SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Arriaga Patrícia) "

Sökning: WFRF:(Arriaga Patrícia)

  • Resultat 1-10 av 26
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  •  
2.
  • Arriaga, Patricia, et al. (författare)
  • A "dry eye" for victims of violence: effects of playing a violent video game on pupillary dilation to victims and on aggressive behavior
  • 2015
  • Ingår i: Psychology of violence. - : American Psychological Association (APA). - 2152-0828 .- 2152-081X. ; 5:2, s. 199-208
  • Tidskriftsartikel (refereegranskat)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.
  •  
3.
  • Arriaga, Patricia, et al. (författare)
  • Are the effects of unreal violent video games pronounced when playing with a virtual reality system?
  • 2008
  • Ingår i: Aggressive Behavior. - : Wiley. - 0096-140X .- 1098-2337. ; 34:5, s. 521-538
  • Tidskriftsartikel (refereegranskat)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. 
  •  
4.
  • Arriaga, Patricia, et al. (författare)
  • Effects of Playing Violent Computer Games on Emotional Desensitization and Aggressive Behavior
  • 2011
  • Ingår i: Journal of Applied Social Psychology. - : Wiley. - 0021-9029 .- 1559-1816. ; 41:8, s. 1900-1925
  • Tidskriftsartikel (refereegranskat)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.
  •  
5.
  • Arriaga, Patricia, et al. (författare)
  • Looking at the (mis) fortunes of others while listening to music
  • 2014
  • Ingår i: Psychology of Music. - : SAGE Publications. - 0305-7356 .- 1741-3087. ; 42:2, s. 251-268
  • Tidskriftsartikel (refereegranskat)abstract
    • The present study examined whether eye movements when regarding pictures of other people in fortunate (positive) and unfortunate (negative) circumstances are influenced by background music. Sixty-three participants were randomly assigned to three background music conditions (happy music, sad music, or no music) where pairs of negative-positive pictures were shown. Participants' eye movements were recorded throughout the experiment to assess distinct phases of attentional processes, i.e., initial orienting to, and subsequent engagement with, visual scenes. We found that these attentional processes were not uniformly influenced by the music. The type of background music had no effect on initial visual attention but played a relevant role in guiding subsequent gaze behaviour by maintaining attention in a mood-congruent fashion: sad music enhanced attentional bias to visual images of others in unfortunate circumstances, whereas happy music contributed to longer gazes at images of others in fortunate circumstances. These results support the notion that attention is affected by background music and reflected by gaze behaviour.
  •  
6.
  •  
7.
  • Arriaga, Patricia, et al. (författare)
  • The Promotion of Violence by the Mainstream Media of Communication
  • 2016
  • Ingår i: The Social Developmental Construction of Violence and Intergroup Conflict. - Cham : Springer. - 9783319427263 ; , s. 171-195
  • Bokkapitel (refereegranskat)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.
  •  
8.
  • Arriaga, Patricia, et al. (författare)
  • Violent computer games and their effects on state hostility and psychophysiological arousal
  • 2006
  • Ingår i: Aggressive Behavior. - : Wiley. - 0096-140X .- 1098-2337. ; 32:2, s. 146-158
  • Tidskriftsartikel (refereegranskat)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.
  •  
9.
  • Correia, Filipa, et al. (författare)
  • Exploring Prosociality in Human-Robot Teams
  • 2019
  • Ingår i: HRI '19. - : IEEE. - 9781538685556 ; , s. 143-151
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores the role of prosocial behaviour when people team up with robots in a collaborative game that presents a social dilemma similar to a public goods game. An experiment was conducted with the proposed game in which each participant joined a team with a prosocial robot and a selfish robot. During 5 rounds of the game, each player chooses between contributing to the team goal (cooperate) or contributing to his individual goal (defect). The prosociality level of the robots only affects their strategies to play the game, as one always cooperates and the other always defects. We conducted a user study at the office of a large corporation with 70 participants where we manipulated the game result (winning or losing) in a between-subjects design. Results revealed two important considerations: (1) the prosocial robot was rated more positively in terms of its social attributes than the selfish robot, regardless of the game result; (2) the perception of competence, the responsibility attribution (blame/credit), and the preference for a future partner revealed significant differences only in the losing condition. These results yield important concerns for the creation of robotic partners, the understanding of group dynamics and, from a more general perspective, the promotion of a prosocial society.
  •  
10.
  • Esteves, Francisco, 1953-, et al. (författare)
  • Emotional Responses (verbal and psychophysiological) to pictures of food stimuli
  • 2010
  • Ingår i: Psicologia. - 0874-2049. ; 24:2, s. 89-111
  • Tidskriftsartikel (refereegranskat)abstract
    • Emotional processing of food-related pictures was studied in four experiments, comparing participants who revealed unhealthy attitudes toward food, dieting and body shape with control groups. All subjects were female and responses to pictures of low and of high calorie foods were compared to responses to other emotional stimuli. The first three experiments measured verbal and autonomic responses and Experiment 4 was a classical conditioning study. In Experiments 2-4, pictures were presented backward masked in order to observe automatic, non-conscious responses. The results showed that, in general, food pictures were processed in the same way as other emotional material, both verbally and psychophysiologically. Although there were some results indicating a difference between groups, the general pattern was that participants selected for being more worried about food and dieting did not show higher reactivity to food cues.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 26
Typ av publikation
tidskriftsartikel (19)
konferensbidrag (4)
bokkapitel (3)
Typ av innehåll
refereegranskat (25)
övrigt vetenskapligt/konstnärligt (1)
Författare/redaktör
Arriaga, Patricia (25)
Esteves, Francisco, ... (19)
Fernandes, Sara (6)
Carneiro, Paula (4)
Monteiro, Maria B. (3)
Esteves, Francisco (3)
visa fler...
Adrião, Joana (2)
Madeira, Filipa (2)
Aczel, Balazs (1)
Szaszi, Barnabas (1)
Chen, Rong (1)
Leite, Iolanda (1)
Wang, Ke (1)
Melo, Francisco S. (1)
Paiva, Ana (1)
Anikin, Andrey (1)
Lima, Cesar (1)
Miller, Jeremy K. (1)
Schmidt, Kathleen (1)
Kreegipuu, Kairi (1)
Wagner, Lisa (1)
Cavaleiro, Inês (1)
Maia e Silva, Alexan ... (1)
Barahona, Isabel (1)
Feddes, Allard R. (1)
Silva, Ana (1)
Zillmann, Dolf (1)
Otterbring, Tobias (1)
Flykt, Anders (1)
Ross, Robert M. (1)
Paruzel-Czachura, Ma ... (1)
Yamada, Yuki (1)
Yogeeswaran, Kumar (1)
Chopik, WJ (1)
Kekecs, Zoltan (1)
Sevincer, A. T. (1)
Yoon, Sangsuk (1)
Palfi, Bence (1)
Jaeger, Bastian (1)
Raes, Louis (1)
Roth, Yefim (1)
Wang, Qi (1)
Yang, Tao (1)
Gaspar, Augusta (1)
Collins, Robert (1)
Correia, Filipa (1)
Mascarenhas, Samuel ... (1)
Gomes, Samuel (1)
Prada, Rui (1)
Tetlock, Philip E. (1)
visa färre...
Lärosäte
Mittuniversitetet (22)
Lunds universitet (2)
Kungliga Tekniska Högskolan (1)
Uppsala universitet (1)
Högskolan i Gävle (1)
Karolinska Institutet (1)
Språk
Engelska (21)
Portugisiska (4)
Spanska (1)
Forskningsämne (UKÄ/SCB)
Samhällsvetenskap (24)
Naturvetenskap (1)
Teknik (1)
Medicin och hälsovetenskap (1)

År

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 Stäng

Kopiera och spara länken för att återkomma till aktuell vy