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James D Sauer

Biographic Data

ID3862008
NAMEJames D Sauer
GIVEN NAMESJames D
FAMILY NAMESauer
SIGNATURESAUER J D
AFFILIATIONSUniversity of Tasmania
ORCID0000-0002-0872-3647
VERIFIEDYes
TOTAL WORKS16
TOTAL CITATIONS11
AUTHOR COUNT16
EDITOR COUNT0
FIRST PUBLICATION YEAR2014
LATEST PUBLICATION YEAR2026
H-INDEX3
  • Measures of public attitudes towards science: A scoping review

    Open Access•Jessica E Hughes, Kimberley Norris et al.•ARTICLE•Public Understanding of Science•2026

    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)

    Grant J Devilly, Ali Drummond et al.•ARTICLE•Psychology of Popular Media•2023

    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

    Open Access•Shaun S Garea, James D Sauer et al.•ARTICLE•Journal of Behavioral Addictions•2023

  • Current loot box warnings are ineffective for informing consumers

    Open Access•Eamon Patrick Garrett, Ali Drummond et al.•ARTICLE•Computers in Human Behavior•2023

  • Impulsivity and loot box engagement

    Open Access•Eamon Patrick Garrett, Ali Drummond et al.•ARTICLE•Telematics and Informatics•2023

  • Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches

    Open Access•Kristy de Salas, Louise Ashbarry et al.•ARTICLE•Simulation & Gaming•2022

    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

    Open Access•Christopher J Ferguson, James D Sauer et al.•ARTICLE•Computers in Human Behavior•2022

  • Investigating the ease-of-retrieval effect in an eyewitness context

    Roy Groncki, Jennifer L Beaudry et al.•ARTICLE•Memory•2021

    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

    Open Access•Ali Drummond, Aaron Drummond et al.•ARTICLE•Journal of Experimental Social…•2021•Cited by: 4•References: 27

  • Eyewitness identifications of multiple culprits: Disconfirming feedback following one lineup decision impairs identification of another culprit

    Matthew A Palmer, Neil Brewer et al.•ARTICLE•Psychology Public Policy and Law•2021

    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

    Open Access•Ali Drummond, Aaron Drummond et al.•ARTICLE•Computers & Education•2020

  • Why loot boxes could be regulated as gambling

    Open Access•Ali Drummond, James D Sauer et al.•ARTICLE•Nature Human Behaviour•2020•References: 8

  • Author Correction: Why loot boxes could be regulated as gambling

    Open Access•Ali Drummond, James D Sauer et al.•ARTICLE•Nature Human Behaviour•2020

  • Pitfalls in using eyewitness confidence to diagnose the accuracy of an individual identification decision

    James D Sauer, Matthew A Palmer et al.•ARTICLE•Psychology Public Policy and Law•2019•Cited by: 3

    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

    Open Access•Ali Drummond, James D Sauer•ARTICLE•Nature Human Behaviour•2018•Cited by: 4•References: 6

  • Daily videogame use and metacognitive knowledge of effective learning strategies

    Ali Drummond, James D Sauer•ARTICLE•Psychology of Popular Media Culture•2014•References: 1

    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

    Open Access•Ali Drummond, Aaron Drummond et al.•ARTICLE•Journal of Experimental Social…•2021•Cited by: 4•References: 27

  • Video game loot boxes are psychologically akin to gambling

    Open Access•Ali Drummond, James D Sauer•ARTICLE•Nature Human Behaviour•2018•Cited by: 4•References: 6

  • Pitfalls in using eyewitness confidence to diagnose the accuracy of an individual identification decision

    James D Sauer, Matthew A Palmer et al.•ARTICLE•Psychology Public Policy and Law•2019•Cited by: 3

    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

    Ali Drummond, James D Sauer•ARTICLE•Psychology of Popular Media Culture•2014•References: 1

    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

    Open Access•Ali Drummond, James D Sauer•ARTICLE•Nature Human Behaviour•2018•Cited by: 4•References: 6

  • Pitfalls in using eyewitness confidence to diagnose the accuracy of an individual identification decision

    James D Sauer, Matthew A Palmer et al.•ARTICLE•Psychology Public Policy and Law•2019•Cited by: 3

    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

    Open Access•Ali Drummond, Aaron Drummond et al.•ARTICLE•Computers & Education•2020

  • Why loot boxes could be regulated as gambling

    Open Access•Ali Drummond, James D Sauer et al.•ARTICLE•Nature Human Behaviour•2020•References: 8

  • Author Correction: Why loot boxes could be regulated as gambling

    Open Access•Ali Drummond, James D Sauer et al.•ARTICLE•Nature Human Behaviour•2020

  • Investigating the ease-of-retrieval effect in an eyewitness context

    Roy Groncki, Jennifer L Beaudry et al.•ARTICLE•Memory•2021

    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

    Open Access•Ali Drummond, Aaron Drummond et al.•ARTICLE•Journal of Experimental Social…•2021•Cited by: 4•References: 27

  • Eyewitness identifications of multiple culprits: Disconfirming feedback following one lineup decision impairs identification of another culprit

    Matthew A Palmer, Neil Brewer et al.•ARTICLE•Psychology Public Policy and Law•2021

    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

    Open Access•Kristy de Salas, Louise Ashbarry et al.•ARTICLE•Simulation & Gaming•2022

    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

    Open Access•Christopher J Ferguson, James D Sauer et al.•ARTICLE•Computers in Human Behavior•2022

  • Directional is the new null? A comment on Bushman and Anderson (2021)

    Grant J Devilly, Ali Drummond et al.•ARTICLE•Psychology of Popular Media•2023

    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

    Open Access•Shaun S Garea, James D Sauer et al.•ARTICLE•Journal of Behavioral Addictions•2023

  • Current loot box warnings are ineffective for informing consumers

    Open Access•Eamon Patrick Garrett, Ali Drummond et al.•ARTICLE•Computers in Human Behavior•2023

  • Impulsivity and loot box engagement

    Open Access•Eamon Patrick Garrett, Ali Drummond et al.•ARTICLE•Telematics and Informatics•2023

  • Measures of public attitudes towards science: A scoping review

    Open Access•Jessica E Hughes, Kimberley Norris et al.•ARTICLE•Public Understanding of Science•2026

    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)

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