Boyu Qiu
Biographic Data
| ID | 6542767 |
|---|---|
| NAME | Boyu Qiu |
| GIVEN NAMES | Boyu |
| FAMILY NAME | Qiu |
| SIGNATURE | QIU B |
| AFFILIATIONS | Guangzhou Medical University |
| ORCID | 0000-0002-1853-6837 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 10 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Media violence as a public health issue
Media violence is a particularly important public health issue today, given all the technological development we are witnessing. We acknowledge the major advances in the field but emphasize the importance of further research in diverse cultural contexts
Socioeconomic status impacts Chinese late adolescents’ internalizing problems
The results highlight the important effects of psychological security and family resources on late adolescents' mental health and give implications for interventions aimed to reduce adolescent internalizing problems through acceptance and commitment therapy
Perceptual confusion makes a significant contribution to the conflict effect
Material Hardship Predicts Response Bias in Loss-Averse Decisions
Income poverty is associated with an enhanced tendency to avoid losses in economic decisions, which can be driven by a response bias (risk avoidance) and a valuation bias (loss aversion). However, the impact of non-income dimensions of poverty on these biases remains unclear. The current study tested the impact of material hardship on these biases, and the mediating effects of anxiety, depression, and cognitive control in these associations. Heal…
Video Game Feedback Learning and Aggressive or Prosocial Effects
There is a close connection between video games and social life, and researchers are interested in whether and how video games shape aggression and prosocial behaviors. However, there are great inconsistencies across studies on this topic. These mixed results may be due in part to a focus on learning models that were relevant in research on traditional media like television but are less useful in research on video games. Unlike other media, video…
The relationship between stressful life events, sleep, emotional regulation, and depression in freshmen college students
In recent years, adolescent sleep problems have received increasing attention. Stressful life events have been found to be a risk factor for sleep problems, but little is known about the components that may explain or influence this association. To investigate this, the present study tested whether depressive symptoms mediated the association between stressful life events and Chinese freshmen' sleep problems, as well as whether emotional regulati…
Effects of reward and punishment in prosocial video games on attentional bias and prosocial behaviors
Interparental Conflict and Early Adulthood Depression
Previous research has identified exposure to interparental conflict (IPC) in childhood as a risk factor for young adults' depression. However, there is still a lack of understanding of the underlying mediating mechanisms of this association. Driven by the spillover hypothesis, the present study investigated whether maternal antipathy and neglect, and in turn unmet psychological needs, mediated the relation between IPC and early adulthood depressi…
Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability
There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers' conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the…
Short-Term Prosocial Video Game Exposure Influences Attentional Bias Toward Prosocial Stimuli
Research has shown that violent video games induce attentional bias toward aggressive information. However, the effects of prosocial video games on selective attention are poorly understood. This study investigated attentional bias toward prosocial stimuli at different presentation durations (i.e., 100, 500, and 1,250 milliseconds [ms]) after short-term prosocial video game exposure. Sixty males (mean age: 20.26 years; range: 19-23 years) partici…
No prominent works on this page.
Short-Term Prosocial Video Game Exposure Influences Attentional Bias Toward Prosocial Stimuli
Research has shown that violent video games induce attentional bias toward aggressive information. However, the effects of prosocial video games on selective attention are poorly understood. This study investigated attentional bias toward prosocial stimuli at different presentation durations (i.e., 100, 500, and 1,250 milliseconds [ms]) after short-term prosocial video game exposure. Sixty males (mean age: 20.26 years; range: 19-23 years) partici…
Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability
There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers' conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the…
Effects of reward and punishment in prosocial video games on attentional bias and prosocial behaviors
Interparental Conflict and Early Adulthood Depression
Previous research has identified exposure to interparental conflict (IPC) in childhood as a risk factor for young adults' depression. However, there is still a lack of understanding of the underlying mediating mechanisms of this association. Driven by the spillover hypothesis, the present study investigated whether maternal antipathy and neglect, and in turn unmet psychological needs, mediated the relation between IPC and early adulthood depressi…
The relationship between stressful life events, sleep, emotional regulation, and depression in freshmen college students
In recent years, adolescent sleep problems have received increasing attention. Stressful life events have been found to be a risk factor for sleep problems, but little is known about the components that may explain or influence this association. To investigate this, the present study tested whether depressive symptoms mediated the association between stressful life events and Chinese freshmen' sleep problems, as well as whether emotional regulati…
Perceptual confusion makes a significant contribution to the conflict effect
Material Hardship Predicts Response Bias in Loss-Averse Decisions
Income poverty is associated with an enhanced tendency to avoid losses in economic decisions, which can be driven by a response bias (risk avoidance) and a valuation bias (loss aversion). However, the impact of non-income dimensions of poverty on these biases remains unclear. The current study tested the impact of material hardship on these biases, and the mediating effects of anxiety, depression, and cognitive control in these associations. Heal…
Video Game Feedback Learning and Aggressive or Prosocial Effects
There is a close connection between video games and social life, and researchers are interested in whether and how video games shape aggression and prosocial behaviors. However, there are great inconsistencies across studies on this topic. These mixed results may be due in part to a focus on learning models that were relevant in research on traditional media like television but are less useful in research on video games. Unlike other media, video…
Socioeconomic status impacts Chinese late adolescents’ internalizing problems
The results highlight the important effects of psychological security and family resources on late adolescents' mental health and give implications for interventions aimed to reduce adolescent internalizing problems through acceptance and commitment therapy
Media violence as a public health issue
Media violence is a particularly important public health issue today, given all the technological development we are witnessing. We acknowledge the major advances in the field but emphasize the importance of further research in diverse cultural contexts
Psychology (9 works) · Cognition (6 works) · Bullying, Victimization, and Aggression (4 works) · Clinical Psychology (4 works) · Cognitive psychology (4 works) · Psychiatry (4 works) · Developmental psychology (3 works) · Multimedia (3 works) · Neuroscience (3 works) · Prosocial behavior (3 works)