John A. Velez
Ohio State University
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Featured researches published by John A. Velez.
Cyberpsychology, Behavior, and Social Networking | 2012
David R. Ewoldsen; Cassie A. Eno; Bradley M. Okdie; John A. Velez; Rosanna E. Guadagno; Jamie DeCoster
Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoners dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.
Communication Research | 2014
John A. Velez; Chad Mahood; David R. Ewoldsen; Emily Moyer-Gusé
Previous research has demonstrated a positive influence of cooperative video game play on participants’ cooperative strategies (tit-for-tat behaviors) in a modified Prisoner’s Dilemma task (Ewoldsen et al., 2012). The current study tested whether these positive effects are applicable to ingroup and outgroup conflict. Eighty participants were assigned to play a violent video game cooperatively or competitively with a confederate posing as an outgroup or ingroup member. The main findings corroborate previous research on the beneficial effects of cooperative game play and suggest playing cooperatively can increase helping behavior. Furthermore, cooperation with an outgroup member can actually reduce aggression. Implications of findings for future research are discussed.
Perspectives on Psychological Science | 2014
Bradley M. Okdie; David R. Ewoldsen; Nicole L. Muscanell; Rosanna E. Guadagno; Cassie A. Eno; John A. Velez; Robert Andrew Dunn; Jamie O'Mally; Lauren Reichart Smith
Media psychology involves the scientific examination of the cognitive processes and behavior involved in the selection, use, interpretation, and effects of communication across a variety of media (e.g., via the Internet, television, telephone, film). Media are central to people’s lives, with projections indicating that an average person spent over 3,515 hours using media in 2012. New technologies are increasing the importance of media. Data from two content analyses demonstrate the underrepresentation of media psychology in mainstream psychological literature and in undergraduate and graduate psychology course offerings. We argue for the importance of a psychological approach to the study of media because of its presence in people’s lives and because psychologists use it in their research and their choices may affect the external validity of their findings. We provide a useful framework from which psychologists can approach the study of media, and we conclude with recommendations for further areas of scientific inquiry relevant to psychological science.
Communication Research | 2016
John A. Velez; Tobias Greitemeyer; Jodi L. Whitaker; David R. Ewoldsen; Brad J. Bushman
Numerous studies have shown that playing violent video games alone increases subsequent aggression. However, social game play is becoming more popular than solo game play, and research suggests cooperative game play is beneficial for players. The current studies explore the effects of cooperative game play on player’s subsequent aggressive behaviors toward video game partners (Experiment 1) and non-video game partners (Experiment 2), while providing a discussion of possible theories applicable to social video game play. Cooperative games resulted in less aggression between video game partners (Experiment 1) and between non-video game partners (Experiment 2) than did competitive or stand-alone games. Interestingly, cooperative game play and no-game play produced similar levels of aggression (Experiment 1), whereas competitive and solo game play produced similar levels of aggression (Experiment 2). These findings are consistent with the theory of bounded generalized reciprocity. Playing violent games cooperatively can offset the aggression-increasing effects of violent video games.
Journal of Media Psychology | 2013
John A. Velez; David R. Ewoldsen
Research suggests that video games are becoming a social activity. Previous research has neglected the complicated social context in which people now play video games. However, a growing body of literature suggests that playing violent video games cooperatively with others can attenuate their aggression-facilitating effects and increase prosocial behaviors between players. To better understand which types of social game play can foster helping behaviors between players and which players may be engaging in these helping behaviors during game play, the current study administered a survey to 252 students who self-identified as video game players. The results suggest that participants who reported playing cooperatively/competitively with other players were more likely to report engaging in helping behaviors during game play. Additionally, participants who reported being motivated to play specialized roles in group game play and have an altruistic personality were more likely to report engaging in helping beha...
Communication Methods and Measures | 2015
Morgan E. Ellithorpe; David R. Ewoldsen; John A. Velez
Implicit measures such as the Implicit Association Test (IAT) and the Personalized-IAT can be useful tools for studying automatic processes and socially sensitive topics. But their reliance on reaction time data comes with issues for data preparation and analysis. Dealing with reaction time data can be complex – exacerbated by many steps and available alternatives. Greenwald et al. (2003) offer guidelines for handling IAT data. However, these guidelines are often cited with little information as to which steps and alternatives were chosen. This provides latitudes of freedom for researchers to choose the version that is most likely to give desired results, not necessarily the one that best reflects the data or matches other work. This manuscript reports what happens when steps in data cleaning and analysis are omitted or changed, finding variations in relationships between variables and the potential for significance tests to change depending on the version used.
Journal of Media Psychology | 2017
Johannes Breuer; John A. Velez; Nicholas David Bowman; Tim Wulf; Gary Bente
As an entertainment technology, video games are a popular social activity that can allow for multiple players to cooperatively engage on-screen challenges. Emerging research has found that when people play together, the resulting teamwork can have beneficial impacts on their prosocial orientations after gameplay – especially when the players are cooperative with one another. The present study wanted to expand the scope of these beneficial interpersonal effects by considering both inter- and intrapersonal factors. In an experimental study (N = 115) we manipulated the difficulty of a game (easy or hard) and the behavior of a confederate teammate (supportive or unsupportive playing style). We found that neither coplayer supportiveness nor game difficulty had an effect on the expectations of a teammate’s prosocial behavior or one’s own prosocial behavior toward the teammate after the game (operationalized as willingness to share small amounts of money with one’s teammate after playing). Increased expectations of prosocial behavior from one’s teammate were related to one’s own prosocial behaviors, independent of our manipulations. Considering these results, we propose alternative theoretical approaches to understanding complex social interactions in video games. Furthermore, we suggest to explore other types of manipulations of game difficulty and cooperation between video game players as well as alternative measures of prosocial behavior.
Communication Research Reports | 2018
John A. Velez; David R. Ewoldsen; Michael D. Hanus; Hyunjin Song; Jonathan A. Villarreal
This study examines how social comparison information provided by video game leaderboards may influence players’ retrospective judgments of autonomy, competence, and relatedness need fulfillment. Participants played a video game and were randomly assigned to receive no postgame feedback or were shown a leaderboard that placed them in the top or bottom quartile of players. Results indicate downward social comparisons increase enjoyment by increasing competence and relatedness perceptions. However, upward comparisons did not have an opposite effect, nor did either type of social comparison influence players’ autonomy perceptions. Implications for applying Self-Determination Theory to video game enjoyment in the context of social comparison feedback is discussed.
Computers in Human Behavior | 2015
John A. Velez
Cyberpsychology, Behavior, and Social Networking | 2015
Morgan E. Ellithorpe; Carlos Cruz; John A. Velez; David R. Ewoldsen; Adam K. Bogert