Christopher P. Barlett

ORCID: 0000-0003-4065-1126
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About
Contact & Profiles
Research Areas
  • Bullying, Victimization, and Aggression
  • Hate Speech and Cyberbullying Detection
  • Child Development and Digital Technology
  • Impact of Technology on Adolescents
  • Child and Adolescent Psychosocial and Emotional Development
  • Stalking, Cyberstalking, and Harassment
  • Plant Virus Research Studies
  • Media Influence and Health
  • Digital Games and Media
  • Social Media and Politics
  • Personality Traits and Psychology
  • Behavioral Health and Interventions
  • Social and Intergroup Psychology
  • Psychology of Moral and Emotional Judgment
  • Eating Disorders and Behaviors
  • Intimate Partner and Family Violence
  • Psychological and Temporal Perspectives Research
  • Technology Adoption and User Behaviour
  • Educational Games and Gamification
  • Identity, Memory, and Therapy
  • Cognitive Abilities and Testing
  • Personality Disorders and Psychopathology
  • Evolutionary Psychology and Human Behavior
  • Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
  • Emotions and Moral Behavior

Kansas State University
2006-2025

Gettysburg College
2013-2021

Iowa State University
2007-2012

Public Health Laboratory
1990

National Public Health Laboratory
1990

Two meta-analyses were conducted to determine the extent which pressure from mass media conform muscular “ideal” male body affects men's self-images (i.e., satisfaction, esteem, and self-esteem). A total of 25 studies contributing 93 effect sizes included in two meta-analyses, revealed that was significantly related men feeling worse about their own bodies. The size meta-analysis correlational (Study 1) negative, d = −0.19, p < .001. experimental 2) also −0.22, .0001. Results both Study 1 2...

10.1521/jscp.2008.27.3.279 article EN Journal of Social and Clinical Psychology 2008-03-01

Cyberbullying frequency is related to a wide range of negative outcomes. Little research has attempted delineate the long-term predictors and mechanisms predict cyberbullying. Study 1 (N 493) used correlational study that tested our model This predicted cyberbullying function positive attitudes toward cyberbullying, which are formed by strength anonymity exists in aggressing against others mediated world. Results showed strong support for model. 2 181) longitudinal design further test...

10.1037/a0028113 article EN Psychology of Popular Media Culture 2012-04-01

The psychological consequences of the global COVID-19 pandemic are just now starting to be understood; however, behavioral less understood. Thus, current report examined whether cyberbullying processes and frequency affected by pandemic. We compared US adult participant data from six months before start (July 2019; n = 181) collected in middle (May, 2020; 173) determine if there any significant differences anonymity perceptions, belief irrelevance muscularity for online bullying (BIMOB),...

10.1080/00224545.2021.1918619 article EN The Journal of Social Psychology 2021-06-15

This literature review focuses on the confirmed, suspected, and speculative effects of violent non-violent video game exposure negative positive outcomes. Negative outcomes include aggressive feelings, thoughts, behavior, physiological arousal, desensitization, whereas various types learning. Multiple theories predict, empirical findings reveal, that is causally related to a host few Some games have been some specific learning as well certain visual cognition (e.g., spatial rotation...

10.1177/1046878108327539 article EN Simulation & Gaming 2008-12-22

10.1037/ppm0000055 article EN Psychology of Popular Media Culture 2014-08-18

Cyberbullying (CB) has recently become a significant issue in today’s society. Given the myriad negative consequences to cyber-victim, it is important determine what variables predict CB frequency. Based on broader psychological and communication theory, I that anonymity will (a) directly frequency, (b) moderate relation between positive attitudes toward (c) mediate instant messaging frequency behavior. Participants (N 181) completed measures designed assess these aforementioned variables....

10.1037/a0034335 article EN Psychology of Popular Media Culture 2013-11-04

The current study tested the relation between culture and cyberbullying using a short-term longitudinal research design. College-aged participants from United States ( n = 293) Japan 722) completed several questionnaires at Wave 1 that measured frequency, reinforcement, positive attitudes toward cyberbullying, interdependent self-construal. Approximately 2 months later, frequency questionnaire again. Results showed higher levels of change for U.S. sample compared with Japanese sample....

10.1177/0022022113504622 article EN Journal of Cross-Cultural Psychology 2013-10-07

The world is currently grappling with the medical, psychological, economic, and behavioral consequences of COVID-19 global pandemic. existing research has rightly been focused on medical contributions – treatment, symptoms, prevalence, etc. which are paramount. A paucity tested psychological COVID-19. In two cross-sectional studies US adults, we posited that personal (e.g., being diagnosed COVID-19) proximal knowing people experiences would be related to cyberbullying perpetration due an...

10.1080/00224545.2021.1883503 article EN The Journal of Social Psychology 2021-02-05

Abstract This study investigated the effects of video game play on aggression. Using General Aggression Model, as applied to games by Anderson and Bushman, [2002] this measured physiological arousal, state hostility, how aggressively participants would respond three hypothetical scenarios. In addition, each these variables multiple times gauge aggression change with increased play. Results showed a significant increase from baseline in hostility (based two story stems), which is consistent...

10.1002/ab.20227 article EN Aggressive Behavior 2007-08-10

Abstract Previous research has shown that playing violent video game exposure can increase aggressive thoughts, feelings, and physiological arousal. This study compared the effects a realistic violent, unrealistic or nonviolent for 45 min on such variables. For purpose of this study, realism was defined as probability seeing an event in real life. Participants ( N =74; 39 male, 35 female) played either min. Aggressive thoughts feelings were measured four times (every 15 min), whereas arousal...

10.1002/ab.20279 article EN Aggressive Behavior 2009-03-11

Abstract How long do the effects of initial short‐term increase in aggression and physiological arousal last after violent video game play? Study 1 ( N =91) had participants complete pre‐ postvideo measures aggressive thoughts, feelings, heart rate. Then, completed Time 3 4 min or 9 delay. 2 employed a similar procedure, but hot sauce paradigm to assess behavior 0, 5, 10 First, results indicated that behavior, rate initially increased play. Second, delay condition revealed feelings thoughts...

10.1002/ab.20301 article EN Aggressive Behavior 2009-02-10

Much work has focused on how reappraisal is related to emotions, but not behaviors. Two experiments advanced aggression theory by (a) testing cognitive and attributional forms of are aggressive affect behavior, (b) variables that theoretically mediate the relation between (c) moderating influences (d) developing an intervention aimed at reducing vengeance through training. Study 1 used essay writing task in a 3 (feedback: provocation, no feedback, praise) × 2 (mitigating information:...

10.1177/0146167211423671 article EN Personality and Social Psychology Bulletin 2011-10-05

The Barlett and Gentile Cyberbullying Model (BGCM) is a learning‐based theory that posits the importance of positive cyberbullying attitudes predicting subsequent perpetration. Furthermore, tenants BGCM state attitude are likely to form when online aggressor believes environment allows individuals all physical sizes harm others they perceived as anonymous. Past work has tested parts BGCM; no study used longitudinal methods examine this model fully. current ( N = 161) employed three‐wave...

10.1002/ab.21670 article EN Aggressive Behavior 2016-09-07

10.1016/j.chb.2017.02.009 article EN Computers in Human Behavior 2017-02-03

There is growing concern regarding the influence of media exposure on American children's health and development. The current prospective study tested direct relations between exposure, sleep, various outcomes (e.g. attention problems, aggression, body composition) indirect effect through sleep disturbances. Child participants (N = 1,317) completed measures consumption sleep. Teachers reported problems use physical aggression. Results showed that at Time 1 was indirectly related to...

10.1080/17482798.2011.633404 article EN Journal of Children and Media 2011-12-01

Across six studies, we validated a new measure of helpful and hurtful behaviors, the Tangram Help/Hurt Task. Studies 1 to 3 provided cross-sectional correlational convergent discriminant validity evidence for Task using college-based adult online samples. Study 4 revealed that previously empathy primes increase behaviors on 5 6 provocation manipulations The effects various experimental were similar or larger than other established indices behaviors. In addition, motivation items in all...

10.1177/0146167215594348 article EN Personality and Social Psychology Bulletin 2015-07-21

Cyberbullying perpetration continues to be a prevalent and harmful phenomenon. Despite the recent wealth of studies that examine cyberbullying frequency, further research is needed investigate protective factors or variables decrease likelihood engaging in perpetration. Past work has identified certain types parenting as potential factor against adolescent perpetration; however, there paucity testing these relations over time. This study explores during early adolescence predicting attitudes...

10.1089/cyber.2017.0586 article EN Cyberpsychology Behavior and Social Networking 2018-05-01
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