James D Sauer
Biographic Data
| ID | 3862008 |
|---|---|
| NAME | James D Sauer |
| GIVEN NAMES | James D |
| FAMILY NAME | Sauer |
| SIGNATURE | SAUER J D |
| AFFILIATIONS | University of Tasmania |
| ORCID | 0000-0002-0872-3647 |
| VERIFIED | Yes |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 11 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 3 |
Measures of public attitudes towards science: A scoping review
The role that attitudes towards science plays in science acceptance has received attention in recent years, yet little is known about the ways that public attitudes towards science are conceptualised and measured. To address this, our review sought to identify instruments developed to measure attitudes towards general science or the scientific method for use with adult populations that had been subjected to psychometric analyses. The review proto…
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…
The potential relationship between loot box spending, problem gambling, and obsessive-compulsive gamers
Current loot box warnings are ineffective for informing consumers
Impulsivity and loot box engagement
Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches
Background To overcome the high failure rate of gameful interventions, we need to better understand their design and evaluation strategies to build an evidence-base for best-practice approaches that bring about meaningful change. This systematic review asks: ‘What behavioural and technological design and evaluation theories and approaches are applied in games developed to bring about positive environmental outcomes?’. Method We reviewed 52 papers…
Does sexualization in video games cause harm in players? A meta-analytic examination
Investigating the ease-of-retrieval effect in an eyewitness context
The way in which individuals think about their own cognitive processes plays an important role in various domains. When eyewitnesses assess their confidence in identification decisions, they could be influenced by how easily relevant information comes to mind. This ease-of-retrieval effect has a robust influence on people's cognitions in a variety of contexts (e.g., attitudes), but it has not yet been applied to eyewitness decisions. In three stu…
Violent and non-violent virtual reality video games: Influences on affect, aggressive cognition, and aggressive behavior. Two pre-registered experiments
Eyewitness identifications of multiple culprits: Disconfirming feedback following one lineup decision impairs identification of another culprit
Eyewitnesses to multiple-culprit crimes are often asked to try to identify the culprits from differentlineups during a police investigation. In 2 experiments (N = 557), we show that disconfirming feedbackafter an identification attempt for 1 culprit can impair identification performance on a subsequent lineupfor a different culprit. In each experiment, witnesses viewed a simulated, 2-culprit crime, followed by 2police lineups: A culprit-absent li…
Timesplitters: Playing video games before (but not after) school on weekdays is associated with poorer adolescent academic performance. A test of competing theoretical accounts
Why loot boxes could be regulated as gambling
Author Correction: Why loot boxes could be regulated as gambling
Pitfalls in using eyewitness confidence to diagnose the accuracy of an individual identification decision
Recently, a number of authors have made strong claims about the likely very high accuracy of identifications made with very high levels of confidence when identification testing conditions are pristine. We argue that although these strong claims about the confidence–accuracy relation are justifiable at the aggregate level, they may be misleading when attempting to evaluate the accuracy of an individual identification. First, we consider the recen…
Video game loot boxes are psychologically akin to gambling
Daily videogame use and metacognitive knowledge of effective learning strategies
Metacognition refers to individuals knowledge and understanding of cognitive processes and cognitive strategies, in the self and others. In an educational context, 2 important aspects of metacognition relate to individuals awareness of the most effective strategies for summarizing novel information (i.e., for extracting meaning) and encoding novel information into long-term memory. Metacognition has been linked to executive function (Fernandez-Du…
Violent and non-violent virtual reality video games: Influences on affect, aggressive cognition, and aggressive behavior. Two pre-registered experiments
Video game loot boxes are psychologically akin to gambling
Pitfalls in using eyewitness confidence to diagnose the accuracy of an individual identification decision
Recently, a number of authors have made strong claims about the likely very high accuracy of identifications made with very high levels of confidence when identification testing conditions are pristine. We argue that although these strong claims about the confidence–accuracy relation are justifiable at the aggregate level, they may be misleading when attempting to evaluate the accuracy of an individual identification. First, we consider the recen…
Daily videogame use and metacognitive knowledge of effective learning strategies
Metacognition refers to individuals knowledge and understanding of cognitive processes and cognitive strategies, in the self and others. In an educational context, 2 important aspects of metacognition relate to individuals awareness of the most effective strategies for summarizing novel information (i.e., for extracting meaning) and encoding novel information into long-term memory. Metacognition has been linked to executive function (Fernandez-Du…
Video game loot boxes are psychologically akin to gambling
Pitfalls in using eyewitness confidence to diagnose the accuracy of an individual identification decision
Recently, a number of authors have made strong claims about the likely very high accuracy of identifications made with very high levels of confidence when identification testing conditions are pristine. We argue that although these strong claims about the confidence–accuracy relation are justifiable at the aggregate level, they may be misleading when attempting to evaluate the accuracy of an individual identification. First, we consider the recen…
Timesplitters: Playing video games before (but not after) school on weekdays is associated with poorer adolescent academic performance. A test of competing theoretical accounts
Why loot boxes could be regulated as gambling
Author Correction: Why loot boxes could be regulated as gambling
Investigating the ease-of-retrieval effect in an eyewitness context
The way in which individuals think about their own cognitive processes plays an important role in various domains. When eyewitnesses assess their confidence in identification decisions, they could be influenced by how easily relevant information comes to mind. This ease-of-retrieval effect has a robust influence on people's cognitions in a variety of contexts (e.g., attitudes), but it has not yet been applied to eyewitness decisions. In three stu…
Violent and non-violent virtual reality video games: Influences on affect, aggressive cognition, and aggressive behavior. Two pre-registered experiments
Eyewitness identifications of multiple culprits: Disconfirming feedback following one lineup decision impairs identification of another culprit
Eyewitnesses to multiple-culprit crimes are often asked to try to identify the culprits from differentlineups during a police investigation. In 2 experiments (N = 557), we show that disconfirming feedbackafter an identification attempt for 1 culprit can impair identification performance on a subsequent lineupfor a different culprit. In each experiment, witnesses viewed a simulated, 2-culprit crime, followed by 2police lineups: A culprit-absent li…
Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches
Background To overcome the high failure rate of gameful interventions, we need to better understand their design and evaluation strategies to build an evidence-base for best-practice approaches that bring about meaningful change. This systematic review asks: ‘What behavioural and technological design and evaluation theories and approaches are applied in games developed to bring about positive environmental outcomes?’. Method We reviewed 52 papers…
Does sexualization in video games cause harm in players? A meta-analytic examination
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…
The potential relationship between loot box spending, problem gambling, and obsessive-compulsive gamers
Current loot box warnings are ineffective for informing consumers
Impulsivity and loot box engagement
Measures of public attitudes towards science: A scoping review
The role that attitudes towards science plays in science acceptance has received attention in recent years, yet little is known about the ways that public attitudes towards science are conceptualised and measured. To address this, our review sought to identify instruments developed to measure attitudes towards general science or the scientific method for use with adult populations that had been subjected to psychometric analyses. The review proto…
Psychology (13 works) · Computer Science (9 works) · Social Psychology (8 works) · Gambling Behavior and Treatments (4 works) · Multimedia (4 works) · Video game (4 works) · Business (3 works) · Cognition (3 works) · Cognitive psychology (3 works) · Data mining (3 works)