Brad J. Bushman
Ohio State University
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Featured researches published by Brad J. Bushman.
Journal of Personality and Social Psychology | 1998
Brad J. Bushman; Roy F. Baumeister
It has been widely asserted that low self-esteem causes violence, but laboratory evidence is lacking, and some contrary observations have characterized aggressors as having favorable self-opinions. In 2 studies, both simple self-esteem and narcissism were measured, and then individual participants were given an opportunity to aggress against someone who had insulted them or praised them or against an innocent third person. Self-esteem proved irrelevant to aggression. The combination of narcissism and insult led to exceptionally high levels of aggression toward the source of the insult. Neither form of self-regard affected displaced aggression, which was low in general. These findings contradict the popular view that low self-esteem causes aggression and point instead toward threatened egotism as an important cause.
Psychological Science | 2001
Craig A. Anderson; Brad J. Bushman
Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.
Psychological Bulletin | 2010
Craig A. Anderson; Akiko Shibuya; Nobuko Ihori; Edward L. Swing; Brad J. Bushman; Akira Sakamoto; Hannah R. Rothstein; Muniba Saleem
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.
Psychological Bulletin | 1990
Brad J. Bushman; Harris Cooper
This review used quantitative and qualitative techniques to integrate the alcohol and aggression literature. The primary purpose of the review was to determine if a causal relation exists between alcohol and aggression. The main meta-analysis included 30 experimental studies that used between-subjects designs, male confederates, and male subjects who were social drinkers. Studies using other designs or subject populations were integrated with meta-analytic procedures when possible and summarized descriptively when not. The results of the review indicate that alcohol does indeed cause aggression. However, alcohol effects were moderated by certain methodological parameters.
Journal of Personality | 2008
Jean M. Twenge; Sara H. Konrath; Joshua D. Foster; W. Keith Campbell; Brad J. Bushman
A cross-temporal meta-analysis found that narcissism levels have risen over the generations in 85 samples of American college students who completed the 40-item forced-choice Narcissistic Personality Inventory (NPI) between 1979 and 2006 (total n=16,475). Mean narcissism scores were significantly correlated with year of data collection when weighted by sample size (beta=.53, p<.001). Since 1982, NPI scores have increased 0.33 standard deviation. Thus, almost two-thirds of recent college students are above the mean 1979-1985 narcissism score, a 30% increase. The results complement previous studies finding increases in other individualistic traits such as assertiveness, agency, self-esteem, and extraversion.
Journal of Personality Assessment | 2004
W. Keith Campbell; Angelica M. Bonacci; Jeremy Shelton; Julie J. Exline; Brad J. Bushman
Nine studies were conducted with the goal of developing a self-report measure of psychological entitlement and assessing its interpersonal consequences. The Psychological Entitlement Scale (PES) was found to be reliable and valid (Study 1, 2), not associated with social desirability (Study 2), stable across time (Study 3), and correlated negatively with two of the Big Five factors: agreeableness and emotional stability (Study 4). The validity of the PES was confirmed in studies that assessed willingness to take candy designated for children (Study 5) and reported deservingness of pay in a hypothetical employment setting (Study 6). Finally, the PES was linked to important interpersonal consequences including competitive choices in a commons dilemma (Study 7), selfish approaches to romantic relationships (Study 8), and aggression following ego threat (Study 9). Psychological entitlement has a pervasive and largely unconstructive impact on social behavior.
Personality and Social Psychology Bulletin | 2002
Brad J. Bushman
Does distraction or rumination work better to diffuse anger? Catharsis theory predicts that rumination works best, but empirical evidence is lacking. In this study, angered participants hit a punching bag and thought about the person who had angered them (rumination group) or thought about becoming physically fit (distraction group). After hitting the punching bag, they reported how angry they felt. Next, they were given the chance to administer loud blasts of noise to the person who had angered them. There also was a no punching bag control group. People in the rumination group felt angrier than did people in the distraction or control groups. People in the rumination group were also most aggressive, followed respectively by people in the distraction and control groups. Rumination increased rather than decreased anger and aggression. Doing nothing at all was more effective than venting anger. These results directly contradict catharsis theory.
American Psychologist | 2001
Brad J. Bushman; Craig A. Anderson
Fifty years of news coverage on the link between media violence and aggression have left the U.S. public confused. Typical news articles pit researchers and child advocates against entertainment industry representatives, frequently giving equal weight to the arguments of both sides. A comparison of news reports and scientific knowledge about media effects reveals a disturbing discontinuity: Over the past 50 years, the average news report has changed from claims of a weak link to a moderate link and then back to a weak link between media violence and aggression. However, since 1975, the scientific confidence and statistical magnitude of this link have been clearly positive and have consistently increased over time. Reasons for this discontinuity between news reports and the actual state of scientific knowledge include the vested interests of the news, a misapplied fairness doctrine in news reporting, and the failure of the research community to effectively argue the scientific case.
Personality and Social Psychology Bulletin | 2002
Brad J. Bushman; Craig A. Anderson
Research conducted over several decades has shown that violent media increase aggression. It is now time to move beyond the question of whether violent media increase aggression to answering the question why violent media increase aggression. The present research tested whether violent video games produce a hostile expectation bias—the tendency to expect others to react to potential conflicts with aggression. Participants (N = 224) played either a violent or nonviolent video game. Next, they read ambiguous story stems about potential interpersonal conflicts. They were asked what the main character will do, say, think, and feel as the story continues. People who played a violent video game described the main character as behaving more aggressively, thinking more aggressive thoughts, and feeling more angry than did people who played a nonviolent video game. These results are consistent with the General Aggression Model.
Current Directions in Psychological Science | 2000
Roy F. Baumeister; Brad J. Bushman; W. Keith Campbell
A traditional view holds that low self-esteem causes aggression, but recent work has not confirmed this. Although aggressive people typically have high self-esteem, there are also many nonaggressive people with high self-esteem, and so newer constructs such as narcissism and unstable self-esteem are most effective at predicting aggression. The link between self-regard and aggression is best captured by the theory of threatened egotism, which depicts aggression as a means of defending a highly favorable view of self against someone who seeks to undermine or discredit that view.