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Dive into the research topics where Alessandro Gabbiadini is active.

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Featured researches published by Alessandro Gabbiadini.


Journal of Adolescence | 2012

Brief Report: Does Exposure to Violent Video Games Increase Moral Disengagement among Adolescents?.

Alessandro Gabbiadini; Luca Andrighetto; Chiara Volpato

Several studies have repeatedly shown that violent/action video games increase aggressive tendencies. The present study provides preliminary evidence that exposure to these games also affects the process of moral disengagement. High school students (N = 385) were recruited, and the impact of both recency and frequency of their exposure to the video game Grand Theft Auto IV (GTA; 2008) on moral disengagement was explored. Results showed that exposure to GTA predicted higher levels of moral disengagement. Recency of exposure had a primary impact on the considered mechanisms of moral disengagement. These findings provide insights into a relevant detrimental effect of exposure to video games, to our knowledge not explored yet. Future research is needed to provide evidence of the causal link in the observed relationships.


PLOS ONE | 2016

Acting like a tough guy: Violent-sexist video games, identification with game characters, masculine beliefs, & empathy for female violence victims

Alessandro Gabbiadini; Paolo Riva; Luca Andrighetto; Chiara Volpato; Brad J. Bushman

Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words)


business process management | 2009

Workflow Management Social Systems: A New Socio-psychological Perspective on Process Management

Marcello Sarini; Federica Durante; Alessandro Gabbiadini

The paper presents a study about one of the most successful cases of social software: Wikipedia. In particular we focused on the investigation of some socio-psychological aspects related to the use of the Italian Wikipedia. In our study, we considered Wikipedia active users classified into three different roles: registered users, administrators, and bureaucrats in order to discuss our findings with respect to these different groups of users. Workflow Management Systems are applications designed to support the definition and execution of business processes. Since we consider that social aspects are relevant in the accomplishment and coordination of activities managed by such technologies, we advocate for a new class of Workflow Management Systems, i.e., Workflow Management Social Systems. These systems should emphasize the social nature of workflow management. For this reason, we propose to consider some of the relevant psychological aspects we identified in our study, interpreted in the light of some relevant socio-psychological theories, for the design of this socially enriched workflow technology.


PSICOLOGIA SOCIALE | 2011

Internet as a research tool. Guidelines for creating web surveys

Alessandro Gabbiadini; Silvia Mari; Chiara Volpato

PSICOLOGIA SOCIALE n. 2, maggio-agosto 2011 La semantica della comunicazione in rete e differente da quella della carta stampata e tale differenza emerge anche nella somministrazione di web survey. In psicologia sociale, e in generale in tutte le discipline sociali, poche sono le rassegne e gli studi metodologici offerti al ricercatore sull’utilizzo di specifici strumenti informatici. Questa rassegna presenta una panoramica degli attuali strumenti offerti dal mercato software – commerciale e open source – per la creazione di una sessione di raccolta dati tramite la rete. Vengono inoltre proposte considerazioni circa il campionamento via web e le problematiche legate all’accessibilita di una web survey creata ad hoc tramite linguaggi di programmazione. Internet come strumento di ricerca: Linee guida per la creazione di web survey


Cognitive, Affective, & Behavioral Neuroscience | 2017

Neuromodulation can reduce aggressive behavior elicited by violent video games

Paolo Riva; Alessandro Gabbiadini; Leonor J. Romero Lauro; Luca Andrighetto; Chiara Volpato; Brad J. Bushman

Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses—the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games. Participants (N = 79) were randomly assigned to play a violent or a nonviolent video game while receiving anodal or sham stimulation. Afterward, participants aggressed against an ostensible partner using the Taylor aggression paradigm (Taylor Journal of Personality, 35, 297–310, 1967), which measures both unprovoked and provoked aggression. Among those who received sham stimulation, unprovoked aggression was significantly higher for violent-game players than for nonviolent-game players. Among those who received anodal stimulation, unprovoked aggression did not differ for violent- and nonviolent-game players. Thus, anodal stimulation reduced unprovoked aggression in violent-game players. No significant effects were found for provoked aggression, suggesting tit-for-tat responding. This experiment sheds light on one possible neural underpinning of violent-media-related aggression—the rVLPFC, a brain area involved in regulating negative feelings and aggressive impulses.


Journal of Language and Social Psychology | 2016

Excluded From All Humanity Animal Metaphors Exacerbate the Consequences of Social Exclusion

Luca Andrighetto; Paolo Riva; Alessandro Gabbiadini; Chiara Volpato

Past research suggested that—from the perspective of perpetrators—animal metaphors are a powerful means to reinforce social exclusion and to foster hostile behaviors against the targets of social exclusion. In the current work, we focus on the consequences of this dehumanizing form of social exclusion from the perspective of victims. In two studies, we manipulated the presence of animal metaphors in a variety of contexts of interpersonal social exclusion. Our results showed that when social exclusion is associated with animal metaphors, its consequences are exacerbated. In particular, labelling targets of social exclusion as animals indirectly caused them to display more aggressive tendencies compared with when they are labelled with corresponding offending, but nondehumanizing, attributes. Crucially, this increased aggressiveness was mediated by higher perceptions of being treated (Study 1) or viewed (Study 2) by others as animal-like. Overall, our research showed the detrimental effects of the interplay between social exclusion and animal metaphors from the perspective of victims.


Journal of Youth and Adolescence | 2017

Grand Theft Auto is a “Sandbox” Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017)

Alessandro Gabbiadini; Brad J. Bushman; Paolo Riva; Luca Andrighetto; Chiara Volpato

In this issue, (Ferguson, C. J., & Donnellan, B. D., Journal of Youth and and Adolescence, published online 21 June 2017) criticize one of our studies (Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J., PLoS ONE, 11: 1–14, 2016) that found violent sexist video games can reduce empathy for female violence victims in male players who identify with violent male game characters, and do so by increasing masculine beliefs. Their main criticism is a “straw person” argument built on a claim that we never made (i.e., a direct effect of sexist-violent video games on empathy). They also made several other criticisms of our article. We appreciate the opportunity to respond to their criticisms in this article. We also point out some flaws in their reanalysis. Despite their criticisms, the core contributions of our original article remain intact.


Substance Use & Misuse | 2017

Testing the Model of Goal-Directed Behavior for Predicting Binge Drinking Among Young People

Alessandro Gabbiadini; Francesca Cristini; Luca Scacchi; Maria Grazia Monaci

ABSTRACT Background: One of the most problematic modes of alcohol consumption in young adults is risky drinking in single episodes, which typically takes place in social contexts. Several studies have applied the Theory of Planned Behavior to drinking intentions and behavior in young people. However, previous studies show that this model lacks a “bridge” that links a mental process like intentions to a physical process represented by the actual action. Objectives: The aim of the present study is to test the predictive power of the Model of Goal-Directed Behavior plus social influences in order to overcome theory of planned behavior gaps in predicting binge-drinking behavior in young people. Methods: 404 undergraduates completed a questionnaire containing measures for the MGB variables, social identity, and group norms. Two weeks later, participants reported how many times they had had five/four or more alcoholic drinks on a single occasion. Structural equation modeling revealed strong support for model validity. Results: The final equation accounted for 66% in intentions to binge drink, and 48% in drinking behavior, while a planned behavior model accounted for the 47% of variance in intentions to binge and 37% of the drinking behavior. Social influences positively affected desire and intentions to drink. Conclusions: Our findings suggest that, compared to other attitude-behavior frameworks, the MGB is preferable in modeling the proximal determinants of binge drinking. Therefore, the distinction between desire and intention and the consideration of social influences seem to be essential to improve the prediction of binge drinking among young people.


Social Influence | 2018

Objectified conformity: working self-objectification increases conforming behavior*

Luca Andrighetto; Alessandro Gabbiadini; Alessandra Sacino; Roberta Rosa Valtorta; Chiara Volpato

Abstract The present work explores whether self-objectification triggered by doing peculiar work activities would increase people’s conforming behavior. We conducted an experimental study in which participants (N = 140) were asked to perform a high objectifying activity (vs. low objectifying activity vs. baseline condition) simulating a real computer job. Afterwards, their levels of self-objectification and conforming behavior were assessed. Results revealed that participants who performed the high objectifying activity self-objectified (i.e., perceived themselves as lacking human mental states) more than the other conditions and, in turn, conformed more to the judgments of unknown similar others. Crucially, increased self-objectification mediated the effects of the high objectifying activity on enhancing conforming behavior. Theoretical and applied implications of these findings are discussed.


Data in Brief | 2018

Original dataset used in the article “Does Pokémon Go lead to a more physically active life style?”

Alessandro Gabbiadini; Christina Sagioglou; Tobias Greitemeyer

The data presented in this article are related to the research article entitled “Does Pokémon Go lead to a more physically active life style?” (Gabbiadini et al., in press) [1]. In the study, 981 individuals completed a web survey, in which frequency of Pokémon Go usage, overall physically active behavior, and amount of Pokémon Go related physical activity were measured. Regression analyses revealed that Pokémon Go related physical activity significantly reversed the positive effects of the app on participants’ overall physically active behavior, suggesting that the mere adoption of the app does not reliably change people׳s behavior in general. The increase in physical activity levels is rather explained by the exercise required by the game. The data set is made publicly available to enable critical or extended analyzes.

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Paolo Riva

University of Milano-Bicocca

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Federica Durante

University of Milano-Bicocca

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