Publications by authors named "Rosanna E Guadagno"

The aim of this preregistered study was to identify dispositional predictors of podcast listening and examine the associations between aspects of podcast listening, dispositional predictors, and psychological outcomes. Three hundred and six adults from a range of countries completed an online questionnaire that assessed individual difference predictors (the Big Five personality factors, curiosity, need for cognition, need to belong, age, and gender), aspects of podcast listening (amount, format, setting, device, and social aspects), and potential outcomes (autonomy, competence, relatedness, meaning, mindfulness, and smartphone addiction). As predicted, openness to experience, interest-based curiosity, and need for cognition positively predicted podcast listening.

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The augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions.

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The current paper presents a theoretical framework for standardizing Peace Data as a means of understanding the conditions under which people's technology use results in positive engagement and peace. Thus, the main point of our paper is that Big Data can be conceptualized in terms of its value to peace. We define peace as a set of positive, prosocial that maximize mutually beneficial positive outcomes resulting from interactions with others.

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Popular video games often provide people with the option to play characters that are good or evil in nature, and yet, little is known about how individual differences in personality relate to the moral and ethical alignments people chose in their digital representations. We examined whether participants' pre-existing levels of moral disengagement and Big 5 scores predicted the alignments they selected for their avatar in video game play. Results revealed that men, relative to women, were more likely to play "bad guys" and that moral disengagement predicted this finding.

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Risk beliefs and self-efficacy play important roles in explaining smoking-related outcomes and are important to target in tobacco control interventions. However, information is lacking about the underlying beliefs that drive these constructs. The present study investigated the interrelationships among young adult smokers' beliefs about the nature of nicotine addiction and smoking-related affect and cognitions (i.

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Behavioral parent training is an effective intervention for many child behavior problems; however, low parent attendance and premature termination of intervention have been chronic barriers to successful implementation. Socioeconomic factors, demographic characteristics, social support, stressful life events, and parental depression have all been identified in prior research as risk factors for premature termination. The present study tested whether these risk factors were valid predictors in a targeted prevention sample using a novel methodology, a binary segmentation procedure (SEARCH), to identify meaningful subgroups within the sample.

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We sought to bridge findings showing that (a) describing a person's behavior with the perfective verb aspect (did), compared to the imperfective aspect (was doing), increases processing of semantic knowledge unrelated to the target's action such as stereotypes and (b) an increased recognition of stereotypical thoughts often promotes a judgment correction for the stereotypes. We hypothesized an interplay between grammar (verb conjugation) and semantic information (gender) in impression-formation. Participants read a resume, attributed to a male or female, for a traditionally masculine job.

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It is a common problem in psychology subject pools for past study participants to inform future participants of key experimental details (also known as crosstalk). Previous research (Edlund, Sagarin, Skowronski, Johnson, & Kutter, 2009) demonstrated that a combined classroom and laboratory treatment could significantly reduce crosstalk. The present investigation tested a laboratory-only treatment for the prevention of crosstalk at five universities, along with institutional-level moderators of crosstalk.

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Media psychology involves the scientific examination of the cognitive processes and behavior involved in the selection, use, interpretation, and effects of communication across a variety of media (e.g., via the Internet, television, telephone, film).

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Background: Many health risks are associated with both genetic and behavioural factors. Concerns have been raised that learning about such multifactorial risks might have detrimental effects on health-related beliefs, cognitions, and affect. However, experimental evidence is sparse.

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Previous work has shown that playing violent video games can stimulate aggression toward others. The current research has identified a potential exception. Participants who played a violent game in which the violence had an explicitly prosocial motive (i.

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Social networking Web sites, such as Facebook, have changed the way in which people communicate online. The present study examined the relationship between jealousy and Facebook use experimentally by asking participants to imagine viewing their romantic partner's Facebook page. We varied the hypothetical privacy settings and number of photos of the couple publicly available on Facebook.

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In this study, we examined how manipulations of likeability and knowledge affected mock jurors' perceptions of female and male expert witness credibility (n = 290). Our findings extend the person-perception literature by demonstrating how warmth and competence overlap with existing conceptions of likeability and knowledge in the psycholegal domain. We found that experts high in likeability, knowledge, or both were perceived equally positively, regardless of gender, in a death penalty sentencing context.

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Although heterosexual women and men consistently demonstrate sex differences in jealousy, these differences disappear among lesbians and gay men as well as among heterosexual women and men contemplating same-sex infidelities (infidelities in which the partner and rival are the same sex). Synthesizing these past findings, the present paper offers a reproductive threat-based model of evolved sex differences in jealousy that predicts that the sexes will differ only when the jealous perceivers' reproductive outcomes are differentially at risk. This model is supported by data from a web-based study in which lesbians, gay men, bisexual women and men, and heterosexual women and men responded to a hypothetical infidelity scenario with the sex of the rival randomly determined.

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Social cognitive models examining academic and career outcomes emphasize constructs such as attitude, interest, and self-efficacy as key factors affecting students' pursuit of STEM (science, technology, engineering and math) courses and careers. The current research examines another under-researched component of social cognitive models: social support, and the relationship between this component and attitude and self-efficacy in math and science. A large cross-sectional design was used gathering data from 1,552 participants in four adolescent school settings from 5th grade to early college (41 % female, 80 % white).

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Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior.

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Despite the widespread belief that the use of vividness in persuasive communications is effective, many laboratory studies have failed to find vividness effects. A possible explanation for this discrepancy is that many laboratory tests have not vivified solely the central thesis of the message but have vivified irrelevant portions of the message as well or instead. Two experiments examined the effect of vivifying the central ("figure") or noncentral ("ground") features of a message on persuasion.

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In April 2007, the First Internet War began. Owing to the relocation of a World War II-era Soviet war memorial in Estonia, angry protestors, primarily of Russian descent, engaged in a month-long series of coordinated online attacks on Estonia's Internet infrastructure that disabled it for several days. We analyze this real-world event from a social psychological perspective.

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