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Dive into the research topics where Christopher P. Barlett is active.

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Featured researches published by Christopher P. Barlett.


Simulation & Gaming | 2009

Video Game Effects-Confirmed, Suspected, and Speculative

Christopher P. Barlett; Craig A. Anderson; Edward L. Swing

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


Aggressive Behavior | 2014

A meta‐analysis of sex differences in cyber‐bullying behavior: The moderating role of age

Christopher P. Barlett; Sarah M. Coyne

The current research used meta-analysis to determine whether (a) sex differences emerged in cyber-bullying frequency, (b) if age moderated any sex effect, and (c) if any additional moderators (e.g., publication year and status, country and continent of data collection) influenced the sex effect. Theoretically, if cyber-bullying is considered a form of traditional bullying and aggression, males are likely to cyber-bully more than females. Conversely, if cyber-bullying is considered relational/indirect aggression, females will be slightly more likely to cyber-bully than males. Results from 122 effect size estimates showed that males were slightly more likely to cyber-bully than females; however, age moderated the overall effect. Specifically, females were more likely to report cyber-bullying during early to mid-adolescence than males, while males showed higher levels of cyber-bullying during later adolescence than females. Publication status and year and continent and country of data collection also moderated the overall effect.


Aggressive Behavior | 2009

Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal.

Christopher P. Barlett; Christopher D. Rodeheffer

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


Aggressive Behavior | 2009

How long do the short-term violent video game effects last?

Christopher P. Barlett; Omar Branch; Christopher D. Rodeheffer; Richard Jackson Harris

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


Journal of Cross-Cultural Psychology | 2014

Cross-Cultural Differences in Cyberbullying Behavior: A Short-Term Longitudinal Study

Christopher P. Barlett; Douglas A. Gentile; Craig A. Anderson; Kanae Suzuki; Akira Sakamoto; Ayuchi Yamaoka; Rui Katsura

The current study tested the relation between culture and cyberbullying using a short-term longitudinal research design. College-aged participants from the United States (n = 293) and Japan (n = 722) completed several questionnaires at Wave 1 that measured cyberbullying frequency, cyberbullying reinforcement, positive attitudes toward cyberbullying, and interdependent self-construal. Approximately 2 months later, participants completed the cyberbullying frequency questionnaire again. Results showed higher levels of cyberbullying change for the U.S. sample compared with the Japanese sample. Follow-up analyses showed that cyberbullying reinforcement and interdependent self-construal moderated this effect. Specifically, cyberbullying change was the highest (showing an increase over time) for the U.S. sample when reinforcement was highest and when interdependent self-construal was the lowest. Theoretical implications are discussed.


Computers in Human Behavior | 2009

The effect of violent and non-violent computer games on cognitive performance

Christopher P. Barlett; Christopher L. Vowels; James Shanteau; Janis J. Crow; Tiffany Miller

Two studies were conducted in order to determine the impact computer games had on the cognitive performance. Study 1 evaluated a measure of cognition, which incorporates aspects of short-term working memory, visual attention, mathematical decision making, and auditory perception. Study 2 measured the cognitive performance between those who did not play video games versus those who played either a violent or non-violent video game. Results from Study 1 indicate participants needed approximately four trials to reach asymptotic performance on the cognitive measure. Results of Study 2 showed that participants who did not play any video game did not have a change in their cognitive performance, while those who played either a violent or non-violent video game had an increase in their cognitive performance.


Emotion | 2008

Individual differences in negative affect repair.

Scott H. Hemenover; Adam A. Augustine; Tirza Shulman; Tuan Q. Tran; Christopher P. Barlett

The extant literature implicates affect repair ability as one source of individual differences in negative affect. Emerging from this literature are three regulatory traits that should predict repair ability (negative mood regulation expectancies, monitoring, labeling), yet no experimental examination of this possibility exists. Two studies explored this issue. Participants (Ns=305, 146) watched negative affect-inducing videos and completed a repair or control writing task, before and after which they reported their affect. Results revealed wide individual differences in repair ability. Specifically, participants with high expectancies of repair success and those who attend to and understand their affect experienced the largest decreases in negative affect and largest increases in positive affect following the repair tasks. These findings advance understanding of individual differences in affect regulation and have implications for future research.


Media Psychology | 2008

The Effect of Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility, and Heart Rate

Christopher P. Barlett; Christopher D. Rodeheffer; Ross Baldassaro; Michael P. Hinkin; Richard Jackson Harris

Two studies were conducted that tested the moderating role of video game graphics quality in the relationship between video game content and aggression-related variables. In both studies, participants played either a violent or nonviolent video game on one of three video game systems with differing technological computing power (which contributes to the realism depicted in these video games). In Study 2, the moderating and mediating role of immersion was also tested. Results showed that video game violence exposure was related to aggressive cognitions and state of hostility. Video game technology did not moderate this relationship. Finally, immersion, as an individual difference variable, did not moderate or mediate this relationship. This suggests that aggressive cognitions and feelings occur independent of how technologically advanced the graphics are and the extent to which one feels as though they are immersed in a violent video game. Implications and future research are discussed.


Journal of Children and Media | 2012

Sleep as a Mediator of Screen Time Effects on US Children's Health Outcomes

Natalie D. Barlett; Douglas A. Gentile; Christopher P. Barlett; Joey C. Eisenmann; David A. Walsh

There is growing concern regarding the influence of media exposure on American childrens health and development. The current prospective study tested the direct relations between media exposure, sleep, and various health outcomes (e.g. attention problems, aggression, and body composition) and the indirect effect of media exposure through sleep disturbances. Child participants (N = 1,317) completed measures of media consumption and sleep. Teachers reported on childrens attention problems and use of physical aggression. Results showed that media exposure at Time 1 was indirectly related to attention, physical aggression, and Body Mass Index at Time 3 (13 months later), mediated by sleep at Time 2. Overall, these results support the hypothesis that screen time is negatively related to health outcomes, and that displaced sleep is one of the mediating mechanisms underlying these relations.


Personality and Social Psychology Bulletin | 2015

Assessing Helping and Hurting Behaviors Through the Tangram Help/Hurt Task

Muniba Saleem; Craig A. Anderson; Christopher P. Barlett

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

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