Rosanna E. Guadagno

ORCID: 0000-0001-8247-5154
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About
Contact & Profiles
Research Areas
  • 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...

10.1080/15213260701300865 article EN Media Psychology 2007-12-05

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...

10.1089/cyber.2011.0308 article EN Cyberpsychology Behavior and Social Networking 2012-04-10
Charles R. Ebersole Maya B Mathur Erica Baranski Diane-Jo Bart-Plange Nicholas R. Buttrick and 95 more Christopher R. Chartier Katherine S. Corker Martin Corley Joshua K. Hartshorne Hans IJzerman Ljiljana B. Lazarević Hugh Rabagliati Ivan Ropovik Balázs Aczél Lena Fanya Aeschbach Luca Andrighetto Jack Arnal Holly Arrow Peter Babinčák Bence E. Bakos Gabriel Baník Ernest Baskin Radomir Belopavlović Michael H. Bernstein Michał Białek Nicholas Bloxsom Bojana Bodroža Diane B. V. Bonfiglio Leanne Boucher Florian Brühlmann Claudia Chloe Brumbaugh Erica Casini Yiling Chen Carlo Chiorri William J. Chopik Oliver Christ Antonia M. Ciunci Heather M. Claypool Sean P. Coary Marija V. Čolić W. Matthew Collins Paul Curran Chris Day Benjamin Dering Anna Dreber John E. Edlund Filipe Falcão Anna Fedor Lily Feinberg Ian Ferguson Máire B. Ford Michael C. Frank Emily Fryberger Alexander Garinther Katarzyna Gawryluk Kayla Ashbaugh Mauro Giacomantonio Steffen R. Giessner Jon Grahe Rosanna E. Guadagno Ewa Hałasa Peter Hancock Rias A. Hilliard Joachim Hüffmeier Sean Hughes Katarzyna Idzikowska Michael Inzlicht Alan Jern William Jiménez‐Leal Magnus Johannesson Jennifer A. Joy-Gaba Mathias Kauff Danielle Kellier Grecia Kessinger Mallory C. Kidwell Amanda M. Kimbrough Josiah King Vanessa S. Kolb Sabina Kołodziej Márton Kovács Karolina Krasuska Sue Kraus Lacy E. Krueger Katarzyna Kuchno Caio Ambrosio Lage Eleanor V. Langford Carmel Levitan Tiago Jessé Souza de Lima Hause Lin Samuel Lins Jia E. Loy Dylan Manfredi Łukasz Markiewicz Madhavi Menon Brett Mercier Mitchell M. Metzger Venus Meyet Ailsa E. Millen Jeremy K. Miller Andres Montealegre

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...

10.1177/2515245920958687 article EN Advances in Methods and Practices in Psychological Science 2020-09-01

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,...

10.1371/journal.pone.0265806 article EN cc-by PLoS ONE 2022-04-06

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...

10.1089/cyber.2024.0246 article EN Cyberpsychology Behavior and Social Networking 2025-01-08

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...

10.1111/j.1559-1816.2008.00409.x article EN Journal of Applied Social Psychology 2008-10-22

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...

10.1037/a0030592 article EN Psychology of Popular Media Culture 2013-01-01

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...

10.1089/cyber.2012.0411 article EN Cyberpsychology Behavior and Social Networking 2013-02-01

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,...

10.1080/00224545.2019.1629867 article EN The Journal of Social Psychology 2019-06-12
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