Chris Ferguson
Datos Biográficos
| ID | 3983251 |
|---|---|
| NOMBRE | Chris Ferguson |
| NOMBRES | Chris |
| APELLIDO | Ferguson |
| FIRMA | FERGUSON C |
| AFILIACIONES | Stetson University |
| ORCID | 0000-0002-2553-0150 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 47 |
| TOTAL DE CITAS | 96 |
| TOTAL COMO AUTOR | 47 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2002 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 6 |
The relationship between rapid media consumption and short-term cognition
Is there a correlation between transgender identity and screen time
CRT(ish) ‘indoctrination’ in schools
Have introductory psychology textbooks gotten better at representing psychological science
Recent scholarship has identified that factual errors have been common in introductory psychology textbooks. These errors tend to be in the direction of making psychological research appear more consistent than it is, as well as promoting viewpoints consistent with politically progressive ideologies. Some famous experiments in psychology have also seen serious questions raised about their validity. Given that these conversations have gone on for …
Resolving the Contradictory Conclusions from Three Reviews of Controlled Longitudinal Studies of Physical Punishment
Economic correlates of crime
Directional is the new null? A comment on Bushman and Anderson (2021)
Bushman and Anderson (2021) have recently argued that the evidence of harm after playing violent video games is so strong that this effect should be our starting point for future research. They base this claim on an argument that: (a) many professional bodies agree with this opinion; (b) strong theories, such as their General Aggression Model (GAM), predict such outcomes; (c) experimental and meta-analytic studies back such a claim; and (d) peopl…
Are orcs racist? Dungeons and Dragons, ethnocentrism, anxiety, and the depiction of “evil” monsters
Pathological gaming
Debates about pathological gaming continues in the wake of the World Health Organization's (WHO) decision to establish a gaming disorder diagnosis. Questions persist whether gaming disorder is best conceived as a stand-alone psychiatric disorder, or whether it heralds or accompanies other, more established conditions, such as depression or ADHD. We tested these hypotheses in a sample of 3,034 youth from Singapore. Evidence suggests that pathologi…
Who are GamerGate? A descriptive study of individuals involved in the GamerGate controversy
Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth
Recent preregistered studies and analyses have suggested that links between aggressive video games (AVGs) and aggression-related outcomes may have been exaggerated in previous literature. However, concerns about AVGs remain. Although the impact of aggressive games on aggressive behaviors has been the subject of approximately a dozen preregistered studies, the potential impact of aggressive games on the player's mental health symptoms has not been…
Examining homicides and suicides c ross‐nationally
Understanding why different nations have different homicide and suicide rates has been of interest to scholars, policy makers and the general public for years. Multiple theories have been offered, related to the economy, presence of guns and even exposure to violence in video games. In the current study, several factors were considered in combination across a sample of 92 countries. These included income inequality (Gini index), Human Capital Ind…
Violent and non-violent virtual reality video games
Examining the effects of exposure to a sexualized female video game protagonist on women’s body image
Lack of consensus among scholars on the issue of video game “addiction”
Whether pathological video game overuse constitutes a distinct mental disorder remains an issue of controversy among scholars.Both empirical data and scholarly opinions differ regarding the status of pathological gaming and whether "addiction" is the best frame by which to understand video game use.The current study sought to examine the status of scholarly opinions in a survey of 214 scholars to examine their opinion of possible behavioral effec…
Policy on unreliable game addiction diagnoses puts the cart before the horse
Internationally, several policies have been designed to prevent pathological or “problematic” gaming issues in youth, commonly referred to simply as “game addiction.” Particularly following the release of the World Health Organization’s “gaming disorder” diagnosis, policymakers may be inclined to enact further policies on this matter. With new data reflecting lack of success for South Korea’s shutdown policy, the efficacy of current policy effort…
Movie smoking and teen smoking behavior
Policy makers and some scholars have expressed concerns regarding potential links between youth viewing smoking in movies and smoking in real life. Some advocacy groups have expressed the view that causal links between movie smoking and youth smoking definitively exist. However, research on actual smoking behaviors is relatively narrow, correlational, and tend to produce very small effect sizes. The current paper reviews the methodology of movie …
Virtual Reality Aids Game Navigation
Instead of traditional free movement, node-based movement can be used in virtual reality (VR) games. In node-based movement systems, players navigate by jumping to set locations. Node-based movement is similar to hypertext navigation. We show that the hypertext lostness measure can be used as a game analytic to evaluate navigational efficiency. In a randomized controlled trial with 25 adolescent participants, an immersive desktop game environment…
On the role of interaction mode and story structure in virtual reality serious games
Causal Evidence for Exclusively Positive Parenting and for Timeout
In our initial article we raised concerns about a paradigm we called “Exclusively Positive Parenting” (EPP). This paradigm opposes all negative disciplinary consequences, including timeout and privilege removal. We argued that the empirical support for EPP was insufficient. Researchers should not rely on insufficient causal evidence to replace well-established parenting perspectives that combine positive parenting with appropriate firm control. I…
Pathological Gaming in Young Adolescents
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth
Social Learning, Social Disorganization, and Psychological Risk Factors for Criminal Gangs in a British Youth Context
Using longitudinal data from a British longitudinal cohort study (ALSPAC), the current study examines "developmental domains" from individual, peer, and community risk factors. Using four logistic regression models, we looked at 10 correlations between children's experience with risk factors outlined by the literature and criminal gang association. Gang membership was associated with drug use, delinquent peers, and disorganized neighborhoods. Fur…
Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health
Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists, and media scholars, examining both…
Social Media Use and Mental Health among Young Adults
A meta-analysis of normal and disordered personality across the life span
Much ado about nothing
The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression or violence. In a new meta-analysis, C. A. Anderson et al. (2010) questioned these findings. However…
Pathological Gaming in Young Adolescents
Video Games and Youth Violence
Children and Parents Deserve Better Parental Discipline Research
This article critiques the scientific evidence for the emerging view in nonclinical parenting research and in popular books that parents should use only positive methods of parenting and rarely resort to any disciplinary consequences. Four methodological fallacies pervade research used to support this viewpoint: the correlational fallacy (inferring causation from correlations), the trumping fallacy (permitting correlational conclusions to trump s…
Concurrent and Prospective Analyses of Peer, Television and Social Media Influences on Body Dissatisfaction, Eating Disorder Symptoms and Life Satisfaction in Adolescent Girls
Social Learning, Social Disorganization, and Psychological Risk Factors for Criminal Gangs in a British Youth Context
Using longitudinal data from a British longitudinal cohort study (ALSPAC), the current study examines "developmental domains" from individual, peer, and community risk factors. Using four logistic regression models, we looked at 10 correlations between children's experience with risk factors outlined by the literature and criminal gang association. Gang membership was associated with drug use, delinquent peers, and disorganized neighborhoods. Fur…
Violent and non-violent virtual reality video games
Causal Evidence for Exclusively Positive Parenting and for Timeout
In our initial article we raised concerns about a paradigm we called “Exclusively Positive Parenting” (EPP). This paradigm opposes all negative disciplinary consequences, including timeout and privilege removal. We argued that the empirical support for EPP was insufficient. Researchers should not rely on insufficient causal evidence to replace well-established parenting perspectives that combine positive parenting with appropriate firm control. I…
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth
Gender, Video Game Playing Habits and Visual Memory Tasks
The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence
Are Associations Between “Sexist” Video Games and Decreased Empathy Toward Women Robust? A Reanalysis of Gabbiadini et al. 2016
Video Game Violence Use Among “Vulnerable” Populations
Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth
Using the Revised Taxonomy to Plan and Deliver Team-Taught, Integrated, Thematic Units
Defining and classifying serial murder in the context of perpetrator motivation
Using the Revised Taxonomy to Plan and Deliver Team-Taught, Integrated, Thematic Units
Defining and classifying serial murder in the context of perpetrator motivation
Gender, Video Game Playing Habits and Visual Memory Tasks
A Multivariate Analysis of Youth Violence and Aggression
An effect size primer
Increasing emphasis has been placed on the use of effect size reporting in the analysis of social science data. Nonetheless, the use of effect size reporting remains inconsistent, and interpretation of effect size estimates continues to be confused. Researchers are presented with numerous effect sizes estimate options, not all of which are appropriate for every research question. Clinicians also may have little guidance in the interpretation of e…
A meta-analysis of normal and disordered personality across the life span
Much ado about nothing
The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression or violence. In a new meta-analysis, C. A. Anderson et al. (2010) questioned these findings. However…
A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems
Video Games and Youth Violence
Publication bias in psychological science
The issue of publication bias in psychological science is one that has remained difficult to address despite decades of discussion and debate. The current article examines a sample of 91 recent meta-analyses published in American Psychological Association and Association for Psychological Science journals and the methods used in these analyses to identify and control for publication bias. Of the 91 studies analyzed, 64 (70%) made some effort to a…
Positive Female Role-Models Eliminate Negative Effects of Sexually Violent Media
Much debate has focused on the potential negative role of sexualized violent media on viewer attitudes toward women. One potential issue in previous literature is that depictions of sexuality and violence were confounded with subordinate depictions of female characters. The current study addressed this by randomly assigning young adults to watch either neutral media or sexually violent media with either subordinate or strong female characters. Wo…
Spanking, corporal punishment and negative long-term outcomes
Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth
Concurrent and Prospective Analyses of Peer, Television and Social Media Influences on Body Dissatisfaction, Eating Disorder Symptoms and Life Satisfaction in Adolescent Girls
Video Game Violence Use Among “Vulnerable” Populations
Does Media Violence Predict Societal Violence? It Depends on What You Look at and When
This article presents 2 studies of the association of media violence rates with societal violence rates. In the first study, movie violence and homicide rates are examined across the 20th century and into the 21st (1920–2005). Throughout the mid-20th century small-to-moderate correlational relationships can be observed between movie violence and homicide rates in the United States. This trend reversed in the early and latter 20th century, with mo…
Does Movie or Video Game Violence Predict Societal Violence? It Depends on What You Look at and When
This article presents 2 studies of the association of media violence rates with societal violence rates. In the first study, movie violence and homicide rates are examined across the 20th century and into the 21st (1920–2005). Throughout the mid-20th century small-to-moderate correlational relationships can be observed between movie violence and homicide rates in the United States. This trend reversed in the early and latter 20th century, with mo…
Working towards an international consensus on criteria for assessing internet gaming disorder
Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not provide a true and representative international community of researchers in this area. This paper critically discusses and provides commentary on (i) the representativen…
Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health
Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists, and media scholars, examining both…
Social Media Use and Mental Health among Young Adults
Children and Parents Deserve Better Parental Discipline Research
This article critiques the scientific evidence for the emerging view in nonclinical parenting research and in popular books that parents should use only positive methods of parenting and rarely resort to any disciplinary consequences. Four methodological fallacies pervade research used to support this viewpoint: the correlational fallacy (inferring causation from correlations), the trumping fallacy (permitting correlational conclusions to trump s…
The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence
The Association between Sexist Games and Diminished Empathy Remains Tenuous
Are Associations Between “Sexist” Video Games and Decreased Empathy Toward Women Robust? A Reanalysis of Gabbiadini et al. 2016
Pathological Gaming in Young Adolescents
Psychology (38 obras) · Social Psychology (23 obras) · Medicine (22 obras) · Developmental psychology (15 obras) · Poison control (14 obras) · Impact of Technology on Adolescents (13 obras) · Video game (13 obras) · Clinical Psychology (12 obras) · Computer Science (12 obras) · Medical emergency (12 obras)