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Ahamba, G., Roberts, D., & Eachus, P. (2017).

Triggering and measuring social inhibitory

response in humans immersed in interactions with virtual humans. Annual Review of

CyberTherapy and Telemedicine, 15, 185-188. (2018-14248-031).

The aim of the proposed study is to determine if a virtual human can evoke a measurable

inhibitory response to anti-social stimuli within the prefrontal cortex. Justification,

protocol and demonstrator are described here. The work follows a previous study

demonstrating that neural inhibitory responses can be measured within an immersive

virtual reality display. We have adopted the approach of combining functional Near

Infrared Spectroscopy (fNIRS) and virtual reality head-mounted display.

Haemodynamic changes will be measured in healthy participants and subsequently,

subjects with mental deficits, as both engage in interactions that seek to evoke a

response that would normally be inhibited. Disinhibition is an aspect of social response

exaggerated by several deficits of mind, including dementia, autism and Tourette’s

syndrome. This research could improve tools for understanding, diagnosis and treatment

of such condition. (PsycINFO Database Record (c) 2018 APA, all rights reserved)

Ahmed, I., Pilny, A., & Poole, M. S. (2018). Understanding aggressive and nonaggressive

individual behaviors in massively multiplayer online games. En K. Lakkaraju, G.

Sukthankar, & R. T. Wigand (Eds.), Social interactions in virtual worlds: An

interdisciplinary perspective. (pp. 43-61). https://doi.org/10.1017/9781316422823.003

This chapter provides a brief description on understanding aggressive and nonaggressive

individual behaviors in massively multiplayer online games (MMOGs). It demonstrates

video games as a virtual space where an individual’s behavior reflects his or her

personality. The unique virtual aspect of MMOG space allows us to develop announced

understanding of how traits translate to behavior in virtual worlds. Aggression is a

widely researched topic in relation to media and technology. Human aggression can be
defined as «behavior that results in personal injury and physical destruction» Moreover,

’the greater the attribution of personal responsibility and injurious intent to the harm-

doer, the higher the likelihood that the behavior will be judged as aggressive. To

examine aggression, the chapter uses two sources of data. First, it uses anonymized

server-side data from the game EverQuest II (EQII), similar to other popular MMOGs,

an adventure game in which players are immersed in a virtual world. The second source

of data came from an online survey that was administered by Sony Online

Entertainment. To determine the predictors of aggressive individuals, the chapter uses

machine learning classification algorithms. The goal is to understand how behavior in

virtual worlds is related to already existing aggressive personalities. The results

challenge some of the prevailing research linking aggression with violent game habits

because the authors could not find any relationship between the two. (PsycINFO

Database Record (c) 2018 APA, all rights reserved)

Anderson, N. E., Maurer, J. M., Steele, V. R., & Kiehl, K. A. (2018). Psychopathic traits

associated with abnormal hemodynamic activity in salience and default mode networks

during auditory oddball task. Cognitive, Affective & Behavioral Neuroscience, 18(3),

564-580. https://doi.org/10.3758/s13415-018-0588-2

Psychopathy is a personality disorder accompanied by abnormalities in emotional processing

and attention. Recent theoretical applications of network-based models of cognition

have been used to explain the diverse range of abnormalities apparent in psychopathy.

Still, the physiological basis for these abnormalities is not well understood. A

significant body of work has examined psychopathy-related abnormalities in simple

attention-based tasks, but these studies have largely been performed using

electrocortical measures, such as event-related potentials (ERPs), and they often have

been carried out among individuals with low levels of psychopathic traits. In this study,
we examined neural activity during an auditory oddball task using functional magnetic

resonance imaging (fMRI) during a simple auditory target detection (oddball) task

among 168 incarcerated adult males, with psychopathic traits assessed via the Hare

Psychopathy Checklist-Revised (PCL-R). Event-related contrasts demonstrated that the

largest psychopathy-related effects were apparent between the frequent standard

stimulus condition and a task-off, implicit baseline. Negative correlations with

interpersonal-affective dimensions (Factor 1) of the PCL-R were apparent in regions

comprising default mode and salience networks. These findings support models of

psychopathy describing impaired integration across functional networks. They

additionally corroborate reports which have implicated failures of efficient transition

between default mode and task-positive networks. Finally, they demonstrate a

neurophysiological basis for abnormal mobilization of attention and reduced

engagement with stimuli that have little motivational significance among those with

high psychopathic traits.;

Anderson, N. E., Steele, V. R., Maurer, J. M., Bernat, E. M., & Kiehl, K. A. (2015).

Psychopathy, attention, and oddball target detection: New insights from PCL-R facet

scores. Psychophysiology, 52(9), 1194-1204. https://doi.org/10.1111/psyp.12441

Psychopathy is a disorder accompanied by cognitive deficits including abnormalities in

attention. Prior studies examining cognitive features of psychopaths using ERPs have

produced some inconsistent results. We examined psychopathy-related differences in

ERPs during an auditory oddball task in a sample of incarcerated adult males. We

extend previous work by deriving ERPs with principal component analysis (PCA) and

relate these to the four facets of Hare’s Psychopathy Checklist Revised (PCL-R).

Features of psychopathy were associated with increased target N1 amplitude (facets 1,

4), decreased target P3 amplitude (facet 1), and reduced slow wave amplitude for
frequent standard stimuli (facets 1, 3, 4). We conclude that employing PCA and

examining PCL-R facets improve sensitivity and help clarify previously reported

associations. Furthermore, attenuated slow wave during standards may be a novel

marker for psychopaths’ abnormalities in attention.; © 2015 Society for

Psychophysiological Research.

Behm-Morawitz, E., & Schipper, S. (2016). Sexing the avatar: Gender, sexualization, and

cyber-harassment in a virtual world. Journal of Media Psychology: Theories, Methods,

and Applications, 28(4), 161-174. https://doi.org/10.1027/1864-1105/a000152

The present study explored the influence of avatar appearance on cyber-harassment in a

virtual world. Specifically, this research examined how avatar gender and sexualization

were related to the experience of sex- and non-sex-related harassment. An international

sample of Second Life users (N = 216) completed an online questionnaire about their

avatar’s appearance and virtual world experiences. Objectification theory and the

disinhibition effect were used as theoretical grounding for the study. Results revealed

disparate virtual experiences for male and female avatars and indicated that avatar

sexualization was related to experiences of cyber-harassment for female avatars. The

implications of this research extend beyond virtual worlds like Second Life to other

Web-based communication applications that utilize avatars. (PsycINFO Database

Record (c) 2019 APA, all rights reserved)

Brookman, F., & Copes, H. (2018). Visualizing crime and deviance: Editors introduction.

Deviant Behavior, 39(4), 417-420. https://doi.org/10.1080/01639625.2017.1407094

The editorial presents an introduction to the Journal of Deviant Behavior. The papers

presented in this collection have used distinct visual methods to explore a diverse range

of criminological research topics. Authors have organized the articles based on the

broad theoretical perspective beginning with those that are more positivist in orientation
to those that are more critical (with interpretivist approaches in the middle). The articles

include mainstream visual approaches such as the analysis of CCTV recordings of real-

life robbery events to examine offender violence and victim resistance in robbery, the

use of virtual reality simulations to better understand (and prevent) residential burglary,

the use of visual scenarios to explore guardian decision-making about intervening in

conflict situation, and the use of photo-elicitation interviews to explore the narratives of

people who use methamphetamine, through to more avant-garde approaches such as the

use of documentary criminology to depict, and help audiences relate to, harms against

species (in this instance, donkeys), the use of «spirit» photography to unearth redacted

or hidden sites and practices («black sites» of the rural) such as rural American prisons

and Contained Animal Feeding Operations (CAFOs), and the use of art history analysis

to understand the iconography of punishment. Authors conclude with a Coda of a single

image, which shows how photographs can be used to shed light on often hidden aspects

of crime and deviance. In this case, it is an image of the location of a homicide in

London taken days after the murder. This single image helps «to give memory to what

are mostly forgotten events, unseen places, landscapes where great violence has

occurred». (PsycINFO Database Record (c) 2019 APA, all rights reserved)

Casebier, M. W. (2015). Exploring leadership styles involved in preventing deviant

behaviors that affect the sustainability of virtual teams. ProQuest Information &

Learning. (2015-99030-135).

Virtual teams are not only widely utilized, but also rapidly expanding due to the synergistic

interaction between globalization and technological advances in communication and

information storage. The problem addressed is the deviant behaviors of virtual team

members potentially impacted by leadership style resulting in weakened project

financial performance and reduced levels of customer satisfaction. Workplace deviance


is a pervasive issue with nearly all organizations with an estimated 30% of business

failures and associated annual costs of up to $200 billion. Despite these considerable

impacts of deviance on organizations combined with nearly 75% of all employees

engaging in deviance, this is a practically untouched area of study. The leaders within

these virtual teams are pivotal to the successful outcomes of these employees and teams.

The behaviors of virtual team leaders identified through the full range leadership

theory’s combinations of transformational, transactional, and laissez-faire leadership

components provided a framework for this investigation into impacts upon specific

organizational deviance in virtual teams. This qualitative phenomenological study

explored the experiences of 18 participants, five virtual team leaders and 13 virtual team

subordinate front line managers. This purposeful sample was recruited through

convenience and snowball methods. The lived experiences of participants pertaining to

the impacts of leadership behaviors on deviance were captured by semi-structured in-

depth interviews. Transcripts and interviewer field notes were coded to discern themes

and key ideas. The resultant conclusions of this study included the emergence and type

of deviance in virtual teams, impacts and extent of deviance on virtual team

sustainability, validity of full range leadership theory as a framework for leadership

style combinations used in virtual teams, effects of leadership style combinations on

deviance in virtual teams, and mitigation effects on this deviance. These conclusions

added to current literature and provided a foundation for future research to establish

statistical quantification of the detailed relationships revealed in this investigation.

Recommendations were outlined for practitioners regarding understanding leadership

styles relative to virtual team deviance. Recommendations were additionally made for

future research pertaining to application of leadership style combinations to deviance


and continued research into full range leadership theory application in varied

environments. (PsycINFO Database Record (c) 2016 APA, all rights reserved)

Chrétien, M., Giroux, I., Goulet, A., Jacques, C., & Bouchard, S. (2018). Using virtual reality

to elicit dysfunctional thoughts in individuals with gambling disorder. Journal of

Gambling Issues, 38, 169-189. (2018-33458-008).

Dysfunctional thoughts contribute to the development and maintenance of gambling

disorder. Although studies in the gambling field have mostly documented dysfunctional

thoughts specific to gambling (gambling-specific thoughts; GSTs), gamblers also

manifest thoughts that have been documented for other addictions (addiction-related

thoughts [ARTs]), such as relief-oriented thoughts. Improvements in the efficiency of

cognitive restructuring in gamblers requires better access to their dysfunctional

thoughts, which may be achieved through exposure to a gambling situation in virtual

reality (VR) or in imagination (IM). Although VR appears to present advantages in

prompting gamblers to verbalize dysfunctional thoughts, no studies have compared VR

to IM to verify these advantages. This study documents GSTs and ARTs as verbalized

by individuals with gambling disorder during a gambling session in VR (n = 16) or in

IM (n = 13). It also compares the number of GSTs and ARTs verbalized by gamblers in

both conditions, as well as the different types of GSTs. Qualitative data were first

analyzed and then transformed into quantitative data for frequency theme analyses and t

tests. Results show that exposure to a gambling situation in VR allows access to more

GSTs, as well as to a greater diversity of GSTs, than does exposure to gambling in IM;

however, VR does not allow access to more ARTs, which suggests that these thoughts

may be more automatic in gamblers, or that the VR environment was not designed to

evoke these thoughts. Overall, the findings suggest that VR in a clinical context could
help increase the efficiency of cognitive restructuring in gamblers. (PsycINFO Database

Record (c) 2019 APA, all rights reserved)

Cozens, P., McLeod, S., & Matthews, J. (2018). Visual representations in crime prevention:

Exploring the use of building information modelling (BIM) to investigate burglary and

crime prevention through environmental design (CPTED). Crime Prevention and

Community Safety, 20(2), 63-83. https://doi.org/10.1057/s41300-018-0039-6

Criminological research has long utilized visual representations of environments in seeking

to explore perceptions of crime and personal safety and to investigate the relevance of

specific design and security features. Much of this research has been in the field of

environmental psychology and crime prevention through environmental design

(CPTED). This paper traces the development of visual representations and the use of

environmental stimuli in criminological research. We briefly review the contributions

made by various visual media, including maps and drawings, photographs, models,

video, virtual reality and gaming engines. These developments in visualization, building

design and management technology have drastically improved the realism of

representations of environments, and the potential for more standardized, widespread

exploration and application of CPTED principles to reduce crime. To scope and

evaluate the future potential of such emergent technologies, we critically review the

literature concerned with virtual reality and building information technology (BIM),

outlining uses in practice and new opportunities for criminological research. We frame

the discussion with specific focus on analysing proposed residential dwellings to reduce

vulnerability to burglary. A layered exploration for how BIM technologies may assist in

implementing increasingly sophisticated assessments of crime vulnerability for

proposed residential building designs brings the paper to a close. These discussions

provide both a comprehensive overview for interested practitioners and chart specific
opportunities for further research. (PsycINFO Database Record (c) 2019 APA, all rights

reserved)

Davis, M., Sheidow, A. J., McCart, M. R., & Perrault, R. T. (2018). Vocational coaches for

justice-involved emerging adults. Psychiatric Rehabilitation Journal, 41(4), 266-276.

https://doi.org/10.1037/prj0000323

Objective: The purpose of this study was to determine whether vocational supports for

emerging adults with serious mental health conditions who are at high risk for rearrest

are more effectively served within Multisystemic Therapy for Emerging Adults (MST-

EA) through vocationally enhanced MST-EA Coaches or through referral to state

vocational rehabilitation services. Method: A pilot randomized controlled trial examined

two MST-EA Coaching approaches. In the Standard Coach + VR condition (n = 16),

MST-EA Coaches delivered standard skills curricula to participants and referred them

to state vocational rehabilitation (VR) services for vocational supports. In the

Vocational Coach (VC) condition (n = 16), MST-EA Coaches delivered the standard

skills curricula enhanced with extensive education/employment components. Analyses

included pre- to posttreatment comparisons of vocational outcomes, and between groups

comparisons of fidelity, satisfaction, and services utilization. Results: Those in the VC

condition had a 12-fold increase in the odds of posttreatment vocational activity

compared with those in the Standard Coach + VR condition (92.9 vs. 57.1% employed

or in school, respectively). Subgroup analyses of those who engaged in Coaching

showed that there was specifically an increase in the odds of posttreatment educational

engagement among those in the VC condition compared with those in Standard Coach +

VR. Conclusions and Implications for Practice: Based on the strength of the findings in

this small pilot study the VC should be included in future clinical trials of MST-EA to

maximize treatment impact for supporting emerging adult vocational functioning and
thus reducing antisocial behavior. (PsycINFO Database Record (c) 2018 APA, all rights

reserved)

Deb, S., Strawderman, L. J., & Carruth, D. W. (2018). Investigating pedestrian suggestions

for external features on fully autonomous vehicles: A virtual reality experiment.

Transportation Research Part F: Traffic Psychology and Behaviour, 59(Part A), 135-

149. https://doi.org/10.1016/j.trf.2018.08.016

The aim of this research was to identify potential external features on a fully autonomous

vehicle (FAV) and investigate which features would help pedestrians to understand the

intended behavior of a FAV at a crosswalk, improve their receptivity toward FAVs, and

affect their crossing behavior. In the case of a FAV, technology may be primarily

responsible for control of a vehicle, and therefore, interpersonal communication is not

possible. The researchers wanted to identify potential interface/s on FAVs to make

pedestrian-FAV interaction positive, in which pedestrians receive a clear message about

the vehicle’s intended action. In an experimental study, thirty participants walked across

a virtual crosswalk in front of a FAV. Four visual and four audible features were tested.

At the beginning of the study, the participants responded to a baseline receptivity

survey, and at the end, they replied to a demographic questionnaire and a pedestrian

behavior questionnaire, gave ratings for the features, and completed a personal

innovativeness scale and an after-study receptivity survey. Crossing time and waiting

time were collected from the simulator data. The results showed that pedestrians’

receptivity toward FAVs significantly increased with the inclusion of external features.

A walking silhouette or ‘braking’ in text were the most favored visual interfaces, while

a verbal message was found to be the preferred audible feature. Females and people

from 30+ age group reacted the most positively to the features. Those pedestrians who

often commit errors or who show aggressive behaviors toward other road users rated the
implementation of FAVs poorly, even with the external features. On the other hand,

pedestrians who intentionally violate traffic rules and those who get distracted on the

road were found to be more cautious in the presence of FAVs and appreciated the

inclusion of the external features. (PsycINFO Database Record (c) 2018 APA, all rights

reserved)

Ferreri, F., Bourla, A., Mouchabac, S., & Karila, L. (2018). E-addictology: An overview of

new technologies for assessing and intervening in addictive behaviors. Frontiers in

Psychiatry, 9. https://doi.org/10.3389/fpsyt.2018.00051

Background: New technologies can profoundly change the way we understand psychiatric

pathologies and addictive disorders. New concepts are emerging with the development

of more accurate means of collecting live data, computerized questionnaires, and the use

of passive data. Digital phenotyping, a paradigmatic example, refers to the use of

computerized measurement tools to capture the characteristics of different psychiatric

disorders. Similarly, machine learning–a form of artificial intelligence–can improve the

classification of patients based on patterns that clinicians have not always considered in

the past. Remote or automated interventions (web-based or smartphone-based apps), as

well as virtual reality and neurofeedback, are already available or under development.

Objective: These recent changes have the potential to disrupt practices, as well as

practitioners’ beliefs, ethics and representations, and may even call into question their

professional culture. However, the impact of new technologies on health professionals’

practice in addictive disorder care has yet to be determined. In the present paper, we

therefore present an overview of new technology in the field of addiction medicine.

Method: Using the keywords [e-health], [m-health], [computer], [mobile],

[smartphone], [wearable], [digital], [machine learning], [ecological momentary

assessment], [biofeedback] and [virtual reality], we searched the PubMed database for
the most representative articles in the field of assessment and interventions in substance

use disorders. Results: We screened 595 abstracts and analyzed 92 articles, dividing

them into seven categories: e-health program and web-based interventions, machine

learning, computerized adaptive testing, wearable devices and digital phenotyping,

ecological momentary assessment, biofeedback, and virtual reality. Conclusion: This

overview shows that new technologies can improve assessment and interventions in the

field of addictive disorders. The precise role of connected devices, artificial intelligence

and remote monitoring remains to be defined. If they are to be used effectively, these

tools must be explained and adapted to the different profiles of physicians and patients.

The involvement of patients, caregivers and other health professionals is essential to

their design and assessment. (PsycINFO Database Record (c) 2019 APA, all rights

reserved)

Gozlan, A. (2018a). Éléments pour une psychopathologie du virtuel: Le harcèlement virtuel

= Elements concerning psychopathology in the virtual sphere: Cyberbullying.

L’Évolution Psychiatrique, 83(3), 457-465.

https://doi.org/10.1016/j.evopsy.2018.03.003

Aim: Cyberbullying particularly affects teenagers, among whom 12% report being

victimized. Current research explores the psychopathogenic issues of cyberbullying, and

its risk factors, but little research has analysed the processual aspects of this

phenomenon and what differentiates cyberbullying from the more classic forms of

harassment. In this article we propose to determine the specific features and

mechanisms of cyberbullying. Method: The method is based on a review of the

literature including existing research and definitions of cyberbullying, on clinical

observation and on psychoanalytic metapsychology. Result: Cyberbullying differs from

classic bullying on two criteria: anonymity and the reversal from private to public. It is
also an effect of the characteristics of Web 2.0, namely the immediate diffusion of

content through the virtual community, where interactivity is very potent. Discussion:

The analysis of cyberbullying highlights three issues: viral otherness, the virtual

community and a toxic disinhibition relating to the mediation of the screen. However,

we cannot reduce cyberbullying to the sole digital sphere. There is a movement known

as virtualization-update, whereby the cyberbullying is rendered omnipresent via

harassment at school. Every sphere in the life of the bullied or harassed subject is thus

affected. Conclusions: A social network can become a place of transgression,

aggressiveness, even perversion, and a weapon of destruction of an individual.

Cyberbullying thus appears as a psychopathology of the virtual sphere in everyday life.

It forms from a traumatic experience, immersing the adolescent in a identity disorder

and in an impossible melancholic mourning. If the harassment is not checked in time,

the psychological consequences are catastrophic. (PsycINFO Database Record (c) 2018

APA, all rights reserved)

Gozlan, A. (2018b). Éléments pour une psychopathologie du virtuel: Le harcèlement virtuel

= Elements concerning psychopathology in the virtual sphere: Cyberbullying.

L’Évolution Psychiatrique, 83(3), 457-465.

https://doi.org/10.1016/j.evopsy.2018.03.003

Aim: Cyberbullying particularly affects teenagers, among whom 12% report being

victimized. Current research explores the psychopathogenic issues of cyberbullying, and

its risk factors, but little research has analysed the processual aspects of this

phenomenon and what differentiates cyberbullying from the more classic forms of

harassment. In this article we propose to determine the specific features and

mechanisms of cyberbullying. Method: The method is based on a review of the

literature including existing research and definitions of cyberbullying, on clinical


observation and on psychoanalytic metapsychology. Result: Cyberbullying differs from

classic bullying on two criteria: anonymity and the reversal from private to public. It is

also an effect of the characteristics of Web 2.0, namely the immediate diffusion of

content through the virtual community, where interactivity is very potent. Discussion:

The analysis of cyberbullying highlights three issues: viral otherness, the virtual

community and a toxic disinhibition relating to the mediation of the screen. However,

we cannot reduce cyberbullying to the sole digital sphere. There is a movement known

as virtualization-update, whereby the cyberbullying is rendered omnipresent via

harassment at school. Every sphere in the life of the bullied or harassed subject is thus

affected. Conclusions: A social network can become a place of transgression,

aggressiveness, even perversion, and a weapon of destruction of an individual.

Cyberbullying thus appears as a psychopathology of the virtual sphere in everyday life.

It forms from a traumatic experience, immersing the adolescent in a identity disorder

and in an impossible melancholic mourning. If the harassment is not checked in time,

the psychological consequences are catastrophic. (PsycINFO Database Record (c) 2018

APA, all rights reserved)

Hilgard, J. (2019). Comment on Yoon and Vargas (2014): An implausibly large effect from

implausibly invariant data. Psychological Science, 30(7), 1099-1102.

https://doi.org/10.1177/0956797618815434

Comments on an article by G. Yoon & P. T. Vargas (see record [rid]2014-13629-024[/rid]).

Yoon and Vargas report that playing a video game for 5 min as one of three avatars had

large effects on participants’ subsequent aggressive and prosocial behavior, as measured

by the amount of chocolate chips or hot chili sauce they poured for another participant

to eat. These results have considerable theoretical importance for psychologists’

understanding of the effects of video games on behavior, the nature of self-


representation, and the causes of aggression. However, there are two concerns regarding

the accuracy of the data and, thus, the validity of the inferences. First, the effect size is

improbably large. Second, certain cells of the reported data contain remarkably little

variance. Together, these issues suggest that there may be some potentially invalidating

error in data collection or analysis. (PsycINFO Database Record (c) 2019 APA, all

rights reserved)

Johnson, K. P. (2019). Video games, virtual reality, and aggression: Investigating the

revised-general aggression model. ProQuest Information & Learning. (2018-65236-

228).

Prior research (Bushman & Anderson, 2001) indicates that playing violent video games leads

to short-term, aggressive behavior by the player. In the revised-General Aggression

Model (revised-GAM), Lull and Bushman (2016) found that individuals who were

exposed to violent content, specifically violent video games, felt a sense of immersion

in the game along with several affective states that could ultimately result in aggressive

behavior. In this study, I examine the revised-GAM to investigate whether individuals

who play a violent VR video game report more angry feelings, feel more immersed, and

display more aggressive behavior than individuals who play a nonviolent VR or 2D

violent game. An emerging adult sample (i.e., ages 18-30) of 92 participants was used.

My study follows a quantitative research design and is one of the first to examine the

revised-GAM. Findings indicate that individuals who play violent VR video games

report more angry feelings and feel more immersed than individuals who play

nonviolent VR or 2D violent video games. Surprisingly, no significant differences are

observed in levels of aggression across all conditions. Implications are discussed, along

with how these findings are applicable to both clinical and social situations. (PsycINFO

Database Record (c) 2019 APA, all rights reserved)


Jouriles, E. N., Kleinsasser, A., Rosenfield, D., & McDonald, R. (2016). Measuring

bystander behavior to prevent sexual violence: Moving beyond self reports. Psychology

of Violence, 6(1), 73-81. https://doi.org/10.1037/a0038230

Objective: This study presents an evaluation of a novel procedure designed to measure

bystander behavior to prevent sexual violence. Method: Ninety-one college students

participated in simulations conducted in an immersive virtual environment. The

simulations were designed to elicit and allow measurement of bystander behavior in

situations that could presumably escalate to sexual violence. Participants also completed

self-report measures of responsibility for intervening, efficacy for intervening, and

intent to intervene. In addition, self-reported bystander behavior was assessed

approximately 2 months later. Results: Bystander behavior in the simulations was

positively correlated with (a) responsibility for intervening, (b) efficacy for intervening,

(c) intent to intervene, and (d) self-reported bystander behavior. Conclusion: Our

findings support the validity of this virtual simulation procedure and lay the

groundwork for future research designed to evaluate effects of bystander intervention

programs and to study determinants of bystander behavior. (PsycINFO Database Record

(c) 2016 APA, all rights reserved)

Jouriles, E. N., Rosenfield, D., Yule, K., Sargent, K. S., & McDonald, R. (2016). Predicting

high-school students’ bystander behavior in simulated dating violence situations.

Journal of Adolescent Health, 58(3), 345-351.

https://doi.org/10.1016/j.jadohealth.2015.11.009

Purpose: Dating violence among adolescents is associated with a variety of negative health

consequences for victims. Bystander programs are being developed and implemented

with the intention of preventing such violence, but determinants of high-school

students’ responsive bystander behavior remain unclear. The present study examines
hypothesized determinants of high-school students’ bystander behavior in simulated

situations of dating violence. Methods: Participants were 80 high-school students who

completed self-reports of hypothesized determinants of bystander behavior

(responsibility, efficacy, and perceived benefits for intervening) at a baseline

assessment. A virtual-reality paradigm was used to observationally assess bystander

behavior at 1-week and 6-month assessments after baseline. Results: Efficacy for

intervening was positively associated with observed bystander behavior at the 1-week

and 6-month assessments. Moreover, efficacy predicted bystander behavior over and

above feelings of responsibility and perceived benefits for intervening. Contrary to our

predictions, neither responsibility nor perceived benefits for intervening were associated

with observed bystander behavior. Conclusions: This research advances our

understanding of determinants of bystander behavior for high-school students and can

inform prevention programming for adolescents. The study also introduces an

innovative way to assess high-school students’ bystander behavior. (PsycINFO

Database Record (c) 2019 APA, all rights reserved)

Jouriles, E. N., Simpson Rowe, L., McDonald, R., & Kleinsasser, A. L. (2014). Women’s

expression of anger in response to unwanted sexual advances: Associations with sexual

victimization. Psychology of Violence, 4(2), 170-183. https://doi.org/10.1037/a0033191

Objective: To examine the association between women’s prior sexual victimization and their

expression of anger in response to unwanted sexual advances. Method: Sixty-five

female undergraduate students participated in role plays with male actors. During the

role plays, which were conducted using virtual reality technology, the male actor made

unwanted sexual advances toward the participant. Participants’ expression of anger in

response to these advances was coded and analyzed. Results: Women with a history of

sexual victimization were observed to be less angry and used fewer anger words in
response to initial unwanted sexual advances, compared with women with no history of

sexual victimization. Conclusion: This study highlights the potential importance of

women’s expression of anger in response to unwanted sexual advances. Specifically,

anger expression might be important to consider in understanding women’s

vulnerability to victimization and revictimization, and as an intervention target for

programs designed to help women resist sexual violence. Finally, this study illustrates

the potential benefits of a unique methodology—role plays conducted using virtual

reality—for investigating women’s responses to unwanted sexual advances. (PsycINFO

Database Record (c) 2016 APA, all rights reserved)

Kiehl, K. A., Anderson, N. E., Aharoni, E., Maurer, J. M., Harenski, K. A., Rao, V., …

Steele, V. R. (2018). Age of gray matters: Neuroprediction of recidivism. Neuroimage.

Clinical, 19, 813-823. https://doi.org/10.1016/j.nicl.2018.05.036

Age is one of the best predictors of antisocial behavior. Risk models of recidivism often

combine chronological age with demographic, social and psychological features to aid

in judicial decision-making. Here we use independent component analyses (ICA) and

machine learning techniques to demonstrate the utility of using brain-based measures of

cerebral aging to predict recidivism. First, we developed a brain-age model that predicts

chronological age based on structural MRI data from incarcerated males (n = 1332). We

then test the model’s ability to predict recidivism in a new sample of offenders with

longitudinal outcome data (n = 93). Consistent with hypotheses, inclusion of brain-age

measures of the inferior frontal cortex and anterior-medial temporal lobes (i.e.,

amygdala) improved prediction models when compared with models using

chronological age; and models that combined psychological, behavioral, and

neuroimaging measures provided the most robust prediction of recidivism. These results

verify the utility of brain measures in predicting future behavior, and suggest that brain-
based data may more precisely account for important variation when compared with

traditional proxy measures such as chronological age. This work also identifies new

brain systems that contribute to recidivism which has clinical implications for treatment

development.;

Kip, H., Bouman, Y. H. A., Kelders, S. M., & van Gemert-Pijnen, L. J. E. W. C. (2018).

eHealth in treatment of offenders in forensic mental health: A review of the current

state. Frontiers in Psychiatry, 9. https://doi.org/10.3389/fpsyt.2018.00042

Background: Treatment of offenders in forensic mental health is complex. Often, these in- or

outpatients have low treatment motivation, suffer from multiple disorders, and have

poor literacy skills. eHealth may be able to improve treatment outcomes because of its

potential to increase motivation and engagement, and it can overcome the predominant

one-size-fits-all approach by being tailored to individual patients. Objective: To

examine its potential, this systematic review studies the way that eHealth has been used

and studied in forensic mental health and identifies accompanying advantages and

disadvantages for both patients and treatment, including effectiveness. methods: A

systematic search in Scopus, PsycINFO, and Web of Science was performed up until

December 2017. Studies were included if they focused on technological interventions to

improve the treatment of forensic psychiatric patients. Results: The search resulted in 50

studies in which eHealth was used for treatment purposes. Multiple types of studies and

technologies were identified, such as virtual reality, web-based interventions, and

videoconferencing. The results confirmed the benefits of technology, for example, the

acquisition of unique information about offenders, effectiveness, and tailoring to

specific characteristics, but indicated that these are not fully taken advantage of.

Discussion: To overcome the barriers and obtain the benefits, eHealth has to have a

good fit with patients and the forensic psychiatric context. It has to be seamlessly
integrated in existing care and should not be added as an isolated element. To bridge the

gap between the current situation and eHealth’s potential, further research on

development, implementation, and evaluation should be conducted. (PsycINFO

Database Record (c) 2019 APA, all rights reserved)

Klatt, W. K., Chesham, A., & Lobmaier, J. S. (2016). Putting up a big front: Car design and

size affect road-crossing behaviour. PLoS ONE, 11(7). Recuperado de

http://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2016-39805-

001&site=ehost-live

Previous research suggests that people tend to see faces in car fronts and that they attribute

personality characteristics to car faces. In the present study we investigated whether car

design influences pedestrian road-crossing behaviour. An immersive virtual reality

environment with a zebra crossing scenario was used to determine a) whether the

minimum accepted distance for crossing the street is larger for cars with a dominant

appearance than for cars with a friendly appearance and b) whether the speed of

dominant-looking cars is overestimated as compared to friendly-looking cars.

Participants completed both tasks while either standing on the pavement or on the centre

island. We found that people started to cross the road later in front of friendly-looking

low-power cars compared to dominant-looking high-power cars, but only if the cars

were relatively large in size. For small cars we found no effect of power. The speed of

smaller cars was estimated to be higher compared to large cars (size-speed bias).

Furthermore, there was an effect of starting position: From the centre island,

participants entered the road significantly later (i. e. closer to the approaching car) and

left the road later than when starting from the pavement. Similarly, the speed of the cars

was estimated significantly lower when standing on the centre island compared to the

pavement. To our knowledge, this is the first study to show that car fronts elicit
responses on a behavioural level. (PsycINFO Database Record (c) 2017 APA, all rights

reserved)

Klein Tuente, S., Bogaerts, S., van IJzendoorn, S., & Veling, W. (2018). Effect of virtual

reality aggression prevention training for forensic psychiatric patients (VRAPT): Study

protocol of a multi-center RCT. BMC Psychiatry, 18(1), 251-251.

https://doi.org/10.1186/s12888-018-1830-8

Background: Many patients residing in forensic psychiatric centers have difficulties

regulating their aggression in an adequate manner. Therefore, they are frequently

involved in conflicts. Evidenced-based aggression therapies in forensic psychiatry are

scarce, and due to the highly secured environment, it is hard to practice real-life

provocations. We have developed a Virtual Reality aggression prevention training

(VRAPT), providing safe virtual environments, in which patients can practice

controlling their aggressive behaviors in an adequate way. The main objective of this

study is to examine whether VRAPT is effective in reducing aggression among forensic

psychiatric inpatients.; Methods: Four forensic psychiatric centers in the Netherlands

are participating in this study. Participants will be randomly assigned to either VRAPT

or a waiting list. The two groups will be compared at several different time points:

baseline (12 weeks before intervention), pre-intervention, post-intervention and at

12 weeks follow-up. After follow-up measurements are completed, participants from the

waiting list will also receive VRAPT. The primary outcome is level of aggressive

behavior, consisting of staff-reported and self-reported measures. Secondary outcomes

are self-report questionnaires on e.g., anger, impulsivity and aggression.; Discussion: To

the best of our knowledge this is the first study to examine the effectiveness of a VR

aggression prevention training in forensic psychiatric centers. Further details on the


methodological issues are discussed in this paper.; Trial Registration: Dutch Trial

Register ( NTR, TC = 6340 ). Retrospectively registered 14-04-2017.;

Kniffin, T. C., Carlson, C. R., Ellzey, A., Eisenlohr-Moul, T., Beck, K. B., McDonald, R., &

Jouriles, E. N. (2014). Using virtual reality to explore self-regulation in high-risk

settings. Trauma, Violence, & Abuse, 15(4), 310-321.

https://doi.org/10.1177/1524838014521501

Virtual reality (VR) models allow investigators to explore high-risk situations carefully in

the laboratory using physiological assessment strategies and controlled conditions not

available in field settings. This article introduces the use of a virtual experience to

examine the influence of self-regulatory skills training on female participants’ reactions

to a high-risk encounter with an aggressive male. Sixty-three female participants were

recruited for the study. Demographic data indicated that 54% of the participants were

not currently in a relationship, 36.5% were in a committed relationship, and 9.5% were

occasionally dating. After obtaining informed consent, participants were assigned

randomly to either a diaphragmatic breathing training condition or an attention control

condition. Results indicated that both groups rated the virtual environment as equally

realistic; the aggressive advances of the male were also perceived as equally real across

the two experimental groups. Physiological data indicated that there were no differences

between the groups on respiration or cardiovascular measures during baseline or during

the VR task. After the VR experience, however, the participants in the breathing

training condition had lower respiration rates and higher heart rate variability measures

than those in the control condition. The results suggest that VR platforms provide a

realistic and challenging environment to examine how self-regulation procedures may

influence behavioral outcomes. Real-time dynamic engagement in a virtual setting

affords investigators with an opportunity to evaluate the utility of self-regulatory skills


training for improving safety in situations where there are uncertain and risky outcomes.

(PsycINFO Database Record (c) 2016 APA, all rights reserved)

Krahé, B. (2014). Media violence use as a risk factor for aggressive behaviour in

adolescence. European Review of Social Psychology, 25(1), 71-106.

https://doi.org/10.1080/10463283.2014.923177

Whether exposure to violence in the virtual reality of the media has an impact on users’

aggressive behaviour has been a controversial issue in academic as well as public

debate. This article summarises a programme of research conducted with adolescents in

Germany that presents cross-sectional and longitudinal evidence for the association

between violent media use and aggression. It provides experimental evidence in support

of mediating variables, such as hostile attributional style, increased normative

acceptance of aggression, and emotional desensitisation, which might explain the

pathways from media violence use to aggression. In addition it presents the

development and experimental evaluation of a theory-based intervention designed to

reduce media violence use and decrease its link with aggressive behaviour. The findings

are discussed in the context of a large international body of research that points to the

causal role of violent media use as a risk factor for aggressive behaviour. (PsycINFO

Database Record (c) 2016 APA, all rights reserved)

Krämer, N., Sobieraj, S., Feng, D., Trubina, E., & Marsella, S. (2018). Being bullied in

virtual environments: Experiences and reactions of male and female students to a male

or female oppressor. Frontiers in Psychology, 9.

https://doi.org/10.3389/fpsyg.2018.00253

Bullying is a pressing societal problem. As such, it is important to gain a better

understanding of the mechanisms involved in bullying and of resilience factors which

might protect victims. Moreover, it is necessary to provide tools that can train potential
victims to strengthen their resilience. To facilitate both of these goals, the current study

tests a recently developed virtual environment that puts participants in the role of a

victim who is being oppressed by a superior. In a 2 × 2 between-subjects experiment (N

= 81), we measured the effects of gender of the oppressor and gender of the participant

on psychophysiological reactions, subjective experiences and willingness to report the

event. The results reveal that even when a male and a female bully show the exact same

behavior, the male bully is perceived as more threatening. In terms of gender of the

victim, the only difference that emerged was a more pronounced increase in heart rate in

males. The results were moderated by the personality factors social gender, neuroticism,

and need to belong, while self-esteem did not show any moderating influence.

(PsycINFO Database Record (c) 2019 APA, all rights reserved)

Lakkaraju, K., Sukthankar, G., & Wigand, R. T. (2018). Social interactions in virtual

worlds: An interdisciplinary perspective (K. Lakkaraju, G. Sukthankar, & R. T.

Wigand, Eds.). https://doi.org/10.1017/9781316422823

Within the rapidly-growing arena of «virtual worlds» (VWs), such as Massively Multiplayer

Online Games (MMOGs), individuals behave in particular ways, influence one another,

and develop complex relationships. This broad-based book offers a comprehensive and

holistic perspective on the field. It brings together research findings from an

international team of experts in computer science (artificial intelligence, game design,

and social computing), psychology, and the social sciences to help researchers and

practitioners better understand the fundamental processes underpinning social behavior

in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian. The book is

organized into 14 chapters. Chapter one discusses the design, insights, and findings of a

multifaceted international research project, Virtual Environment Real User Study, that

examines the relationships between player activities in VWs or MMOGs on the one
hand and their real-world (RW) characteristics on the other. Chapter two talks about

understanding aggressive and nonaggressive individual behaviors in MMOGs. Chapter

three explores friendship practices in MMOGs. Chapter four discusses benefits,

challenges, and relational quality among romantic couples who game. Chapter five

describes virtual team communication norms. Chapters six and seven explore social

systems and behavioral norms in League of Legends and Guild Wars, and leadership in

virtual worlds. Chapter eight examines virtual organization and online games. Chapter

nine outlines how synthetic networked environments such as MMOGs and virtual social

worlds have recently been deployed as experimental platforms by behavioral

economists. Chapter ten describes simulated utopia. Chapter eleven discusses gaming in

multicultural classrooms. Chapters twelve and thirteen focus on how to identify;

quantify; and possibly leverage social features in online social games, and on behavior

profiling based on telemetry data. Chapter fourteen analyzes the dynamics of social

interactions using MMOGs. (PsycINFO Database Record (c) 2018 APA, all rights

reserved)

Macey, J., & Hamari, J. (2018). Investigating relationships between video gaming, spectating

esports, and gambling. Computers in Human Behavior, 80, 344-353.

https://doi.org/10.1016/j.chb.2017.11.027

An established body of research exists in which playing video games has been associated

with potentially problematic behaviours, such as gambling. An issue highlighted by the

recent emergence of game-based gambling practices such as loot boxes, social network

casinos, free-to-play game mechanics, and gambling using virtual goods and skins. This

study investigates relationships between a range of gambling activities and the

consumption of video games in general, and the newly emergent phenomenon of esports

in particular. In addition, these practices are considered in relation to established


measures assessing game addiction and problematic gambling. The study employs

Partial Least Squares modelling to investigate data gathered via an international online

survey (N = 613). Video game addiction was found to be negatively associated with

offline gambling, online gambling, and problem gambling. Video game consumption

had only small, positive association with video game-related gambling and problem

gambling. Consumption of esports had small to moderate association with video game-

related gambling, online gambling, and problem gambling. The primary finding of this

study are that contemporary video games are not, in themselves, associated with

increased potential for problematic gambling, indeed, the position that problem gaming

and problem gambling are fundamentally connected is questioned. (PsycINFO Database

Record (c) 2019 APA, all rights reserved)

Mallén, A. (2016). Stirring up virtual punishment: A case of citizen journalism, authenticity

and shaming. Journal of Scandinavian Studies in Criminology and Crime Prevention,

17(1), 3-18. https://doi.org/10.1080/14043858.2016.1157940

Film clips and still pictures captured by civilians are increasingly used as evidence to prove

specific accounts of events. This kind of visual data are not without problems, however.

The aim of this paper was to analyse how viewers perceived a citizen journalistic

mobile phone film clip as naturalistic data, enabling processes of shaming and

eventually a ‘justice’ process on the Internet, including virtual punishment of the person

filmed by the citizen journalist. In the clip, a taxi driver records video of an agitated

female customer whom he hinders from leaving the taxi. The film is then distributed on

YouTube, where it attracts remarkable negative attention. However, the citizen

journalist’s film clip is only one of several possible accounts of the filmed incident, as

demonstrated by the police crime report about the incident as an alternative account
showing that viewers cannot rely on the citizen journalistic film clip as objective,

naturalistic data. (PsycINFO Database Record (c) 2019 APA, all rights reserved)

Mancini, T., Caricati, L., Balestrieri, M. F., & Sibilla, F. (2018). How to reduce intergroup

hostility in virtual contexts: The role of alts in decreasing intergroup bias in World of

Warcraft. Computers in Human Behavior, 83, 8-15.

https://doi.org/10.1016/j.chb.2018.01.021

This survey investigated the effect of having multiple and crossed social identities on the

relationship between ingroup commitment and intergroup bias in a massively

multiplayer online role-playing game (MMORPG). The survey involved 315 World of

Warcraft players, who were asked to indicate the faction to whom their main avatar

belonged and how many of their non-main avatars (alts) belonged to the same or to the

other faction. Commitment to the faction of the main avatar, and faction (ingroup) over

other faction (outgroup) favouritism were evaluated. Results confirmed that faction

commitment increased bias against the outgroup faction. The number of alts belonging

to the other faction moderated the relationship between faction commitment and

intergroup bias, showing that faction commitment was more strongly associated with

intergroup bias when the number of outgroup alts was low. Results are discussed in the

light of social identity theory and of the role that multiple crossed social identities could

have in preventing negative outcomes such as social discrimination and aggressive

behaviours in MMORPGs, thus improving virtual community wellbeing. (PsycINFO

Database Record (c) 2018 APA, all rights reserved)

Markey, P. M., & Ferguson, C. J. (2017). Moral combat: Why the war on violent video

games is wrong. Dallas, TX: BenBella Books. (2017-10788-000).

In family rooms across America, millions of children and teenagers are playing video games,

such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—
with virtual guns in their hands. In what sometimes seems like an increasingly violent

world, it’s only natural to worry about the effects of all this pixelated gore. But is that

concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J.

Ferguson say it is. The media and politicians have been sounding the alarm for years,

and with every fresh tragedy involving a young perpetrator comes another flurry of

articles about the dangers of violent media. The problem is this: Their fear isn’t

supported by the evidence. In fact, unlike the video game-trained murder machines

depicted in the press, school shooters are actually less likely to be interested in violent

games than their peers. In reality, most well-adjusted children and teenagers play violent

video games, all without ever exhibiting violent behavior in real life. What’s more,

spikes in sales of violent games actually correspond to decreased rates of violent crime.

If that surprises you, you’re not alone—the national dialogue on games and violence has

been hopelessly biased. But that’s beginning to change. Scholars are finding that not

only are violent games not one of society’s great evils, they may even be a force for

good. In Moral Combat, Markey and Ferguson explore how video games—even the

bloodiest—can have a positive impact on everything from social skills to stress, and

may even make us more morally sensitive. Tracing the rise of violent games from

arcades to online death matches, they have spent years on the front lines of the video

game debate and now offer a comprehensive overview of the scientific research on

gaming. With humor, complete honesty, and extensive research, they separate the myth

from the medium. Moral Combat is an irreverent and informative guide to the worries—

and wonders— of our violent virtual world. (PsycINFO Database Record (c) 2017

APA, all rights reserved)

Mascia, P., Neugebauer, N. M., Brown, J., Bubula, N., Nesbitt, K. M., Kennedy, R. T., &

Vezina, P. (2019). Exposure to conditions of uncertainty promotes the pursuit of


amphetamine. Neuropsychopharmacology, 44(2), 274-280.

https://doi.org/10.1038/s41386-018-0099-4

Prior exposure to abused drugs leads to long-lasting neuroadaptations culminating in

excessive drug intake. Given the comorbidity between substance use and gambling

disorders, surprisingly little is known about the effects of exposure to reinforcement

contingencies experienced during games of chance. As it is a central feature of these

games, we characterized the effects of exposure to uncertainty on biochemical and

behavioral effects normally observed in rats exposed to amphetamine. Rats in different

groups were trained to nose-poke for saccharin under certain [fixed-ratio (FR)] or

uncertain conditions [variable-ratio (VR)] for 55 1-h sessions. Ratios were escalated on

successive sessions and rats maintained on the last ratio (FR/VR 20) for 20–25 days.

Two to three weeks later, rats were tested for their locomotor or nucleus accumbens

dopamine (NAcc DA) response to amphetamine or self-administration of the drug using

a lever press operant. NAcc DA overflow was also assessed in additional rats during the

saccharin sessions. Rats exposed to uncertainty subsequently showed a higher

locomotor and NAcc DA response to amphetamine and self-administered more drug

infusions relative to rats exposed to predictable reinforcement. NAcc DA levels during

the saccharin sessions tracked the variance of the scheduled ratios (a measure of

uncertainty). VR rats showed escalating DA overflow with increasing ratios. Exposure

to uncertainty triggered neuroadaptations similar to those produced by exposure to

abused drugs. As these were produced in drug naive rats both during and after exposure

to uncertainty, they provide a novel common pathway to drug and behavioral

addictions. (PsycINFO Database Record (c) 2019 APA, all rights reserved)

Maurer, J. M., Steele, V. R., Cope, L. M., Vincent, G. M., Stephen, J. M., Calhoun, V. D., &

Kiehl, K. A. (2016). Dysfunctional error-related processing in incarcerated youth with


elevated psychopathic traits. Developmental Cognitive Neuroscience, 19, 70-77.

https://doi.org/10.1016/j.dcn.2016.02.006

Adult psychopathic offenders show an increased propensity towards violence, impulsivity,

and recidivism. A subsample of youth with elevated psychopathic traits represent a

particularly severe subgroup characterized by extreme behavioral problems and

comparable neurocognitive deficits as their adult counterparts, including perseveration

deficits. Here, we investigate response-locked event-related potential (ERP) components

(the error-related negativity [ERN/Ne] related to early error-monitoring processing and

the error-related positivity [Pe] involved in later error-related processing) in a sample of

incarcerated juvenile male offenders (n=100) who performed a response inhibition

Go/NoGo task. Psychopathic traits were assessed using the Hare Psychopathy

Checklist: Youth Version (PCL:YV). The ERN/Ne and Pe were analyzed with classic

windowed ERP components and principal component analysis (PCA). Using linear

regression analyses, PCL:YV scores were unrelated to the ERN/Ne, but were negatively

related to Pe mean amplitude. Specifically, the PCL:YV Facet 4 subscale reflecting

antisocial traits emerged as a significant predictor of reduced amplitude of a

subcomponent underlying the Pe identified with PCA. This is the first evidence to

suggest a negative relationship between adolescent psychopathy scores and Pe mean

amplitude.; Copyright © 2016. Published by Elsevier Ltd.

Maurer, J. M., Steele, V. R., Edwards, B. G., Bernat, E. M., Calhoun, V. D., & Kiehl, K. A.

(2016). Dysfunctional error-related processing in female psychopathy. Social Cognitive

And Affective Neuroscience, 11(7), 1059-1068. https://doi.org/10.1093/scan/nsv070

Neurocognitive studies of psychopathy have predominantly focused on male samples.

Studies have shown that female psychopaths exhibit similar affective deficits as their

male counterparts, but results are less consistent across cognitive domains including
response modulation. As such, there may be potential gender differences in error-related

processing in psychopathic personality. Here we investigate response-locked event-

related potential (ERP) components [the error-related negativity (ERN/Ne) related to

early error-detection processes and the error-related positivity (Pe) involved in later

post-error processing] in a sample of incarcerated adult female offenders (n = 121) who

performed a response inhibition Go/NoGo task. Psychopathy was assessed using the

Hare Psychopathy Checklist-Revised (PCL-R). The ERN/Ne and Pe were analyzed with

classic windowed ERP components and principal component analysis (PCA).

Consistent with previous research performed in psychopathic males, female

psychopaths exhibited specific deficiencies in the neural correlates of post-error

processing (as indexed by reduced Pe amplitude) but not in error monitoring (as indexed

by intact ERN/Ne amplitude). Specifically, psychopathic traits reflecting interpersonal

and affective dysfunction remained significant predictors of both time-domain and PCA

measures reflecting reduced Pe mean amplitude. This is the first evidence to suggest

that incarcerated female psychopaths exhibit similar dysfunctional post-error processing

as male psychopaths.; © The Author (2015). Published by Oxford University Press. For

Permissions, please email: journals.permissions@oup.com.

Maurer, J. M., Steele, V. R., Fink, B. C., Vincent, G. M., Calhoun, V. D., & Kiehl, K. A.

(2018). Investigating error-related processing in incarcerated adolescents with self-

report psychopathy measures. Biological Psychology, 132, 96-105.

https://doi.org/10.1016/j.biopsycho.2017.11.009

Disparate results have been found in previous reports when incorporating both interview-

based and self-report measures of psychopathic traits within the same sample,

suggesting such assessments should not be used interchangeably. We previously found

Total and Facet 4 scores from Hare’s Psychopathy Checklist: Youth Version (PCL:YV)
were negatively related to amplitude of the error-related positivity (Pe) event-related

potential (ERP) component. Here, we investigated using the same previously published

sample whether scores on four different self-report measures of adolescent psychopathic

traits (the Antisocial Process Screening Device [APSD], Child Psychopathy Scale

[CPS], Inventory of Callous-Unemotional Traits [ICU], and Youth Psychopathic Traits

Inventory [YPI]) were similarly associated with reduced Pe amplitude. Unlike our

previous results, adolescent self-report psychopathy scores were not associated with

reduced Pe amplitude in multiple regression analyses. Results obtained in the current

report support previous research observing incongruent findings when incorporating

different assessment types within the same sample.; Copyright © 2017 Elsevier B.V.

All rights reserved.

Mercer, D., & Parkinson, D. (2014). Video gaming and sexual violence: Rethinking forensic

nursing in a digital age. Journal of Forensic Nursing, 10(1), 27-35.

https://doi.org/10.1097/JFN.0000000000000017

This article reports findings from a qualitative study into how forensic nurses, and male

personality disordered sexual offenders, talked about «pornography» in one U.K. high-

security hospital. Research rationale was rooted in current professional and political

debates, adopting a discourse analytic design to situate the project in a clinical context.

Semistructured interviews, as co-constructed accounts, explored talk about sexual

media, offending, treatment, and risk. Data were analyzed using a version of discourse

analysis popular in healthcare research, identifying discursive repertoires, or collective

language use, characteristic of the institutional culture. Findings revealed that masculine

discourse marginalized female nurses and contradicted therapeutic goals, where men’s

talk about pornography, sex, and sexual crime represented discriminatory and gendered

language. Nursing definitions of pornography were constructed in the context of the


client group and an organizational need to manage risk. In a highly controlled

environment, with a long-stay population, priority in respondent talk was given to

mainstream commercial sexual media and everyday items/ images perceived to have

embedded sexual meaning. However, little mention was made of contemporary modes

of producing/distributing pornography, where sex and sexual violence are enacted in

virtual realities of cyberspace. Failure to engage with information technology, and

globally mediated sex, is discussed as a growing concern for forensic health workers.

(PsycINFO Database Record (c) 2019 APA, all rights reserved)

Mudrak, G., & Semwal, S. K. (2015). Modeling aggression and bullying: A complex systems

approach. Annual Review of CyberTherapy and Telemedicine, 13, 187-191. (2016-

13187-033).

Almost daily, we read about the devastation and lasting consequences of bullying, and feel a

greater impact when we hear of another child taking their life or the lives of others.

What makes bullying behaviors so insidious is they cut across people, age, cultures and

nations. These behaviors remain difficult to study and direct experimentation remains

ethically and morally prohibitive. Therefore, we turn to computational models and

simulate the natural complex social systems using the human element. If approached

well, these models may yield emergent behaviors providing insight into the interactions

around bullying. This paper discusses our complex systems model, and evaluates the

viability of modeling bullying. Results of our implementation are described and future

opportunities are identified. (PsycINFO Database Record (c) 2016 APA, all rights

reserved)

Nocentini, A., Zambuto, V., & Menesini, E. (2015). Anti-bullying programs and Information

and Communication Technologies (ICTs): A systematic review. Aggression and Violent

Behavior, 23, 52-60. https://doi.org/10.1016/j.avb.2015.05.012


Information and Communication Technologies (ICTs) constitute suitable tools for

interventions with children and adolescents promoting their emotional, psychological

and social wellbeing. Recently, in the field of bullying and cyberbullying prevention,

some programs started to be implemented using the benefits offered by the virtual

environments. The current paper aims to carry out a systematic review on anti-bullying

ICT-mediated intervention, analyzing the characteristics of the main programs and the

evidence of their effectiveness. The review conducted on three databases (PsycINFO,

Scopus and PubMed) yielded 32 full text papers finally evaluated. Overall, considering

the enormous development of digital tools and the importance of this experience for

young students, the review underlines that ICT tools are generally under-used in

prevention and intervention against bullying and cyberbullying (13 programs emerged

from the search). In recent years some advances in this direction can be found with the

use of different ICTs (serious game, virtual reality, online platforms, internet activities,

technological solution). The need for scientific studies on the effectiveness of these

virtual interventions is evident from this review and necessary in order to assist

practitioners, policy makers, and administrators in deciding which interventions can

work or not and why. (PsycINFO Database Record (c) 2019 APA, all rights reserved)

Pegram, S. E., Abbey, A., Helmers, B. R., Benbouriche, M., Jilani, Z., & Woerner, J. (2018).

Men Who Sexually Assault Drinking Women: Similarities and Differences With Men

Who Sexually Assault Sober Women and Nonperpetrators. Violence Against Women,

24(11), 1327-1348. https://doi.org/10.1177/1077801218787927

Little is known about the attributes of men who sexually assault drinking women as

compared with men who sexually assault sober women and nonperpetrators. Findings

from a cross-sectional survey of 548 men and a laboratory computer-simulated date

completed by a subset ( n = 87) support the hypothesis that both groups of perpetrators
would share some common risk factors and differ regarding alcohol beliefs and

consumption. Men who had previously assaulted a drinking woman gave their

simulated date more alcohol to drink and perceived her as being more disinhibited.

These findings demonstrate the power of alcohol expectancies and stereotypes about

drinking women.;

Potier, R. (2014). Narcissism on social networks. En A. Besser (Ed.), Handbook of the

psychology of narcissism: Diverse perspectives. (pp. 249-258). Hauppauge, NY: Nova

Science Publishers. (2015-12815-012).

Social networks such as Facebook have seen an increasing amount of use. This use brings

out the best and the worst in Internet users and, therefore, merits particular and specific

attention that takes into account the virtual character of these experiences. The concept

of the narcissism of small differences is altogether pertinent when it comes to thinking

about what is played out on these social networks. It allows us to grasp the narcissistic

stakes of the surface a-conflictuality that appears to be borne out by this type of

interface. The staging of the self in these spaces also joins up with a concern for

visibility that is illustrated by the viral metaphor borrowed from the field of marketing.

Under the clinical spotlight, this relation to the image of the self reveals a very

particular interplay of the gaze. We examined the concept of narcissism in the context

of the novelty that is typified by relational modalities that are linked to the virtual

dimension. Psychoanalysis can thus seize upon the pluri-disciplinary dialogue centered

on Facebook, in order to articulate it, using clinical cases, with the psychical issues

mobilized in the context of the virtual as it is experienced on a day-to-day basis.

(PsycINFO Database Record (c) 2019 APA, all rights reserved)


Rizzo, A., Villa, L. D., & Crisi, A. (2015). Can the Problematic Internet Use evolve in a pre-

psychotic state? A single case study with the Wartegg. Computers in Human Behavior,

51(Pt A), 532-538. https://doi.org/10.1016/j.chb.2015.04.063

This study consists in a single case report. A 17 year old boy was hospitalized for 80 days at

the Psychiatric Service of Diagnosis and Treatment (SPDC), due to his overwhelming

anxiety of going mad. From the anamnesis results that around the age of 13 begun a

slow but progressive retirement in the virtual world. For his psychological evaluation,

during hospitalization, were used: the Social Adaptation Self-evaluation Scale (SASS),

the Scale for rapid dimensional assessment (SVARAD), the Base-Symptom

Questionnaire (FBF), the Kleinian Psychoanalytic Diagnostic Scale (KPDS) and the

Wartegg projective method, analyzed with the Crisi’s Wartegg System (CWS). The

analysis of the questionnaires and the psychological interpretations – in the light of the

individual clinical history – suggest that the withdrawal in cyber dependence could have

represent a first sign of the pre-psychotic state. The implications for clinical practice and

research are discussed. (PsycINFO Database Record (c) 2016 APA, all rights reserved)

Rosenblum, A. (2016). Warped Reality. Psychology Today, 49(5), 35-39. Recuperado de

http://search.ebscohost.com/login.aspx?

direct=true&db=pbh&AN=117640191&site=ehost-live

This article discusses violent video games like the «Call of Duty» and their implications for

players’ mental health. Mentioned are studies on violent video games and virtual reality

(VR) from Victor Strasburger, a professor of pediatrics at the University of New

Mexiuco, Brad Bushman, a Ohio State University psychologist and colleagues, and

Jeremy Bailenson, a cognitive psychologist at the Virtual Human Interaction Lab at

Stanford University.Mentioned are VR devices like Oculus Rift headset.


Rowe, L. S., Jouriles, E. N., & McDonald, R. (2015). Reducing sexual victimization among

adolescent girls: A randomized controlled pilot trial of My Voice, My Choice. Behavior

Therapy, 46(3), 315-327. https://doi.org/10.1016/j.beth.2014.11.003

Despite extensive efforts to develop and implement programs to prevent sexual violence, few

programs have empirically-demonstrated efficacy. The primary exceptions are programs

that emphasize risk-reduction skills; yet even these programs are not consistently

effective. This study seeks to add to the literature by evaluating the effects of My Voice,

My Choice (MVMC), a 90-minute assertive resistance training program that emphasizes

skill practice in an immersive virtual environment (IVE). We hypothesized that MVMC

would reduce male-to-female sexual victimization among adolescent girls over a 3-

month follow-up period. We also examined whether these results would generalize to

other forms of male-to-female relationship violence and to girls’ psychological distress.

Eighty-three female students from an urban public high school were randomized to

MVMC (n =47) or to a wait-list control condition (n =36); 78 provided data over the 3-

month follow-up period. Participants assigned to MVMC were less likely than control

participants to report sexual victimization during the follow-up period. Our results also

suggest that MVMC reduced risk for psychological victimization and for psychological

distress among participants with greater prior victimization at baseline. The promising

results of this pilot trial suggest that MVMC may help girls evade male-to-female

relationship violence. (PsycINFO Database Record (c) 2019 APA, all rights reserved)

Sargent, K. S., Jouriles, E. N., Chmielewski, M., & McDonald, R. (2018). Using virtual

reality to create an observational assessment of adolescent resistance to antisocial peer

pressure. Journal of Clinical Child and Adolescent Psychology.

https://doi.org/10.1080/15374416.2018.1504296
Resistance to antisocial peer pressure consistently relates to adolescent adjustment. However,

it is typically measured via a mono-method, self-report approach. The current study

introduces a virtual reality (VR) protocol to create an observational measure of

adolescents’ responses to peer pressure to engage in antisocial activities. Data on the

reliability and validity of the assessment procedure are presented. Participants (N = 264,

46% male, Mage = 18.17 years, 81% White) provided self-reports of susceptibility to

antisocial peer pressure, antisocial behavior, dating violence perpetration, and

depressive symptoms. Participants also engaged in 9 VR simulations, 4 of which

involved antisocial peer pressure. Participant behavior in the VR simulations was coded

for resistance to antisocial peer pressure. Approximately half the sample repeated the

VR simulations at a 2-month follow-up. Resistance to antisocial peer pressure in 4 VR

simulations evidenced item/simulation-level convergent validity with one another and

discriminant validity against scores in 5 VR bystander behavior simulations. When

scores from the 4 antisocial peer pressure VR simulations were summed into a total

scale score, they demonstrated acceptable internal consistency, 2-month test–retest

correlations, convergent validity with self-reports of susceptibility to antisocial peer

pressure, and criterion validity with self-reports of antisocial behavior and dating

violence perpetration. Associations with antisocial behavior and dating violence

perpetration held after accounting for self-reports of susceptibility to antisocial peer

pressure and participant gender. Results provide evidence that VR simulations may

offer a psychometrically sound addition to self-report measures as a method for

assessing responses to antisocial peer pressure. (PsycINFO Database Record (c) 2018

APA, all rights reserved)


Schneider, E., & Betrus, A. (2016). User delinquency and instructional conditions:

Undesirable behaviour in open virtual worlds. Journal of Gaming and Virtual Worlds,

8(3), 265-278. https://doi.org/10.1386/jgvw.8.3.265_1

Virtual environments are becoming an increasingly common tool for instructional designers,

but the creative freedom of these digital worlds can come with an increased risk of

deviant behaviour from users. The scenarios at the centre of this research explore the

impact different instructional conditions have on unwanted virtual behaviour.

Participants in these scenarios were asked to play modified versions of the game Grand

Theft Auto 3 (Rockstar Games, 2001) under one of three different instructional

conditions. The goal was to measure which instructional conditions had the greatest

impact on player behaviour, with an emphasis on investigating which set of conditions

resulted in the least amount of deviancy in the experiment’s play period. Deviancy was

measured through quantifying negative actions, such as killing computer controlled

characters in the virtual space and reckless driving. The final results show that the

instructional conditions given to users can have a major impact on behaviour, and thus

have a major impact on potential learning. (PsycINFO Database Record (c) 2017 APA,

all rights reserved)

Secco, L., Letourneau, N., & Collins, E. (2016). ‘My eyes were open’: Awakened maternal

identity and leaving violent relationships for the infant/children. Journal of Family

Violence, 31(5), 639-645. https://doi.org/10.1007/s10896-016-9799-x

A qualitative secondary analysis explored stories of mothers (n = 49) who left violent

relationships (VRs) through a lens of maternal identity. Constant comparative method

identified a theory of Awakened Maternal Identity (AMI) and Leaving VR for the

Infant/Children. Mothers described how the VR diminished their maternal identity

(DMI). Partners controlled the VR though unrealistic infant care expectations, criticisms
of infant care, harsh parenting, and control over mothering decisions. DMI lowered the

mother’s capacity to provide emotionally nurturing infant care. Over time, mothers

experienced AMI- as their ‘eyes were opened’ they experienced a stronger sense of

mothering responsibility, focused more on the infants and children, and eventually

prioritized their relationship with the infants and children over the partner. AMI seemed

a turning point that led to leaving the VR for the infants/children. Recommendations

offered for professionals to foster AMI as potential means to initiate the leaving VRs.

(PsycINFO Database Record (c) 2019 APA, all rights reserved)

Seinfeld, S., Arroyo-Palacios, J., Iruretagoyena, G., Hortensius, R., Zapata, L. E., Borland,

D., … Sanchez-Vives, M. V. (2018). Offenders become the victim in virtual reality:

Impact of changing perspective in domestic violence. Scientific Reports, 8(1), 2692-

2692. https://doi.org/10.1038/s41598-018-19987-7

The role of empathy and perspective-taking in preventing aggressive behaviors has been

highlighted in several theoretical models. In this study, we used immersive virtual

reality to induce a full body ownership illusion that allows offenders to be in the body

of a victim of domestic abuse. A group of male domestic violence offenders and a

control group without a history of violence experienced a virtual scene of abuse in first-

person perspective. During the virtual encounter, the participants’ real bodies were

replaced with a life-sized virtual female body that moved synchronously with their own

real movements. Participants’ emotion recognition skills were assessed before and after

the virtual experience. Our results revealed that offenders have a significantly lower

ability to recognize fear in female faces compared to controls, with a bias towards

classifying fearful faces as happy. After being embodied in a female victim, offenders

improved their ability to recognize fearful female faces and reduced their bias towards

recognizing fearful faces as happy. For the first time, we demonstrate that changing the
perspective of an aggressive population through immersive virtual reality can modify

socio-perceptual processes such as emotion recognition, thought to underlie this specific

form of aggressive behaviors.;

Shin, Y.-B., Kim, J.-J., Kim, M.-K., Kyeong, S., Jung, Y. H., Eom, H., & Kim, E. (2018).

Development of an effective virtual environment in eliciting craving in adolescents and

young adults with internet gaming disorder. PLoS ONE, 13(4). (2018-19532-001).

Internet gaming disorder (IGD) is a new disorder that warrants further investigation, as

recently noted in the research criteria of the Diagnostic and Statistical Manual of Mental

Disorders, Fifth Edition. Offering controlled environments that increase cue-induced

craving, virtual reality cue-exposure therapy has been shown to be effective for some

addiction disorders. To assess the feasibility of virtual reality for patients with IGD, this

study aimed to develop virtual environments that represent risk situations for inducing

craving, and assess the effect of virtual reality in cue reactivity. A total of 64 male

adolescents and young adults (34 with IGD and 30 without) were recruited for

participation. We developed a virtual internet café environment and the participants

were exposed to four different tasks. As the primary feasibility outcome, cravings were

measured with a visual analogue scale measuring current urge to play a game after

exposure to each task. The virtual internet cafeé induced significantly greater cravings

in patients with IGD compared to controls. Additionally, patients exhibited a

significantly higher acceptance rate of an avatar’s invitation to play a game together

than that of controls. In IGD, craving response to the tasks was positively associated

with the symptom severity score as measured by Young’s Internet Addiction Test.

These findings reveal that virtual reality laden with complex game-related cues could

evoke game craving in patients with IGD and could be used in the treatment of IGD as a
cue-exposure therapy tool for eliciting craving. (PsycINFO Database Record (c) 2019

APA, all rights reserved)

Smeijers, D., & Koole, S. L. (2019). Testing the Effects of a Virtual Reality Game for

Aggressive Impulse Management (VR-GAIME): Study Protocol. Frontiers In

Psychiatry, 10, 83-83. https://doi.org/10.3389/fpsyt.2019.00083

Background: Prior laboratory findings indicate that training avoidance movements to angry

faces may lower anger and aggression among healthy participants, especially those high

in trait anger. To enrich this training and make it more suitable for clinical applications,

it has been developed into a Virtual Reality Game for Aggressive Impulse Management

(VR-GAIME). Methods: The proposed study will examine the effects of this training in

a randomized controlled trial among forensic psychiatric outpatients with aggression

regulation problems (N = 60). In addition to the aggression replacement training,

participants will play either the VR-GAIME or a control game. Anger will be assessed

using self-report. Aggressive impulses will be measured via self-report, a validated

laboratory paradigm, and rated by clinicians. Discussion: The authors hypothesize that

the combination of the VR-GAIME and regular aggression treatment will be more

successful in reducing aggressive behavior. One of the strengths of the proposed study

is that it is the first to examine the effects of a motivational intervention in a clinical

sample characterized by problems in regulating anger and aggression. Another strength

of the proposed study is that the VR-GAIME will be implemented as a multi-session

intervention. Additionally, the VR-GAIME applies, for the first time, serious gaming

and virtual reality on an avoidance motivation intervention. If positive results are found,

the VR-GAIME may be systematically deployed in forensic psychiatric settings. Trial

registration: The trial is registered with The Netherlands National Trial Register,

number: NTR6986.;
Smith, M. J., Bell, M. D., Wright, M. A., Humm, L. B., Olsen, D., & Fleming, M. F. (2016).

Virtual reality job interview training and 6-month employment outcomes for individuals

with substance use disorders seeking employment. Journal of Vocational

Rehabilitation, 44(3), 323-332. https://doi.org/10.3233/JVR-160802

Background: Individuals with substance use disorders (SUDs) have low employment rates

and job interviewing is a critical barrier to employment for them. Virtual reality training

is efficacious at improving interview skills and vocational outcomes for several clinical

populations. Objective: This study evaluated the acceptability and efficacy of virtual

reality job interview training (VR-JIT) at improving interview skills and vocational

outcomes among individuals with SUDs via a small randomized controlled trial (n = 14

VR-JIT trainees, n = 11 treatment-as-usual (TAU) controls). Methods: Trainees

completed up to 10 hours of virtual interviews, while controls received services as

usual. Primary outcome measures included two pre-test and two post-test video-

recorded role-play interviews and vocational outcomes at six-month follow-up. Results:

Trainees reported that the intervention was easy-to-use and helped prepared them for

future interviews. While co-varying for pre-test role-play performance, trainees had

higher post-test role-play scores than controls at the trend level (p < 0.10). At 6-month

follow-up, trainees were more likely than controls to attain a competitive position

(78.6% vs. 44.4%, p < 0.05, respectively). Trainees had greater odds of attaining a

competitive position by 6 month follow-up compared to controls (OR: 5.67, p < 0.05).

VR-JIT participation was associated with fewer weeks searching for a position (r = –

0.36, p < 0.05). Conclusion: There is preliminary evidence that VR-JIT is acceptable to

trainees with SUDs. Moreover, VR-JIT led to better vocational outcomes with trainees

having greater odds of attaining a competitive position by 6-month follow-up. Future


studies could evaluate the effectiveness of VR-JIT within community-based services.

(PsycINFO Database Record (c) 2017 APA, all rights reserved)

Steele, V. R., Maurer, J. M., Bernat, E. M., Calhoun, V. D., & Kiehl, K. A. (2016). Error-

related processing in adult males with elevated psychopathic traits. Personality

Disorders, 7(1), 80-90. https://doi.org/10.1037/per0000143

Psychopathy is a serious personality disorder characterized by dysfunctional affective and

behavioral symptoms. In incarcerated populations, elevated psychopathic traits have

been linked to increased rates of violent recidivism. Cognitive processes related to error

processing have been shown to differentiate individuals with high and low psychopathic

traits and may contribute to poor decision making that increases the risk of recidivism.

Error processing abnormalities related to psychopathy may be attributable to error-

monitoring (error detection) or posterror processing (error evaluation). A recent

«bottleneck» theory predicts deficiencies in posterror processing in individuals with

high psychopathic traits. In the current study, incarcerated males (n = 93) performed a

Go/NoGo response inhibition task while event-related potentials (ERPs) were recorded.

Classic time-domain windowed component and principal component analyses were

used to measure error-monitoring (as measured with the error-related negativity

[ERN/Ne]) and posterror processing (as measured with the error positivity [Pe]).

Psychopathic traits were assessed using Hare’s Psychopathy Checklist-Revised (PCL-

R). PCL-R Total score, Factor 1 (interpersonal-affective traits), and Facet 3 (lifestyle

traits) scores were positively related to posterror processes (i.e., increased Pe amplitude)

but unrelated to error-monitoring processes (i.e., ERN/Ne). These results support the

attentional bottleneck theory and further describe deficiencies related to elevated

psychopathic traits that could be beneficial for new treatment strategies for

psychopathy.; (c) 2016 APA, all rights reserved).


Steele, V. R., Rao, V., Calhoun, V. D., & Kiehl, K. A. (2017). Machine learning of structural

magnetic resonance imaging predicts psychopathic traits in adolescent offenders.

Neuroimage, 145(Pt B), 265-273. https://doi.org/10.1016/j.neuroimage.2015.12.013

Classification models are becoming useful tools for finding patterns in neuroimaging data

sets that are not observable to the naked eye. Many of these models are applied to

discriminating clinical groups such as schizophrenic patients from healthy controls or

from patients with bipolar disorder. A more nuanced model might be to discriminate

between levels of personality traits. Here, as a proof of concept, we take an initial step

toward developing prediction models to differentiate individuals based on a personality

disorder: psychopathy. We included three groups of adolescent participants:

incarcerated youth with elevated psychopathic traits (i.e., callous and unemotional traits

and conduct disordered traits; n=71), incarcerated youth with low psychopathic traits

(n=72), and non-incarcerated youth as healthy controls (n=21). Support vector machine

(SVM) learning models were developed to separate these groups using an out-of-sample

cross-validation method on voxel-based morphometry (VBM) data. Regions of interest

from the paralimbic system, identified in an independent forensic sample, were

successful in differentiating youth groups. Models seeking to classify incarcerated

individuals to have high or low psychopathic traits achieved 69.23% overall accuracy.

As expected, accuracy increased in models differentiating healthy controls from

individuals with high psychopathic traits (82.61%) and low psychopathic traits

(80.65%). Here we have laid the foundation for using neural correlates of personality

traits to identify group membership within and beyond psychopathy. This is only the

first step, of many, toward prediction models using neural measures as a proxy for

personality traits. As these methods are improved, prediction models with neural
measures of personality traits could have far-reaching impact on diagnosis, treatment,

and prediction of future behavior.; Copyright © 2015 Elsevier Inc. All rights reserved.

Verplaetse, J., & De Smet, D. (2016a). Mental beliefs about blood, and not its smell, affect

presence in a violent computer game. Computers in Human Behavior, 63, 928-937.

https://doi.org/10.1016/j.chb.2016.06.012

Presence in virtual reality—the feeling that one is inside mediated reality—has fascinated

academics in the field of virtual reality from its onset. While conceptual analyses and

empirical research unequivocally stressed the importance of immersion through sensory

input, agent-related aspects such as mental beliefs received less attention. We are the

first to examine the separate and combined effects of being exposed to the smell of a

particular stimulus and/or having a representation of this stimulus in mind. Blood was

considered to be interesting to work with, because of widespread folk ideas about its

capacity to induce aggression in violent contexts. Using a violent computer game in a

between-subjects design, male subjects were tested for the immersive impact of blood,

first as an olfactory cue, and second as a mental belief, i.e. the true or false belief that

one is smelling ‘blood’. Lower skin conductance and game scores showed that ‘blood’

served as a distractor hindering the subject’s spontaneous engagement. Subjects higher

in dispositional aggressiveness, however, got more immersed during the ‘blood’ game

rounds, by displaying more combativeness. We discuss our results in light of the

undervalued importance of subjective realism in research on presence, and explain the

relevance of this work for applications in virtual training in the military and for clinical

intervention in combat-related PTSD. (PsycINFO Database Record (c) 2017 APA, all

rights reserved)
Verplaetse, J., & De Smet, D. (2016b). Mental beliefs about blood, and not its smell, affect

presence in a violent computer game. Computers in Human Behavior, 63, 928-937.

https://doi.org/10.1016/j.chb.2016.06.012

Presence in virtual reality—the feeling that one is inside mediated reality—has fascinated

academics in the field of virtual reality from its onset. While conceptual analyses and

empirical research unequivocally stressed the importance of immersion through sensory

input, agent-related aspects such as mental beliefs received less attention. We are the

first to examine the separate and combined effects of being exposed to the smell of a

particular stimulus and/or having a representation of this stimulus in mind. Blood was

considered to be interesting to work with, because of widespread folk ideas about its

capacity to induce aggression in violent contexts. Using a violent computer game in a

between-subjects design, male subjects were tested for the immersive impact of blood,

first as an olfactory cue, and second as a mental belief, i.e. the true or false belief that

one is smelling ‘blood’. Lower skin conductance and game scores showed that ‘blood’

served as a distractor hindering the subject’s spontaneous engagement. Subjects higher

in dispositional aggressiveness, however, got more immersed during the ‘blood’ game

rounds, by displaying more combativeness. We discuss our results in light of the

undervalued importance of subjective realism in research on presence, and explain the

relevance of this work for applications in virtual training in the military and for clinical

intervention in combat-related PTSD. (PsycINFO Database Record (c) 2017 APA, all

rights reserved)

Vlachopoulou, X. (2018). Addiction au virtuel: L’inquiétante étrangeté, le pharmakon et le

corps = Addiction to virtual reality: The uncanny, the pharmakon and the body.

L’Évolution Psychiatrique, 83(1), 67-76. https://doi.org/10.1016/j.evopsy.2017.10.002


Aims: There are numerous concerns about the increasing use of screens: do screens isolate

us, make us violent, or addicted? The aim of this paper is to propose sound theoretical

foundations and to open up reflection on the often disproportionate concerns about the

use of technical and scientific virtual objects. Methodology: We base our apprehension

of virtual reality and its uses on the valuable contributions of philosophy and

psychoanalysis. We propose a return to the notions of the uncanny and the pharmakon,

and we also look at the place of tools in the history of humanity. The notion of addiction

is then discussed, and a review of the contributions of contemporary authors to the

literature is proposed. Results: The notions of the uncanny and the pharmakon highlight

an essential aspect in the misunderstandings around the psychopathology of virtual

reality: it is often apprehended without taking into account the personal involvement of

the clinician via his own approach to virtual realities. These new digital objects are

envisaged as tools with a place in the history of technology, and also as cultural objects.

The psychopathological issue is apprehended by defining its contours, to avoid the

approximations that often characterise the manner in which it is approached. The body

emerges as an essential axis in the way the psychopathology of virtual reality is

apprehended, in particular in the asceticism that can be seen in the avoidance of offline

contact. Discussion: The theoretical proposals made here provide new insight into the

notion of addiction, which is often misused, creating epistemological confusion. The

psychopathologies of virtual reality should be considered with caution, taking into

consideration commonplace reliance on tools, the uncanny and the balance between

remedy and poison in the pharmakon. Conclusion: This article explores addiction to

virtual worlds through the prism of psychoanalysis, also including other disciplines and

approaches via the literature review on the issue. It provides to the reader with the

possibility of envisaging virtual reality while at the same time disengaging himself from
technophobic preconceptions on this subject. (PsycINFO Database Record (c) 2018

APA, all rights reserved)

Weisel, A. (2015). Virtual reality and the psyche Some psychoanalytic approaches to media

addiction. The Journal of Analytical Psychology, 60(2), 198-219.

https://doi.org/10.1111/1468-5922.12144

This paper explores the ramifications of excessive use of media on personality development,

the development of symbolic and thinking functions and on psychic reality. In doing so,

the questions of whether there are specific media objects possessing an intrinsic

symbolic quality, and which attachments in the inner world of a child/adolescent can be

mobilized or destroyed are discussed. By selecting specific material, computer gamers

use their game to activate the field of a personal psychic reality. Hereby, they attempt

some kind of self‐healing. However, after leaving the game, conflicts and traumata re‐

enacted but unresolved in the game disappear from their temporary representation

without generating any resonance in the gamer’s psychic experience. Consequently,

although states of mind and affects are activated in the computer game, their processing

and integration fail; the game results in a compulsive repetition. The construction and

consolidation of retrievable maturation and structural development, the representation of

the unrepresentable, succeed in the context of the triangulating analytic relationship,

initially through a jointly performed symbolic and narrative re‐experience or the

recreation of the game. Theoretical considerations are illustrated by means of clinical

vignettes. (PsycINFO Database Record (c) 2016 APA, all rights reserved)

Yoon, G., & Vargas, P. T. (2014). Know thy avatar: The unintended effect of virtual-self

representation on behavior. Psychological Science, 25(4), 1043-1045.

https://doi.org/10.1177/0956797613519271
Virtual environments enable people to experience extraordinary identities or circumstances.

People can take on superhero or super-villain roles using digital avatars in virtual space.

By acting as these avatars, individuals may learn new behaviors and model their own,

real-life behaviors after them (Bandura, 1977; Bem, 1972). The virtual environment is,

thus, a vehicle for observation, imitation, and modeling; players’ avatars may fuel these

processes. Recent empirical research confirms that the behavior of players’ avatars can

affect players’ self-concepts, cognitions, and feelings (Gentile et al., 2009; Greitemeyer

& Osswald, 2010). Thus, concepts related to avatar behaviors in general (e.g., fighting

against evil) or to particular avatars (e.g., Superman) may affect subsequent behavior

(e.g., good deeds). Identification with an avatar is correlated with avatar-consistent

behavior in the real world (Rosenberg, Baughman, & Bailenson, 2013). In the

experiments reported here, we investigated whether certain types of avatars and avatars’

behaviors could promote pro- or antisocial actions in everyday behavior. (PsycINFO

Database Record (c) 2019 APA, all rights reserved)

You, S., Kim, E., & Lee, D. (2017). Virtually real: Exploring avatar identification in game

addiction among massively multiplayer online role-playing games (MMORPG) players.

Games and Culture: A Journal of Interactive Media, 12(1), 56-71.

https://doi.org/10.1177/1555412015581087

Research interest has increasingly focused on the psychosocial factors related to online game

addiction. This study examines the relationship of various psychosocial variables to

online game addiction, and the mediation effect of avatar identification on the

relationship. Questionnaires assessing self-esteem, depression, social skills, game

addiction, and avatar identification were completed by 163 third-year middle school

students. Correlation and structural equation modeling analyses were conducted. Results

indicated (a) that self-esteem and social skills had significant negative correlations with
game addiction, while depression had a significant positive correlation with game

addiction, (b) that depression had an indirect effect on game addiction via avatar

identification, and (c) that social skills had both indirect (via avatar identification) and

direct effects on game addiction. Implications and future directions are discussed.

(PsycINFO Database Record (c) 2019 APA, all rights reserved)

Yücel, M., Carter, A., Allen, A. R., Balleine, B., Clark, L., Dowling, N. A., … Hall, W.

(2017). Neuroscience in gambling policy and treatment: An interdisciplinary

perspective. The Lancet Psychiatry, 4(6), 501-506. https://doi.org/10.1016/S2215-

0366(16)30369-8

Neuroscientific explanations of gambling disorder can help people make sense of their

experiences and guide the development of psychosocial interventions. However, the

societal perceptions and implications of these explanations are not always clear or

helpful. Two workshops in 2013 and 2014 brought together multidisciplinary

researchers aiming to improve the clinical and policy-related effects of neuroscience

research on gambling. The workshops revealed that neuroscience can be used to

improve identification of the dangers of products used in gambling. Additionally, there

was optimism associated with the diagnostic and prognostic uses of neuroscience in

problem gambling and the provision of novel tools (eg, virtual reality) to assess the

effectiveness of new policy interventions before their implementation. Other messages

from these workshops were that neuroscientific models of decision making could

provide a strong rationale for precommitment strategies and that interdisciplinary

collaborations are needed to reduce the harms of gambling. (PsycINFO Database

Record (c) 2017 APA, all rights reserved)

Zeeb, F. D., Li, Z., Fisher, D. C., Zack, M. H., & Fletcher, P. J. (2017). Uncertainty exposure

causes behavioural sensitization and increases risky decision-making in male rats:


Toward modelling gambling disorder. Journal of Psychiatry & Neuroscience, 42(6),

404-413. https://doi.org/10.1503/jpn.170003

Background: An animal model of gambling disorder, previously known as pathological

gambling, could advance our understanding of the disorder and help with treatment

development. We hypothesized that repeated exposure to uncertainty during gambling

induces behavioural and dopamine (DA) sensitization—similar to chronic exposure to

drugs of abuse. Uncertainty exposure (UE) may also increase risky decision-making in

an animal model of gambling disorder. Methods: Male Sprague Dawley rats received 56

UE sessions, during which animals responded for saccharin according to an

unpredictable, variable ratio schedule of reinforcement (VR group). Control animals

responded on a predictable, fixed ratio schedule (FR group). Rats yoked to receive

unpredictable reward were also included (Y group). Animals were then tested on the Rat

Gambling Task (rGT), an analogue of the Iowa Gambling Task, to measure decision-

making. Results: Compared with the FR group, the VR and Y groups experienced a

greater locomotor response following administration of amphetamine. On the rGT, the

FR and Y groups preferred the advantageous options over the risky, disadvantageous

options throughout testing (40 sessions). However, rats in the VR group did not have a

significant preference for the advantageous options during sessions 20–40.

Amphetamine had a small, but significant, effect on decision-making only in the VR

group. After rGT testing, only the VR group showed greater hyperactivity following

administration of amphetamine compared with the FR group. Limitations: Reward

uncertainty was the only gambling feature modelled. Conclusion: Actively responding

for uncertain reward likely sensitized the DA system and impaired the ability to make

optimal decisions, modelling some aspects of gambling disorder. (PsycINFO Database

Record (c) 2019 APA, all rights reserved)

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