Youssef Hasan
Biographic Data
| ID | 5448787 |
|---|---|
| NAME | Youssef Hasan |
| GIVEN NAMES | Youssef |
| FAMILY NAME | Hasan |
| SIGNATURE | HASAN Y |
| AFFILIATIONS | Qatar University |
| ORCID | 0000-0002-5857-1928 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 29 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2012 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Accordance and conflict between religious and scientific precautions against Covid-19 in 27 societies
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
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 ( )
Impact of Social Distancing on the Mental Health of Parents and Children in Qatar
Consensus on media violence effects: Comment on Bushman, Gollwitzer, and Cruz (2015)
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
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
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
Viewing the world through “blood-red tinted glasses”: The hostile expectation bias mediates the link between violent video game exposure and aggression
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
Viewing the world through “blood-red tinted glasses”: The hostile expectation bias mediates the link between violent video game exposure and aggression
Applied to video game violence, maximal positive controls is far from even a minimal demonstration: Comment on ( )
Violent Video Games Stress People Out and Make Them More Aggressive
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
Viewing the world through “blood-red tinted glasses”: The hostile expectation bias mediates the link between violent video game exposure and aggression
Violent Video Games Stress People Out and Make Them More Aggressive
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)
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
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
Applied to video game violence, maximal positive controls is far from even a minimal demonstration: Comment on ( )
Intergroup conflict and national identity: The role of exposure to verbal assault, media influences, and desire for self‐reliance
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
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)