Yashvin Seetahul
Biographic Data
| ID | 9423397 |
|---|---|
| NAME | Yashvin Seetahul |
| GIVEN NAMES | Yashvin |
| FAMILY NAME | Seetahul |
| SIGNATURE | SEETAHUL Y |
| AFFILIATIONS | Universität Innsbruck |
| ORCID | 0000-0001-7487-3398 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
When the Shot Backfires
We examined how scientific research influences the beliefs of those most invested in the research. We focused specifically on violent video game (VVG) and aggression research and tested the hypothesis that non-players and non-habitual players would update their beliefs based on the study conclusions, whereas more habitual players would not. Participants read abstracts with either a positive effect or a null effect. Beliefs about the effect of VVG…
The Game Within the Game
In two experiments, we examined the potential impact of demand characteristics in violent video game (VVG) research. Study 1 ( N = 788) measured behavioral aggression, while Study 2 ( N = 1,182) measured trait aggression. Participants were informed either that researchers wanted to confirm that VVGs increase aggression (“Positive Hypothesis”) or that VVGs have no effect (“Null Hypothesis”). Study 2 included a third condition where participants we…
No prominent works on this page.
The Game Within the Game
In two experiments, we examined the potential impact of demand characteristics in violent video game (VVG) research. Study 1 ( N = 788) measured behavioral aggression, while Study 2 ( N = 1,182) measured trait aggression. Participants were informed either that researchers wanted to confirm that VVGs increase aggression (“Positive Hypothesis”) or that VVGs have no effect (“Null Hypothesis”). Study 2 included a third condition where participants we…
When the Shot Backfires
We examined how scientific research influences the beliefs of those most invested in the research. We focused specifically on violent video game (VVG) and aggression research and tested the hypothesis that non-players and non-habitual players would update their beliefs based on the study conclusions, whereas more habitual players would not. Participants read abstracts with either a positive effect or a null effect. Beliefs about the effect of VVG…
Digital Games and Media (2 works) · Aggression (1 works) · Bullying, Victimization, and Aggression (1 works) · Computer Science (1 works) · Human Factors and Ergonomics (1 works) · Impact of Technology on Adolescents (1 works) · Media Influence and Health (1 works) · Motivated reasoning (1 works) · Multimedia (1 works) · Poison control (1 works)