Liam Cross
Biographic Data
| ID | 6715460 |
|---|---|
| NAME | Liam Cross |
| GIVEN NAMES | Liam |
| FAMILY NAME | Cross |
| SIGNATURE | CROSS L |
| AFFILIATIONS | Edge Hill University |
| ORCID | 0000-0002-5122-1650 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Testing the Proteus Effect in Autistic and Neurotypical Participants
This study examined the Proteus effect in autistic and neurotypical participants via the video game, The Sims. Thirty-two participants (16 autistic, 16 neurotypical) participated in a free-play session of The Sims, playing as either an attractive or unattractive avatar. In line with predictions, participants who had played as the attractive avatar negotiated for a significantly larger share of a fictional pot of money during a post-play economic …
The Moving Mandala
Synchronous movement between individuals has been shown to increase pro-sociality, such as closeness and generosity. To date, synchrony research tests these effects using a variety of movement tasks, including musical and non-musical coordination. However, musical versus non-musical synchrony may have separable pro-social effects. To test this, we had 60 children immersed in an augmented reality space called the ‘Moving Mandala’ where they moved …
Your Move
Intro This paper reports the demographics of a large sample of board gamers and their in-game motivations and preferences. Methods We report the specific preferences of 1603 board gamers (i.e. preferred platform, mechanics, style, theme, player count and game length) and player demographics, i.e. age, gender, education level as well as neurodivergence in this population. Participants were sampled via board game groups and game distributor mailing…
Does the Study of Culture Enrich Our Understanding of Autism? A Cross-Cultural Exploration of Life on the Spectrum in Japan and the West
Autism spectrum condition is a neurodevelopmental condition in which people are characterized by their social differences. As such, autistic behaviors are often identified as deviating from what is considered normal or neurotypical ways of interacting with the world as dictated by a particular culture. This theoretical article explores a cultural model of disability concerning autism spectrum condition and how Western ideals of “normality” domina…
Gendered violence and sexualized representations in video games
This research explored how gender portrayals in video games affect gender-related attitudes. Two hundred participants from the United Kingdom and Malaysia participated across three experiments, where the appearance and behaviour of video game characters were manipulated with regard to target (enemy) gender (Study 1), sexually explicit attire (Study 2) and level of character agency (Study 3). We found minimal evidence that exposure to gender-stere…
The wild west of measurement
Reading the mind in cartoon eyes
People who have a high degree of autistic traits often underperform on theory of mind tasks such as perspective-taking or facial emotion recognition compared to those with lower levels of autistic traits. However, some research suggests that this may not be the case if the agent they are evaluating is anthropomorphic (i.e. animal or cartoon) rather than typically human. The present studies examined the relation between facial emotion recognition …
Still want to help? Interpersonal coordination's effects on helping behaviour after a 24 hour delay
Walking in My Shoes
People are prone to dividing others into the categories of ‘us’ and ‘them’. This can be particularly detrimental to minorities who may experience social exclusion, prejudice, and reduced access to equal opportunities. One method of improving intergroup relations is to create opportunities for contact. Common contact interventions have members of different groups meet and engage in conversation. There are also non-verbal embodied intergroup activi…
Gendered violence and sexualized representations in video games
This research explored how gender portrayals in video games affect gender-related attitudes. Two hundred participants from the United Kingdom and Malaysia participated across three experiments, where the appearance and behaviour of video game characters were manipulated with regard to target (enemy) gender (Study 1), sexually explicit attire (Study 2) and level of character agency (Study 3). We found minimal evidence that exposure to gender-stere…
Still want to help? Interpersonal coordination's effects on helping behaviour after a 24 hour delay
Walking in My Shoes
People are prone to dividing others into the categories of ‘us’ and ‘them’. This can be particularly detrimental to minorities who may experience social exclusion, prejudice, and reduced access to equal opportunities. One method of improving intergroup relations is to create opportunities for contact. Common contact interventions have members of different groups meet and engage in conversation. There are also non-verbal embodied intergroup activi…
The wild west of measurement
Reading the mind in cartoon eyes
People who have a high degree of autistic traits often underperform on theory of mind tasks such as perspective-taking or facial emotion recognition compared to those with lower levels of autistic traits. However, some research suggests that this may not be the case if the agent they are evaluating is anthropomorphic (i.e. animal or cartoon) rather than typically human. The present studies examined the relation between facial emotion recognition …
Gendered violence and sexualized representations in video games
This research explored how gender portrayals in video games affect gender-related attitudes. Two hundred participants from the United Kingdom and Malaysia participated across three experiments, where the appearance and behaviour of video game characters were manipulated with regard to target (enemy) gender (Study 1), sexually explicit attire (Study 2) and level of character agency (Study 3). We found minimal evidence that exposure to gender-stere…
Your Move
Intro This paper reports the demographics of a large sample of board gamers and their in-game motivations and preferences. Methods We report the specific preferences of 1603 board gamers (i.e. preferred platform, mechanics, style, theme, player count and game length) and player demographics, i.e. age, gender, education level as well as neurodivergence in this population. Participants were sampled via board game groups and game distributor mailing…
Does the Study of Culture Enrich Our Understanding of Autism? A Cross-Cultural Exploration of Life on the Spectrum in Japan and the West
Autism spectrum condition is a neurodevelopmental condition in which people are characterized by their social differences. As such, autistic behaviors are often identified as deviating from what is considered normal or neurotypical ways of interacting with the world as dictated by a particular culture. This theoretical article explores a cultural model of disability concerning autism spectrum condition and how Western ideals of “normality” domina…
Testing the Proteus Effect in Autistic and Neurotypical Participants
This study examined the Proteus effect in autistic and neurotypical participants via the video game, The Sims. Thirty-two participants (16 autistic, 16 neurotypical) participated in a free-play session of The Sims, playing as either an attractive or unattractive avatar. In line with predictions, participants who had played as the attractive avatar negotiated for a significantly larger share of a fictional pot of money during a post-play economic …
The Moving Mandala
Synchronous movement between individuals has been shown to increase pro-sociality, such as closeness and generosity. To date, synchrony research tests these effects using a variety of movement tasks, including musical and non-musical coordination. However, musical versus non-musical synchrony may have separable pro-social effects. To test this, we had 60 children immersed in an augmented reality space called the ‘Moving Mandala’ where they moved …
Psychology (9 works) · Social Psychology (6 works) · Developmental psychology (5 works) · Communication (4 works) · Sociology (4 works) · Autism (3 works) · Autism spectrum disorder (3 works) · Autism Spectrum Disorder Research (3 works) · Communication (3 works) · Action Observation and Synchronization (2 works)