- Impact of Technology on Adolescents
- Social Media and Politics
- Social and Intergroup Psychology
- Evolutionary Psychology and Human Behavior
- Media Influence and Health
- Digital Marketing and Social Media
- Misinformation and Its Impacts
- Knowledge Management and Sharing
- Digital Communication and Language
- Bullying, Victimization, and Aggression
- Marriage and Sexual Relationships
- Consumer Behavior in Brand Consumption and Identification
- Behavioral Health and Interventions
- Sexuality, Behavior, and Technology
- Psychology of Social Influence
- Digital Games and Media
- Gender, Feminism, and Media
- Team Dynamics and Performance
- Opinion Dynamics and Social Influence
- Personality Traits and Psychology
- Gender Diversity and Inequality
- Career Development and Diversity
- Education, Achievement, and Giftedness
- Child Development and Digital Technology
- Hate Speech and Cyberbullying Detection
University of Oulu
2022-2025
Stanford University
2018-2022
University of Alabama
2007-2020
University of Dallas
2019
The University of Texas at Dallas
2014-2017
University of California, Berkeley
2017
U.S. National Science Foundation
2012-2014
Division of Behavioral and Cognitive Sciences
2013
University of California, Santa Barbara
2004-2008
Arizona State University
2001-2004
Two studies examined whether participant attitudes would change toward positions advocated by an ingroup member even if the latter was known to be embodied agent; that is, a human-like representation of computer algorithm. While immersed in virtual environment, participants listened persuasive communication from digital another student. The actually agent (a computer-controlled human). Study 1 extent which gender human, gender, and agent's behavior affected attitude change. Results revealed...
Research on video games has yielded consistent findings that violent increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a game subsequent or competitive Participants played Halo II (a first-person shooter game) cooperatively competitively then completed modified prisoner's dilemma task to assess Compared with conditions, players condition engaged more tit-for-tat behaviors-a...
Replication studies in psychological science sometimes fail to reproduce prior findings. If these use methods that are unfaithful the original study or ineffective eliciting phenomenon of interest, then a failure replicate may be protocol rather than challenge finding. Formal pre-data-collection peer review by experts address shortcomings and increase replicability rates. We selected 10 replication from Reproducibility Project: Psychology (RP:P; Open Science Collaboration, 2015) for which...
The aim of this preregistered study was to identify dispositional predictors podcast listening and examine the associations between aspects listening, predictors, psychological outcomes. Three hundred six adults from a range countries completed an online questionnaire that assessed individual difference (the Big Five personality factors, curiosity, need for cognition, belong, age, gender), (amount, format, setting, device, social aspects), potential outcomes (autonomy, competence,...
A substantial portion of the literature investigating whether playing video games with violent content causes aggressive thoughts, feelings, and behaviors has relied on experimental exposure to game violence. To date, there is significant evidence suggesting these concepts are positively related, while other experiments demonstrate a null effect. potential explanation for contradicting findings failure account confounding such as performance experience. This was examined across two in which...
This experiment varied whether individuals interacted with virtual representations of themselves or others in an immersive environment. In the self‐representation condition, half participants a that bore photographic resemblance to them, whereas other no them. other‐representation representation another individual. The experimental design was 2 (Participant Gender) × 3 (Agent Identity: high‐similarity vs. low‐similarity representation). Overall, displayed more intimacy‐consistent behaviors...
Text-based communication via the Internet has provided new opportunities to study social influence and persuasion. Specifically, Guadagno Cialdini (2005) contend that effectiveness of attempts have yet be thoroughly investigated online. To test Cialdini’s contention, present examined whether principles likability validation impacted individuals’ willingness comply with a request when setting is Results revealed affected compliance, but communicator did not. Thus, our results indicate...
Social networking Web sites, such as Facebook, have changed the way in which people communicate online. The present study examined relationship between jealousy and Facebook use experimentally by asking participants to imagine viewing their romantic partner's page. We varied hypothetical privacy settings number of photos couple publicly available on Facebook. Results indicated that imagined presence affected negative emotions (jealousy, anger, disgust, hurt). Furthermore, we found sex...
The augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. received intense media attention, but scientific inquiry into and the effects of play are early stages. Previous work used secondary data or simple correlational analysis to draw conclusions. A seven-day diary study was conducted investigate potential health, psychological, social outcomes daily gameplay. Daily time spent playing related higher scores life satisfaction, vitality,...