Albert K Liau
Biographic Data
| ID | 5763460 |
|---|---|
| NAME | Albert K Liau |
| GIVEN NAMES | Albert K |
| FAMILY NAME | Liau |
| SIGNATURE | LIAU A K |
| AFFILIATIONS | Nanyang Technological University |
| VERIFIED | No |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 24 |
| WORKS AS AUTHOR | 10 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1998 |
| LATEST PUBLICATION YEAR | 2015 |
| H-INDEX | 3 |
IZ Hero adventure
Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior
Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediat…
Pathological video-gaming among youth
The primary aim of the study was to understand the phenomenon of pathological videogaming by identifying protective factors for its development, and examining the dynamic interplay between protective factors and pathological video-gaming within a framework of change. The study was a 2-year longitudinal study involving 3034 children and adolescents recruited from 6 elementary and 6 secondary schools. Controlling for initial levels of pathological …
Construct and Predictive Validity of a Brief MMO Player Motivation Scale
The purpose of the present paper is to validate a short version of the MMO Player Motivation scale. Two studies were conducted using adolescent gamers from Singapore secondary schools. Study 1 used a cross-sectional design for item deduction. Study 2 used a 2-year longitudinal design for scale validation. The results showed that the brief scale conformed to the three-factor motivation model, including achievement, socialization, and immersion. Th…
Effects of Digital Game Play Among Young Singaporean Gamers
Using a large sample of Singaporean children and adolescents from primary and secondary schools, this study provides important results on changes in amount of time spent on gaming and violent content exposure, and the effects of such changes on academic performance, pathological gaming, aggressive cognitions and empathic attitudes.This study provided support for the hypothesis that excessive gaming was related to poorer academic performance and m…
The Effects of Prosocial Video Games on Prosocial Behaviors
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. I…
A Comparison of Teacher-Rated and Self-Reported Threats of Interpersonal Violence
The association between teachers’ identification of children who use threats and children’s self-identification as threateners was explored. The role of age, gender, and various student characteristics in influencing teachers’ identification of threateners was examined. Participants were 3,201 children in Grades 3 through 6. Results indicated significant but low associations between teacher and child self-reports of threatening behavior. Although…
Effects of psychoeducation for offenders in a community correctional facility
The present study provided a randomized outcome evaluation of the psychoeducational component of the EQUIP program. The psychoeducational curriculum was implemented in a community correctional facility for adult felony offenders. The psychoeducational curriculum is designed to remedy offenders' delays in moral judgment maturity, social cognitive distortions, and social skill deficiencies. The participants were 316 felony offenders, 71% male, aged…
Initial behavior outcomes for the PeaceBuilders universal school-based violence prevention program
Relations between self-serving cognitive distortions and overt vs. covert antisocial behavior in adolescents
The present study addressed the relations between cognitive distortions (inaccurate thoughts, attitudes, or beliefs) and antisocial behavior that is either overt/confrontational (e.g., fighting) or covert/nonconfrontational (e.g., stealing). A controlled analysis of 52 male delinquents and a comparison sample of 51 high school students aged 14–18 years found the delinquents to be higher in both cognitive distortions and self-reported antisocial b…
Initial behavior outcomes for the PeaceBuilders universal school-based violence prevention program
A Comparison of Teacher-Rated and Self-Reported Threats of Interpersonal Violence
The association between teachers’ identification of children who use threats and children’s self-identification as threateners was explored. The role of age, gender, and various student characteristics in influencing teachers’ identification of threateners was examined. Participants were 3,201 children in Grades 3 through 6. Results indicated significant but low associations between teacher and child self-reports of threatening behavior. Although…
Effects of psychoeducation for offenders in a community correctional facility
The present study provided a randomized outcome evaluation of the psychoeducational component of the EQUIP program. The psychoeducational curriculum was implemented in a community correctional facility for adult felony offenders. The psychoeducational curriculum is designed to remedy offenders' delays in moral judgment maturity, social cognitive distortions, and social skill deficiencies. The participants were 316 felony offenders, 71% male, aged…
IZ Hero adventure
Relations between self-serving cognitive distortions and overt vs. covert antisocial behavior in adolescents
The present study addressed the relations between cognitive distortions (inaccurate thoughts, attitudes, or beliefs) and antisocial behavior that is either overt/confrontational (e.g., fighting) or covert/nonconfrontational (e.g., stealing). A controlled analysis of 52 male delinquents and a comparison sample of 51 high school students aged 14–18 years found the delinquents to be higher in both cognitive distortions and self-reported antisocial b…
Initial behavior outcomes for the PeaceBuilders universal school-based violence prevention program
A Comparison of Teacher-Rated and Self-Reported Threats of Interpersonal Violence
The association between teachers’ identification of children who use threats and children’s self-identification as threateners was explored. The role of age, gender, and various student characteristics in influencing teachers’ identification of threateners was examined. Participants were 3,201 children in Grades 3 through 6. Results indicated significant but low associations between teacher and child self-reports of threatening behavior. Although…
Effects of psychoeducation for offenders in a community correctional facility
The present study provided a randomized outcome evaluation of the psychoeducational component of the EQUIP program. The psychoeducational curriculum was implemented in a community correctional facility for adult felony offenders. The psychoeducational curriculum is designed to remedy offenders' delays in moral judgment maturity, social cognitive distortions, and social skill deficiencies. The participants were 316 felony offenders, 71% male, aged…
The Effects of Prosocial Video Games on Prosocial Behaviors
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. I…
Effects of Digital Game Play Among Young Singaporean Gamers
Using a large sample of Singaporean children and adolescents from primary and secondary schools, this study provides important results on changes in amount of time spent on gaming and violent content exposure, and the effects of such changes on academic performance, pathological gaming, aggressive cognitions and empathic attitudes.This study provided support for the hypothesis that excessive gaming was related to poorer academic performance and m…
Construct and Predictive Validity of a Brief MMO Player Motivation Scale
The purpose of the present paper is to validate a short version of the MMO Player Motivation scale. Two studies were conducted using adolescent gamers from Singapore secondary schools. Study 1 used a cross-sectional design for item deduction. Study 2 used a 2-year longitudinal design for scale validation. The results showed that the brief scale conformed to the three-factor motivation model, including achievement, socialization, and immersion. Th…
Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior
Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediat…
Pathological video-gaming among youth
The primary aim of the study was to understand the phenomenon of pathological videogaming by identifying protective factors for its development, and examining the dynamic interplay between protective factors and pathological video-gaming within a framework of change. The study was a 2-year longitudinal study involving 3034 children and adolescents recruited from 6 elementary and 6 secondary schools. Controlling for initial levels of pathological …
IZ Hero adventure
Psychology (10 works) · Developmental psychology (8 works) · Social Psychology (7 works) · Bullying, Victimization, and Aggression (5 works) · Child and Adolescent Psychosocial and Emotional Development (5 works) · Clinical Psychology (5 works) · Child Development and Digital Technology (4 works) · Impact of Technology on Adolescents (4 works) · Clinical Psychology (3 works) · Cognition (3 works)