, Joana (2)
Madeira, Filipa (2)
Arriaga, P. (2)
Oliveira, Sandra (2)
Bjärtå, Anna, 1974- (2)
Weimer, Kerstin (2)
Albuquerque, Pedro (2)
Fernandez, Angel (2)
Soares, Joaquim, 194 ... (1)
Ahlström, Richard, 1 ... (1)
Leite, Iolanda (1)
Ramalho, Nelson C. (1)
Ramalho, Nelson (1)
Reyes del Paso, Gust ... (1)
Thayer, Julian (1)
Cavaleiro, Inês (1)
Maia e Silva, Alexan ... (1)
Barahona, Isabel (1)
Pavlova, M. A. (1)
Piçarra, N. (1)
Silva, Ana (1)
Zillmann, Dolf (1)
Lundström, Johan N. (1)
Olsson, Mats (1)
Calvo, Manuel (1)
Carneiro, Maria Paul ... (1)
Dylman, Alexandra S. (1)
Örnkloo, Helena (1)
Roberson, Deborah, P ... (1)
Juth, Pernilla (1)
show less...
University
Mid Sweden University (92)
Karolinska Institutet (8)
University of Gävle (2)
Royal Institute of Technology (1)
Uppsala University (1)
Stockholm University (1)
Language
English (81)
Portuguese (8)
Spanish (3)
Research subject (UKÄ/SCB)
Social Sciences (85)
Medical and Health Sciences (5)
Natural sciences (2)
Engineering and Technology (1)
Agricultural Sciences (1)

Year

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Close

Copy and save the link in order to return to this view