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Youssef Hasan

Biographic Data

ID5448787
NAMEYoussef Hasan
GIVEN NAMESYoussef
FAMILY NAMEHasan
SIGNATUREHASAN Y
AFFILIATIONSQatar University
ORCID0000-0002-5857-1928
VERIFIEDYes
TOTAL WORKS9
TOTAL CITATIONS29
AUTHOR COUNT9
EDITOR COUNT0
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2025
H-INDEX2
  • Accordance and conflict between religious and scientific precautions against Covid-19 in 27 societies

    Theodore Samore, Daniel M T Fessler et al.•ARTICLE•Religion Brain & Behavior•2025

    Meaning-making systems underlie perceptions of the efficacy of threat-mitigating behaviors. Religion and science both offer threat mitigation, yet these meaning-making systems are often considered incompatible. Do such epistemological conflicts swamp the desire to employ diverse precautions against threats? Or do individuals—particularly individuals who are highly reactive to threats—hedge their bets by using multiple threat-mitigating practices …

  • Intergroup conflict and national identity: The role of exposure to verbal assault, media influences, and desire for self‐reliance

    Open Access•Azzam Amin, Mohamed Abdelrahman et al.•ARTICLE•Analyses of Social Issues and…•2023

    This study examined the roles of perceived influence of the media, exposure to verbal assault, and desire for self‐reliance on national identity. Using an online self‐reported questionnaire from Qatari college students ( N = 293). Mediation analysis revealed that both perceived media influence and desire for self‐reliance fully mediated the effects of exposure to verbal assault on national identity. The findings support the efficacy of strategies…

  • Applied to video game violence, maximal positive controls is far from even a minimal demonstration: Comment on ( )

    Open Access•Brad J Bushman, Youssef Hasan et al.•ARTICLE•Journal of Experimental Social…•2022•Cited by: 2•References: 4

  • Impact of Social Distancing on the Mental Health of Parents and Children in Qatar

    Open Access•Mohamed Abdelrahman, Duaa Al-Adwan et al.•ARTICLE•International Journal of Mental…•2021

  • Consensus on media violence effects: Comment on Bushman, Gollwitzer, and Cruz (2015)

    C Arnold Anderson, Luca Andrighetto et al.•ARTICLE•Psychology of Popular Media Culture•2015•References: 1

    We summarize the main findings of Bushman, Gollwitzer, and Cruz (2015), highlight its empirical contributions, and note interesting patterns and implications for future research. The results demonstrate that consensus exists among experts on the reality of harmful media violence effects on children and adolescents. We note likely differences in the makeup of the different samples and how these might have affected the results. This comment also pr…

  • Violent video games increase voice stress: An experimental study

    Youssef Hasan•ARTICLE•Psychology of Popular Media Culture•2015•References: 3

    In most violent video games, players are put in stressful situations where enemies are trying to kill them. This is reflected by the results of previous research showing that violent video games increase physiological arousal (e.g., heart rate, blood pressure, galvanic skin response). In this study, I investigate the effect of playing violent video games on emotional stress detected by a new methodology: voice analysis. Because changes and distur…

  • Violent Video Games Stress People Out and Make Them More Aggressive

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Aggressive Behavior•2013•Cited by: 2•References: 31

    It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac co…

  • The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Journal of Experimental Social…•2012•Cited by: 13•References: 21

  • Viewing the world through “blood-red tinted glasses”: The hostile expectation bias mediates the link between violent video game exposure and aggression

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Journal of Experimental Social…•2012•Cited by: 12•References: 16

  • The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Journal of Experimental Social…•2012•Cited by: 13•References: 21

  • Viewing the world through “blood-red tinted glasses”: The hostile expectation bias mediates the link between violent video game exposure and aggression

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Journal of Experimental Social…•2012•Cited by: 12•References: 16

  • Applied to video game violence, maximal positive controls is far from even a minimal demonstration: Comment on ( )

    Open Access•Brad J Bushman, Youssef Hasan et al.•ARTICLE•Journal of Experimental Social…•2022•Cited by: 2•References: 4

  • Violent Video Games Stress People Out and Make Them More Aggressive

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Aggressive Behavior•2013•Cited by: 2•References: 31

    It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac co…

  • The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Journal of Experimental Social…•2012•Cited by: 13•References: 21

  • Viewing the world through “blood-red tinted glasses”: The hostile expectation bias mediates the link between violent video game exposure and aggression

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Journal of Experimental Social…•2012•Cited by: 12•References: 16

  • Violent Video Games Stress People Out and Make Them More Aggressive

    Open Access•Youssef Hasan, Laurent Bègue et al.•ARTICLE•Aggressive Behavior•2013•Cited by: 2•References: 31

    It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac co…

  • Consensus on media violence effects: Comment on Bushman, Gollwitzer, and Cruz (2015)

    C Arnold Anderson, Luca Andrighetto et al.•ARTICLE•Psychology of Popular Media Culture•2015•References: 1

    We summarize the main findings of Bushman, Gollwitzer, and Cruz (2015), highlight its empirical contributions, and note interesting patterns and implications for future research. The results demonstrate that consensus exists among experts on the reality of harmful media violence effects on children and adolescents. We note likely differences in the makeup of the different samples and how these might have affected the results. This comment also pr…

  • Violent video games increase voice stress: An experimental study

    Youssef Hasan•ARTICLE•Psychology of Popular Media Culture•2015•References: 3

    In most violent video games, players are put in stressful situations where enemies are trying to kill them. This is reflected by the results of previous research showing that violent video games increase physiological arousal (e.g., heart rate, blood pressure, galvanic skin response). In this study, I investigate the effect of playing violent video games on emotional stress detected by a new methodology: voice analysis. Because changes and distur…

  • Impact of Social Distancing on the Mental Health of Parents and Children in Qatar

    Open Access•Mohamed Abdelrahman, Duaa Al-Adwan et al.•ARTICLE•International Journal of Mental…•2021

  • Applied to video game violence, maximal positive controls is far from even a minimal demonstration: Comment on ( )

    Open Access•Brad J Bushman, Youssef Hasan et al.•ARTICLE•Journal of Experimental Social…•2022•Cited by: 2•References: 4

  • Intergroup conflict and national identity: The role of exposure to verbal assault, media influences, and desire for self‐reliance

    Open Access•Azzam Amin, Mohamed Abdelrahman et al.•ARTICLE•Analyses of Social Issues and…•2023

    This study examined the roles of perceived influence of the media, exposure to verbal assault, and desire for self‐reliance on national identity. Using an online self‐reported questionnaire from Qatari college students ( N = 293). Mediation analysis revealed that both perceived media influence and desire for self‐reliance fully mediated the effects of exposure to verbal assault on national identity. The findings support the efficacy of strategies…

  • Accordance and conflict between religious and scientific precautions against Covid-19 in 27 societies

    Theodore Samore, Daniel M T Fessler et al.•ARTICLE•Religion Brain & Behavior•2025

    Meaning-making systems underlie perceptions of the efficacy of threat-mitigating behaviors. Religion and science both offer threat mitigation, yet these meaning-making systems are often considered incompatible. Do such epistemological conflicts swamp the desire to employ diverse precautions against threats? Or do individuals—particularly individuals who are highly reactive to threats—hedge their bets by using multiple threat-mitigating practices …

Psychology (8 works) · Social Psychology (7 works) · Bullying, Victimization, and Aggression (6 works) · Medicine (6 works) · Social Psychology (6 works) · Multimedia (5 works) · Video game (5 works) · Poison control (4 works) · Aggression (3 works) · Child Development and Digital Technology (3 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae