M E Ballard
Biographic Data
| ID | 50880 |
|---|---|
| NAME | M E Ballard |
| GIVEN NAMES | M E |
| FAMILY NAME | Ballard |
| SIGNATURE | BALLARD M E |
| AFFILIATIONS | Appalachian State University |
| ORCID | 0000-0002-5127-4285 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 67 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1991 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 4 |
Cyberbullying and white knight perpetration and victimization in online social videogame play
This study examined cyberbullying and white knight perpetration and victimization in online videogame play among undergraduates. White knight behavior is when a bystander not directly involved in the gaming situation steps in to “help” or “rescue” a player who has not asked for help. This study focused on the demographic characteristics that predicted cyberbullying and white knight victimization and perpetration in popular online gaming genres. P…
Importance of Social Videogaming for Connection with Others During the Covid-19 Pandemic
This study focused on the importance of social videogame play for remaining connected to others early in the COVID-19 pandemic. While social isolation and loneliness negatively affect well-being, social interaction is important for positive outcomes. During the pandemic, online videogame play has offered a safe outlet for socialization. Participants ( n = 45) completed a survey rating the importance of gaming for feeling connected to family, frie…
Horror Videogame Sound Effects, Cardiovascular Arousal, and Ethnic Bias in the Decision to Shoot
This study used a survival horror videogame to examine the impact of scary sound effects on cardiovascular and affective arousal and determine whether differences in cardiovascular arousal increased bias in shooting people of color (POCs) first in a shooter task. We expected that participants who played the horror videogame with scary sound effects would have higher cardiovascular arousal and fear than those who played without sound effects. We a…
Virtual Warfare
The popularity of massively multiplayer online games (MMOGs) has elicited concern that this is a context for cyberbullying. We used an online survey to examine the prevalence and types of cyberbullying in MMOG play and group differences in bullying behavior. Since most MMOGs are violent and research indicates that electronic mediums have high rates of bullying, we predicted that cyberbullying would be common in MMOG play. The participants ( N = 1…
Social Context and Video Game Play
We examined if cardiovascular and affective responding to video game play changed across social context or with game content. Male participants (13–22 years old) played a violent or nonviolent video game. Each participant played the game individually, competitively against a male partner, and cooperatively with the partner. There was no effect of social condition on heart rate (HR) or diastolic blood pressure (DBP). Participants had significantly…
Video Game Violence and Confederate Gender
Attributional style, depressive features, and self-esteem
The Immediate Effects of Homicidal, Suicidal, and Nonviolent Heavy Metal and Rap Songs on the Moods of College Students
The authors examined the impact of homicidal, suicidal, and nonviolent heavy metal and rap songs on the moods of male undergraducates under the guise of administering a memory for lyrics test. Subjects heard one of six songs and completed a memory task. Subjects completed several mood inventories as part of a 'second study.' There were no effects of song content or music type on suicidal ideation, anxiety, or self-esteem. The nonviolent rap song …
Resolution and children's responses to interadult anger
Children's responses to interadult conflict were examined as a function of degree of resolution of conflict. Children viewed videotaped segments of resolved (compromise, apology), partially resolved (submission, topic change), and unresolved (continued fighting, silent treatment) conflicts and were asked questions about their responses
Resolution and children's responses to interadult anger
Children's responses to interadult conflict were examined as a function of degree of resolution of conflict. Children viewed videotaped segments of resolved (compromise, apology), partially resolved (submission, topic change), and unresolved (continued fighting, silent treatment) conflicts and were asked questions about their responses
Virtual Warfare
The popularity of massively multiplayer online games (MMOGs) has elicited concern that this is a context for cyberbullying. We used an online survey to examine the prevalence and types of cyberbullying in MMOG play and group differences in bullying behavior. Since most MMOGs are violent and research indicates that electronic mediums have high rates of bullying, we predicted that cyberbullying would be common in MMOG play. The participants ( N = 1…
Video Game Violence and Confederate Gender
The Immediate Effects of Homicidal, Suicidal, and Nonviolent Heavy Metal and Rap Songs on the Moods of College Students
The authors examined the impact of homicidal, suicidal, and nonviolent heavy metal and rap songs on the moods of male undergraducates under the guise of administering a memory for lyrics test. Subjects heard one of six songs and completed a memory task. Subjects completed several mood inventories as part of a 'second study.' There were no effects of song content or music type on suicidal ideation, anxiety, or self-esteem. The nonviolent rap song …
Social Context and Video Game Play
We examined if cardiovascular and affective responding to video game play changed across social context or with game content. Male participants (13–22 years old) played a violent or nonviolent video game. Each participant played the game individually, competitively against a male partner, and cooperatively with the partner. There was no effect of social condition on heart rate (HR) or diastolic blood pressure (DBP). Participants had significantly…
Resolution and children's responses to interadult anger
Children's responses to interadult conflict were examined as a function of degree of resolution of conflict. Children viewed videotaped segments of resolved (compromise, apology), partially resolved (submission, topic change), and unresolved (continued fighting, silent treatment) conflicts and were asked questions about their responses
Attributional style, depressive features, and self-esteem
The Immediate Effects of Homicidal, Suicidal, and Nonviolent Heavy Metal and Rap Songs on the Moods of College Students
The authors examined the impact of homicidal, suicidal, and nonviolent heavy metal and rap songs on the moods of male undergraducates under the guise of administering a memory for lyrics test. Subjects heard one of six songs and completed a memory task. Subjects completed several mood inventories as part of a 'second study.' There were no effects of song content or music type on suicidal ideation, anxiety, or self-esteem. The nonviolent rap song …
Video Game Violence and Confederate Gender
Social Context and Video Game Play
We examined if cardiovascular and affective responding to video game play changed across social context or with game content. Male participants (13–22 years old) played a violent or nonviolent video game. Each participant played the game individually, competitively against a male partner, and cooperatively with the partner. There was no effect of social condition on heart rate (HR) or diastolic blood pressure (DBP). Participants had significantly…
Virtual Warfare
The popularity of massively multiplayer online games (MMOGs) has elicited concern that this is a context for cyberbullying. We used an online survey to examine the prevalence and types of cyberbullying in MMOG play and group differences in bullying behavior. Since most MMOGs are violent and research indicates that electronic mediums have high rates of bullying, we predicted that cyberbullying would be common in MMOG play. The participants ( N = 1…
Horror Videogame Sound Effects, Cardiovascular Arousal, and Ethnic Bias in the Decision to Shoot
This study used a survival horror videogame to examine the impact of scary sound effects on cardiovascular and affective arousal and determine whether differences in cardiovascular arousal increased bias in shooting people of color (POCs) first in a shooter task. We expected that participants who played the horror videogame with scary sound effects would have higher cardiovascular arousal and fear than those who played without sound effects. We a…
Importance of Social Videogaming for Connection with Others During the Covid-19 Pandemic
This study focused on the importance of social videogame play for remaining connected to others early in the COVID-19 pandemic. While social isolation and loneliness negatively affect well-being, social interaction is important for positive outcomes. During the pandemic, online videogame play has offered a safe outlet for socialization. Participants ( n = 45) completed a survey rating the importance of gaming for feeling connected to family, frie…
Cyberbullying and white knight perpetration and victimization in online social videogame play
This study examined cyberbullying and white knight perpetration and victimization in online videogame play among undergraduates. White knight behavior is when a bystander not directly involved in the gaming situation steps in to “help” or “rescue” a player who has not asked for help. This study focused on the demographic characteristics that predicted cyberbullying and white knight victimization and perpetration in popular online gaming genres. P…
Psychology (8 works) · Social Psychology (6 works) · Social Psychology (5 works) · Bullying, Victimization, and Aggression (4 works) · Developmental psychology (4 works) · Medicine (4 works) · Clinical Psychology (3 works) · Impact of Technology on Adolescents (3 works) · Media Influence and Health (3 works) · Aggression (2 works)