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Dive into the research topics where James D. Sauer is active.

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Featured researches published by James D. Sauer.


Perspectives on Psychological Science | 2014

Registered Replication Report

V. K. Alogna; M. K. Attaya; Philip Aucoin; Štěpán Bahník; S. Birch; Angela R Birt; Brian H. Bornstein; Samantha Bouwmeester; Maria A. Brandimonte; Charity Brown; K. Buswell; Curt A. Carlson; Maria A. Carlson; S. Chu; A. Cislak; M. Colarusso; Melissa F. Colloff; Kimberly S. Dellapaolera; Jean-François Delvenne; A. Di Domenico; Aaron Drummond; Gerald Echterhoff; John E. Edlund; Casey Eggleston; B. Fairfield; G. Franco; Fiona Gabbert; B. W. Gamblin; Maryanne Garry; R. Gentry

Trying to remember something now typically improves your ability to remember it later. However, after watching a video of a simulated bank robbery, participants who verbally described the robber were 25% worse at identifying the robber in a lineup than were participants who instead listed U.S. states and capitals—this has been termed the “verbal overshadowing” effect (Schooler & Engstler-Schooler, 1990). More recent studies suggested that this effect might be substantially smaller than first reported. Given uncertainty about the effect size, the influence of this finding in the memory literature, and its practical importance for police procedures, we conducted two collections of preregistered direct replications (RRR1 and RRR2) that differed only in the order of the description task and a filler task. In RRR1, when the description task immediately followed the robbery, participants who provided a description were 4% less likely to select the robber than were those in the control condition. In RRR2, when the description was delayed by 20 min, they were 16% less likely to select the robber. These findings reveal a robust verbal overshadowing effect that is strongly influenced by the relative timing of the tasks. The discussion considers further implications of these replications for our understanding of verbal overshadowing.


Legal and Criminological Psychology | 2008

Is there a magical time boundary for diagnosing eyewitness identification accuracy in sequential line-ups?

James D. Sauer; Neil Brewer; Gary L. Wells

We examined whether eyewitness identification latencies for sequential line-up decisions indicate an optimum time boundary that reliably discriminates accurate from inaccurate decisions. Participants (N = 381) observed a crime simulation and attempted two separate identifications from target-present or target-absent sequential line-ups. As has previously been found with simultaneous line-ups, the optimum time boundary identified did not reliably discriminate accurate from inaccurate identifications for both line-up targets. Diagnosticity for choosers was, however, much higher at very high confidence levels than at lower levels. Possible reasons for why one index of signal strength (confidence), but not another (latency), might postdict accuracy within the sequential framework were presented.


PLOS ONE | 2014

Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

Aaron Drummond; James D. Sauer

Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.


Legal and Criminological Psychology | 2010

Children's eyewitness identification performance: Effects of a Not Sure response option and accuracy motivation

Neil Brewer; Amber Keast; James D. Sauer

Purpose. Children who witness crimes are sometimes asked to view a photospread lineup to see if they can identify the culprit. Here, we examined the effectiveness of two manipulations designed to assist in overcoming the tendency of child eyewitnesses to choose from lineups, a tendency that manifests in false identifications from target-absent lineups. Methods. Children aged around 12 years (N = 432) were randomly assigned to control, Not Sure, or accuracy motivation conditions in order to examine both target-absent and -present identification test performance across multiple sets of stimulus materials. Results. The Not Sure option did not affect false alarms or hit rates, but the combination of accuracy motivating conditions and the Not Sure option reduced guessing, with overall rates of false identifications falling by 12.2%. The latter effect was much stronger under some stimulus conditions but not detectable under others, indicating that the manipulations could improve but not impair performance. While there were beneficial effects at the group level, the manipulation did not produce a general change in individual childrens decision strategies. Conclusions. Eyewitness identification test manipulations that reliably reduce false alarms, without lowering hits, by child witnesses have not yet been identified. Here, we showed how a simple-to-implement accuracy motivation manipulation reduces false alarms under some conditions, while also highlighting the importance of evaluating the efficacy of interventions across varied encoding and test conditions. However, developing a procedure that can produce a generalized improvement in decision making at the individual level remains a major challenge for eyewitness researchers.


Journal of Experimental Psychology: Applied | 2015

Violent video games: The effects of narrative context and reward structure on in-game and postgame aggression.

James D. Sauer; Aaron Drummond; Natalie Nova

The potential influence of video game violence on real-world aggression has generated considerable public and scientific interest. Some previous research suggests that playing violent video games can increase postgame aggression. The generalized aggression model (GAM) attributes this to the generalized activation of aggressive schemata. However, it is unclear whether game mechanics that contextualize and encourage or inhibit in-game violence moderate this relationship. Thus, we examined the effects of reward structures and narrative context in a violent video game on in-game and postgame aggression. Contrary to GAM-based predictions, our manipulations differentially affected in-game and postgame aggression. Reward structures selectively affected in-game aggression, whereas narrative context selectively affected postgame aggression. Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character. Effects were not attributable to self-activation or character-identification mechanisms, but were consistent with social-cognitive context effects on the interpretation of behavior. These results contradict the GAMs assertion that violent video games affect aggression through a generalized activation mechanism. From an applied perspective, consumer choices may be aided by considering not just game content, but the context in which content is portrayed.


Psychonomic Bulletin & Review | 2012

Using ecphoric confidence ratings to discriminate seen from unseen faces: the effects of retention interval and distinctiveness

James D. Sauer; Nathan Weber; Neil Brewer

Theories of confidence processing for recognition judgments suggest that confidence indexes the degree of match between a presented stimulus and an image in memory (ecphoric similarity). Recent research has demonstrated that having participants rate their confidence that a face had been previously seen provides an equivalent or a better index of the stimulus’s status than does eliciting a simple binary response (Sauer, Brewer, & Weber, Journal of Experimental Psychology: General 137: 528–547, 2008). Using a face recognition paradigm, we manipulated retention interval and stimulus distinctiveness to directly test the suggestion that confidence indexes ecphoric similarity and to probe the boundary conditions for using confidence ratings to discriminate seen from unseen faces. Consistent with the proposed ecphoric basis for confidence ratings, mean confidence was higher for previously seen than for unseen faces, and conditions conducive to the formation of strong memories improved confidence-based discrimination. In all conditions, after the application of a classification algorithm, confidence ratings provided a more sensitive index of face status (i.e., seen or unseen) than did binary responses.


Acta Psychologica | 2016

The effects of divided attention at study and reporting procedure on regulation and monitoring for episodic recall

James D. Sauer; Lorraine Hope

Eyewitnesses regulate the level of detail (grain size) reported to balance competing demands for informativeness and accuracy. However, research to date has predominantly examined metacognitive monitoring for semantic memory tasks, and used relatively artificial phased reporting procedures. Further, although the established role of confidence in this regulation process may affect the confidence-accuracy relation for volunteered responses in predictable ways, previous investigations of the confidence-accuracy relation for eyewitness recall have largely overlooked the regulation of response granularity. Using a non-phased paradigm, Experiment 1 compared reporting and monitoring following optimal and sub-optimal (divided attention) encoding conditions. Participants showed evidence of sacrificing accuracy for informativeness, even when memory quality was relatively weak. Participants in the divided (cf. full) attention condition showed reduced accuracy for fine- but not coarse-grained responses. However, indices of discrimination and confidence diagnosticity showed no effect of divided attention. Experiment 2 compared the effects of divided attention at encoding on reporting and monitoring using both non-phased and 2-phase procedures. Divided attention effects were consistent with Experiment 1. However, compared to those in the non-phased condition, participants in the 2-phase condition displayed a more conservative control strategy, and confidence ratings were less diagnostic of accuracy. When memory quality was reduced, although attempts to balance informativeness and accuracy increased the chance of fine-grained response errors, confidence provided an index of the likely accuracy of volunteered fine-grained responses for both condition.


Law and Human Behavior | 2016

Memory and the operational witness: police officer recall of firearms encounters as a function of active response role

Lorraine Hope; David Blocksidge; Fiona Gabbert; James D. Sauer; William Lewinski; Arta Mirashi; Emel Atuk

Investigations after critical events often depend on accurate and detailed recall accounts from operational witnesses (e.g., law enforcement officers, military personnel, and emergency responders). However, the challenging, and often stressful, nature of such events, together with the cognitive demands imposed on operational witnesses as a function of their active role, may impair subsequent recall. We compared the recall performance of operational active witnesses with that of nonoperational observer witnesses for a challenging simulated scenario involving an armed perpetrator. Seventy-six police officers participated in pairs. In each pair, 1 officer (active witness) was armed and instructed to respond to the scenario as they would in an operational setting, while the other (observer witness) was instructed to simply observe the scenario. All officers then completed free reports and responded to closed questions. Active witnesses showed a pattern of heart rate activity consistent with an increased stress response during the event, and subsequently reported significantly fewer correct details about the critical phase of the scenario. The level of stress experienced during the scenario mediated the effect of officer role on memory performance. Across the sample, almost one-fifth of officers reported that the perpetrator had pointed a weapon at them although the weapon had remained in the waistband of the perpetrators trousers throughout the critical phase of the encounter. These findings highlight the need for investigator awareness of both the impact of operational involvement and stress-related effects on memory for ostensibly salient details, and reflect the importance of careful and ethical information elicitation techniques.


Memory | 2017

Caffeine cravings impair memory and metacognition

Matthew A. Palmer; James D. Sauer; Angus Ling; Joshua Riza

ABSTRACT Cravings for food and other substances can impair cognition. We extended previous research by testing the effects of caffeine cravings on cued-recall and recognition memory tasks, and on the accuracy of judgements of learning (JOLs; predicted future recall) and feeling-of-knowing (FOK; predicted future recognition for items that cannot be recalled). Participants (N = 55) studied word pairs (POND-BOOK) and completed a cued-recall test and a recognition test. Participants made JOLs prior to the cued-recall test and FOK judgements prior to the recognition test. Participants were randomly allocated to a craving or control condition; we manipulated caffeine cravings via a combination of abstinence, cue exposure, and imagery. Cravings impaired memory performance on the cued-recall and recognition tasks. Cravings also impaired resolution (the ability to distinguish items that would be remembered from those that would not) for FOK judgements but not JOLs, and reduced calibration (correspondence between predicted and actual accuracy) for JOLs but not FOK judgements. Additional analysis of the cued-recall data suggested that cravings also reduced participants’ ability to monitor the likely accuracy of answers during the cued-recall test. These findings add to prior research demonstrating that memory strength manipulations have systematically different effects on different types of metacognitive judgements.


Nature Human Behaviour | 2018

Video game loot boxes are psychologically akin to gambling

Aaron Drummond; James D. Sauer

Video games are increasingly exposing young players to randomized in-game reward mechanisms, purchasable for real money — so-called loot boxes. Do loot boxes constitute a form of gambling?

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Lorraine Hope

University of Portsmouth

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James Ost

University of Portsmouth

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