Showing posts with label Research Bulletins. Show all posts
Showing posts with label Research Bulletins. Show all posts

Wednesday, 7 February 2024

Research Bulletin: Does Reading Foster Morality or Lead to Moral Erosion?

The effect of reading on a person’s morality has been a topic of debate for decades, with people raising arguments that it either helps or hinders moral development. Two competing theories argue that fiction either promotes morality by increasing empathy (i.e., fiction as moral laboratory), or that exposure to fiction that portrays deviations from real-world morality increases acceptance of “immoral” things (i.e., moral boundary erosion). To better understand which of the two theories is most likely true, Black and Barnes (2021) investigated the relationship between literature consumption (i.e., non-fiction, adult fiction, and young adult fiction) and individual differences in morality. Across two cross-sectional studies, undergraduates were given measures of empathy, morality, and moral permissibility, as well as measures of exposure to adult fiction, young adult fiction, and non-fiction. If fiction acts as a moral laboratory, there should be positive associations between fiction exposure and both empathy and morality. Conversely, if the theory of moral boundary erosion is true, there will be an association between exposure to different types of literature and moral permissibility. Across both studies, fiction exposure predicted empathy and morality, which offers support for the theory of fiction as a moral laboratory. They also found that reading both fiction and nonfiction was associated with greater moral permissibility, lending support to the theory of moral boundary erosion. Findings regarding the different types of fiction (i.e., adult fiction and young adult fiction) were inconsistent across studies and small in size, and therefore difficult to interpret. Overall, the findings suggest that the association between reading and morality is complex and multi-faceted, and that more research on this topic is required in order to further understand how, and why, the two are related.

Black, J. E., & Barnes, J. L. (2021). Fiction and morality: Investigating the associations between reading exposure, empathy, morality, and moral judgment. Psychology of Popular Media, 10(2), 149–164. https://doi.org/10.1037/ppm0000281
 
Post by Shyamaly Vasuthevan

Photo by Yaroslav Shuraev via Pexels.

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Friday, 16 June 2023

Research Bulletin: Reading and Student Stress

Mental health is a pressing concern for university students, with increasing numbers of students seeking mental health services in recent years. Dr. Shelby Levine and colleagues (2020) investigated whether recreational reading could improve the mental health of students by helping them fulfill core psychological needs. They hypothesized that recreational reading could decrease feelings of isolation and low competence, and serve as a form of resistance against restrictive academic environments.
At the beginning of the academic year, 201 college students reported their psychological distress, recreational reading goals, and autonomous motivation to read (i.e., of their own volition). At the end of the year, psychological distress and recreational reading achievements were measured again. The researchers discovered that psychological distress was much greater in all students at the end of the year. However, those who read more books had a smaller increase in distress than those who had read less. Further, autonomous motivation to read predicted a more ambitious reading goal, as well as more books completed by the end of the year. Lastly, the more books students read, the less frustrated they felt in terms of core needs, which led to less distress.
The authors conclude that fostering an intrinsic love of recreational reading in children and youth should be a key goal for parents and teachers. Based on their findings, promoting and supporting a love for reading could be an effective way to help students cope with the stressors of university.

Post by Shyamaly Vasuthevan

* For a copy of the original article, please contact R. Mar (see profile for e-mail).
 
Photo by Pixabay from Pexels. 

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Wednesday, 15 February 2023

Research Bulletin: Are Meaningful Narratives More Likely to Promote Social Cognition?

Although a great deal of research has examined whether stories help to promote social cognition, most of this work has been on adults and not delved much into different types of stories. Hannah N. M. De Mulder and colleagues (2022) took it upon themselves to examine this question in adolescents, with a focus on comparing different modalities of presentation (i.e., books, television, film), and hedonic narratives to eudaimonic ones. Eudaimonic narratives prompt audiences to consider deep truths about the world, conveying a sense of meaning and often eliciting experiences of “being moved” by the story (Oliver & Raney, 2011). In contrast, hedonic narratives are focused on providing pleasure for audiences, such as positive emotions and excitement. The researchers asked 126 children aged 8 to 16 how often they read books (or watched television/film) that was hedonic or eudaimonic in nature, and also measured their social abilities in three different ways (self-report, emotion recognition, and the ability to infer mental states). Using a Bayesian approach to analyzing their data, they evaluated whether the data was more or less consistent with several different possibilities. In this population of adolescents, they found little consistent evidence that books, TV, and film predict better social abilities. However, they did observe that exposure to meaningful narratives was associated with better social skills, in particular for television and film. This work highlights the importance of studying a variety of populations, and types of media, when researching the relation between stories and social cognition.

References

De Mulder, H. N. M., Hakemulder, F., Klaassen, F., Junge, C. M. M., Hoijtink, H., & van Berkum, J. J. A. (2022). Figuring Out What They Feel: Exposure to eudaimonic narrative Fiction is related to mentalizing ability. Psychology of Aesthetics, Creativity, and the Arts, 16, 242–258.

Oliver, M. B., & Raney, A. A. (2011). Entertainment as pleasurable and meaningful: Identifying hedonic and eudaimonic motivations for entertainment consumption. Journal of Communication, 61, 984–1004.

Post by Raymond Mar
 
* For a copy of the original article, please contact R. Mar (see profile for e-mail).
 
Photo by Tima Miroshnichenko on Pexels
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Monday, 16 March 2020

Research Bulletin: Is marathon TV viewing problematic? An overview of personality variables and viewer engagement in binge-watching


The trend of marathon television viewing, or "binging", refers to watching 2-6 episodes in one sitting (Netflix, 2013), and this has become a popular phenomenon among youth and adults alike. Although there is limited research on this area, binge-watching has often been associated with loneliness, depression, and social anxiety (Brechan & Kvalem, 2015). A recent study by Tukachinsky and Eyal (2018) sought to explore whether certain personality traits would be associated with binging, and whether binging predicts how viewers engage with the characters and story in a TV show. Depression, loneliness, attachment style, and lack of self-regulation were assessed in a group of undergraduate communications students. In addition, story engagement, character identification, enjoyment, and parasocial relationships with characters were measured as aspects of how viewers interact with the content. In a second study, these personality and viewer involvement variables were compared based on either a marathon viewing experience or a traditional viewing experience (one episode per week).

Overall, these studies found that the relationship between depression and binge-watching was partly explained by a lack of self-control, confirming previous research on this topic (La Rose, Lin & Eastin, 2003). In addition, people without a  secure attachment style were more likely to binge-watch than those who were securely attached. Surprisingly, loneliness was not linked to increased binge-watching, although it has been previously shown that binge-watching can foster social connections and a sense of community (Perks, 2015). This study also found that binging viewers often engage with the content in meaningful, reflective ways, and also develop parasocial relationships with their favourite TV characters, perhaps more so than during a traditional viewing experience. This research may help to alleviate some concerns that binge-watching TV is a dysfunctional and problematic behaviour.

Post by Sarah Skelding

Photo by JESHOOTS.com from Pexels


* For a copy of the original article, please contact R. Mar (see profile for e-mail).

References: 


Brechan, I., & Kvalem, I. L. (2015). Relationship between body dissatisfaction and disordered eating: Mediating role of self-esteem and depression. Eating Behaviors, 17, 49–58. doi:10.1016/j.Eatbeh.2014.12.008

LaRose, R., Lin, C. A., & Eastin, M. S. (2003). Unregulated Internet usage: Addiction, habit, or deficient self-regulation? Media Psychology, 5, 225–253.  doi:10.1207/S1532785XMEP0503_01

Netflix. (2013, December 13). Netflix declares binge watching is the new normal.
Retrieved from https://pr.netflix.com/WebClient/getNewsSummary.do?newsId=496

Perks, L. G. (2015). Media marathoning: Immersions in morality. New York, NY: Lexington Books.

Tukachinsky, R. & Eyal, K. (2018). The Psychology of Marathon Television Viewing: Antecedents and Viewer Involvement. Mass Communication and Society21, 275-295. doi: 10.1080 /15205436. 2017.1422765




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Wednesday, 4 December 2019

Research Bulletin: Reading Slows Signs of Cognitive Decline in Dementia Patients

With an aging population, many have looked into ways to prevent or slow the process of cognitive decline. Researchers at the University of Perugia were interested in whether reading and engaging with fiction could serve as an intervention for those living with dementia, based on the idea that narrative fiction engages a wide range of brain areas. 

Bartolucci and Batini (2019) conducted a longitudinal study examining the effects of listening to, and discussing, texts. Their outcomes included various cognitive abilities, including memory, attention, language, and visuospatial abilities. Participants, suffering from dementia, were assigned to either the experimental group or a control group. The participants first completed a set of neuropsychological tests. Then, the experimental group was read aloud to for 20 minutes, 5 days per week, for 14 weeks. In contrast, the control group followed their usual schedule for each day and time.

Initially, participants in the experimental group were read very simple texts, short in length and only consisting of short sentences. As time went on, texts were included that contained longer and longer semantic units. The duration of the texts also became longer, so that the stories could not be completed in one session, requiring participants to remember what occurred during the previous sitting. After 40 sessions, both groups completed the same set of neuropsychological tests. After one month had passed, the experimental group participated in an additional 30 sessions. After which, both groups again completed the same set of neuropsychological tests. 

These researchers found that scores for the experimental group increased for measures of immediate and delayed memory, visuospatial skills, and attention. The experimental group also performed better on some subtests of their language measure, including prose memory and word learning. These results demonstrate the power that reading and engaging with stories have with respect to our cognitive abilities. Story activities require us to use our own memories and personal experiences to understand and experience text, a useful and effective exercise for those living with dementia. 

Reference:  Bartolucci, M., & Batini, F. (2019). Long term narrative training can enhance cognitive performances in patients living with cognitive decline. Educational Gerontology, 45(7), 469–475. doi: 10.1080/03601277.2019.1658384

Post by Laura Bandi

Photo by Quang Nguyen Vinh from Pexels

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

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Thursday, 22 August 2019

Research Bulletin: Fostering Wisdom through Narratives

While most would agree that it is a good thing to be wise, how might we actually go about cultivating wisdom? Michel Ferrari and colleagues (2013) propose a way in which personal wisdom might be developed: engaging with narrative. Doing so might rely on two capacities: (1) autobiographical reasoning and (2) narrative simulation.

These authors argue that autobiographical reasoning—self-reflective thought that constructs a coherent narrative identity and self-world relationship—plays a key part in developing one’s personal wisdom. In simpler cases, this kind of reasoning can lead to extracting life lessons from one’s experience, whereas deeper reasoning yields deeper insights, such as generating a novel worldview. Ferrari and colleagues propose that if one’s reasoning (1) is sufficiently sophisticated, (2) involves fundamental life matters, (3) is oriented to personal growth, and (4) conforms to a culturally appropriate wisdom ideology, it is the optimal kind of autobiographical reasoning to promote wisdom.

As for narrative simulation, simulative experience-taking might allow us to understand and experiment with solutions to emotional/social situations (Mar & Oatley, 2008). Two main types of simulations might be relevant for developing personal wisdom: (i) simulating narratives of wise figures to emulate, and (ii) simulating hypothetical narratives about future events, 'testing the waters' by casting ourselves as protagonists in some future situation.

Lastly, the authors consider the role of ‘cultural master narratives’, which they define as "sense-making structures… that effectively [guide] and [shape] the stories they tell to others and themselves.” When these cultural resources contain prototypical or exemplary instances of wisdom, they allow development of personal wisdom via simulation and reflective reasoning. 

In conclusion, by simulating and reflecting upon our own and others' life narratives, individuals can cultivate personal wisdom, as the wisest among us seem to do.

References:

Ferrari, M., Weststrate, N. M., & Petro, A. (2013). Stories of wisdom to live by: Developing wisdom in a narrative mode. In The scientific study of personal wisdom (pp. 137-164). Springer, Dordrecht.

Post by Isabel Bowman

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

Photo by Jean van der Meulen from Pexels

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Tuesday, 23 April 2019

Research Bulletin: Fostering a Love for Reading through Student Book Clubs

Do book clubs help students develop an interest in reading? Would they help them to become better readers? What about better people, better able to listen and understand others’ perspectives? These were the questions that Jurgen Tijims (University of Amsterdam) and his colleagues were interested in investigating. More specifically, they wondered if book clubs would help high-school students from poor areas in Amsterdam. Poor students struggle with reading and navigating social conflicts (Elias & Haynes, 2008), performing poorly in school compared to their peers (McBride Murray, Berkel, Gaylord-Harden, Copeland-Linder, & Nation, 2011), making them an important population to target for an intervention. The researchers gathered 90 grade 9 students from 2 different schools in poor communities in Amsterdam. The students were then randomly assigned to either participate in a book club (n = 50) or standard language classes (n = 40) for 8-10 sessions. In the end, books club participants did better on measures of reading comprehension, had more positive attitudes toward leisure, and improved their social-emotional skills compared to the control group. However, the researchers did not observe an improvement in attitude towards school-related readings for the book club participants, and these students were also not motivated to read more. This study is important because it is the first to experimentally test the effects of a book club on students from under-privileged communities. In the future, it would be interesting to see whether there are any long-term effects of this kind of intervention. But based on this research, there could be benefits to incorporating book clubs into the school curriculum to improve reading and socioemotional competencies, for disadvantaged communities. 

References:

Tijms, J., Stoop, M. A., & Polleck, J. N. (2018). Bibliotherapeutic book club intervention to promote reading skills and social–emotional competencies in low SES community‐based high schools: A randomised controlled trial. Journal of Research in Reading41, 525-545.

Elias, M.J. & Haynes, N.M. (2008). Social competence, social support, and academic achievement in minority, low-income, urban elementary school children. School Psychology Quarterly, 23, 474–495.

McBride Murry, V., Berkel, C., Gaylord-Harden, K., Copeland-Linder, N. & Nation, M. (2011). Neighborhood poverty and adolescent development. Journal of Research in Adolescence, 21, 114–128.

Post by Sarah Skelding.

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

Photo by Wilson Vitorino from Pexels

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Friday, 15 February 2019

People who read books live longer


Avni Bavishi, Martin Slade, and Becca Levy write in the abstract of their paper of 2016: “This study examined whether those who read books have a survival advantage over those who do not read books and over those who read other types of materials.” The authors conducted a 12-year follow-up in a Health and Retirement Study; 3635 people reported on habits of reading books, magazines, and newspapers. Information was also gathered about participants' age, sex, race, education, health care, wealth, marital status and depression.As compared with people those who did not do so, people who read books lived 23 months longer. 
The difference remained substantial even when factors such as education, wealth, and so on, had been subtracted out. The researchers had not been able to include a measure of cognitive ability, such as IQ.
In a series of studies, Stanovich and colleagues (e.g. Stanovich et al., 1995) have found that the amount people read predicts cognitive outcomes such as vocabulary, skills of reasoning, and general knowledge, even when such factors as IQ and level of education have been subtracted out. In a follow-up study, Mar and Rain (2015) found that by far the largest effect on such outcomes came from the reading of fiction. A study by the National Endowment for the Arts indicated that 87% of book readers read fiction. Putting these studies together one may infer that it is likely that it was the reading of books of fiction that had the largest effect on longevity for the people in the study by Bavishi et al.
Bavishi, A., Slade, M. D., & Levy, B. R. (2016). A chapter a day: Association of book reading with longevity. Social Science and Medicine, 164, 44-48. 
Mar, R. A., & Rain, M. (2015). Narrative fiction and expository nonfiction differentially predict verbal ability. Scientific Studies of Reading, 19, 419-433.
National Endowment for the Arts. (2009). Reading on the rise: A new chapter in American literacy. Washington, DC: National Endowment for the Arts.
Stanovich, K. E., West, R. F., & Harrison, M. R. (1995). Knowledge growth and maintenance across the life span: The role of print exposure. Developmental Psychology, 31, 811-826.
Image: Postcard from Shakespeare and Company Bookshop, in Paris, illustration by Miles Hyman.

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Friday, 11 January 2019

Research Bulletin: Do Stories Satisfy Core Human Motives?



Stories, and transmission of information through stories, is one of the most universal aspects of human communication. But what role does it play in our lives and how does it relate to our core motivations? In this brief theoretical article, Costabile, Shedlosky-Shoemaker, and Austin (2018) set out to demonstrate how stories promote social and psychological wellbeing by satisfying core motivations. As a starting point, the authors adopt Susan Fiske’s (2010) five core social motivations: belonging, understanding, control, self-enhancement, and trust. These are essential social needs that each person desires in order to feel complete. Costabile and her colleagues argue that stories, both autobiographical stories and entertainment narratives, satisfy all five core motivations. The article is broken up into sections for each of the core motives, and in each section empirical evidence is presented to support the relationship between stories and the core motive in question.  
In conclusion, the authors propose that this article helps bring together research on narrative with more traditional social psychological research. Moreover, they believe that narrative approaches can be of use in other areas of social psychological research, such as intergroup relationships and overcoming resistance to persuasion. 

References

Costabile, K. A., Shedlosky-Shoemaker, R., & Austin, A. B. (2018). Universal stories: How narratives satisfy core motives. Self and Identity, 17(4), 418-431.

Fiske, S. T. (2010). Social beings: Core motives in Social Psychology (2nd ed.). New York, NY: Wiley.

Post by Connor LaForge.

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

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Monday, 3 December 2018

Research Bulletin: Stories and Race Perception

The notable rise of multiracialism in Western countries has made it crucial for society to develop tools that facilitate the understanding of individuals who are different from us. One such tool is narrative fiction, which can induce story-consistent behaviour and reduce out-group mentality by challenging our underlying beliefs and assumptions. Johnson, Huffman and Jasper (2014) examined this possibility by conducting a study that examined whether reading narrative fiction could affect racial boundary perceptions (i.e., the boundary at which a mixed-race face is perceived as belonging to one race or another).

In their first experiment, individuals were randomly assigned to either the narrative condition or the synopsis condition. In the narrative condition, the participants read an excerpt of Saffron Dreams by Shaila Abdullah, which is about a courageous Muslim woman who stands up to a series of religious attacks and racial slurs. In the synopsis condition, participants read a summary of the same excerpt that was devoid of its original narrative qualities. After exposure to either of the two conditions, all participants viewed mixed-race Arab-Caucasian faces and were asked to categorize them as mixed-race, Arab, or Causcasian. Their second experiment was very similar, but with an additional control condition in which people read a brief history of the automobile. Also different in this second study, was that all of the faces were expressing low to moderate levels of anger.

In support of their hypotheses, for the first experiment individuals in the full narrative condition saw the two races as more similar and were more likely to perceive the faces as being mixed-race as opposed to strictly Arab or Caucasian.  In the second experiment, participants in the full narrative condition were less likely to disproportionately categorize moderately angry faces as Arab. Based on these results, it seems that stories about race might have a positive effect on racial perception.

References

Johnson, D. R., Huffman, B., & Jasper, D. (2014). Changing race boundary perception by reading narrative fiction. Basic and Applied Social Psychology36, 83-90.

Post by Alma Rahimi

* For a copy of the original article, please contact R. Mar (see profile for e-mail).
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Wednesday, 6 June 2018

The Lowbrow Status of Science Fiction

In trying to find out what makes a piece of fiction ‘literary’, Chris Gavaler and Dan Johnson of Washington and Lee University dove into papers from literary criticism and psychology that each proposed different definitions of ‘literariness’. Among the various definitions they came across, they found one that suggested that a text’s literariness might depend on how much it encouraged the reader to infer what characters are thinking or feeling (Kidd & Castano, 2013), an ability known as theory-of-mind. Gavaler and Johnson seized on this idea, hypothesizing that a literary text might contain the fewer explanations of a character’s state of mind, forcing the reader to make more inferences. These researchers were also interested in how this idea might interact with genre fiction, specifically the genre of science fiction. So they devised an experiment with four conditions. Participants would read a brief passage of science fiction or a realistic story, with or without explanations of the character’s state of mind. The authors would then measure readers’ ratings of literary merit, comprehension of the text, and inferencing effort. 

The researchers found that those who read a text with explanations of a character’s state of mind understood the text better and rated the text as having greater literary merit, compared to those who read texts without these explanations. This was regardless of whether the text was science fiction or not. Those who read a science fiction passage rated it as having less literary merit than did those who read a realistic passage. They also did not understand the text as well and made less of an effort to infer the character’s state of mind. This was the case whether or not the passage included explanations of the character’s state of mind. 

A subsequent experiment built on this research to examine the reader’s construction of a world’s physical and social rules, as well as their efforts to understand the plot. The results were similar to those of the first experiment. Interestingly, readers of science fiction exerted more effort in understanding the world of the narrative, yet did not understand the world as well as those who had read a text that was more realistic. Those who read science fiction also put in as much effort to understand the plot as did those who read a realistic passage, yet did not understand the plot as well. 

Long story short, it appears that the science fiction genre prompts a style of reading that is less attentive to characters, more attentive to the world of the narrative, and yet results in poorer overall comprehension. These experiments also show that the perception of literary merit seems to be tied to the inclusion of explanations of a character’s thoughts and feelings, and not the absence of such explanations, as the authors initially thought. 

References

Gavaler, C., & Johnson, D. R. (2017). The genre effect. A science fiction (vs. realism) 
manipulation decreases inference effort, reading comprehension, and perceptions of 
literary merit. Scientific Study of Literature, 7(1), 79-108. doi:10.1075/ssol.7.1.04gav

Kidd, D. C., & Castano, E. (2013). Reading literary fiction improves theory of mind. Science,
342, 377–380. doi: 10.1126/science.1239918

Post by Krithika Sukumar

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

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Tuesday, 13 March 2018

Extreme Music and the Processing of Anger

Extreme music, such as punk or heavy metal, is associated with anger and arousal due to its chaotic instrumentation, fast tempo, negative lyrical themes, and emotional vocals. Two opposing viewpoints in the literature suggest that extreme music either (1) elicits anger through arousal or (2) allows the listener to process existing anger through arousal. Sharman and Dingle (2015) set out to examine how listeners of extreme music process anger in an experimental design.

People who enjoy listening to extreme music (N = 39) were first induced to feel angry and then assigned to one of two possible conditions, either sitting in silence or listening to extreme music of their own choice for 10 minutes. Physiological arousal was measured in each condition and self-reports of emotional state were gathered before and after the anger induction. In the music condition, the researchers found that participants had a higher mean heart rate than participants who sat in silence, suggesting that extreme music sustained the arousal created by the anger induction. This view was also supported by participants’ own reports, with 79% of participants reporting that they listen to music to fully experience anger when angry. However, self-report ratings of relaxation did not differ by condition and 69% of participants also reported listening to music to calm down when angry. These findings are consistent with the idea that listeners of extreme music use it to match their emotions and emotion-regulation goals. 

There were also some interesting results outside of those related to anger. Ratings of inspiration were higher in the music condition compared to the silence condition, for example. Participants also reported a variety of positive emotional effects for music and all chose to listen to extreme music of their own accord during the music condition. For the often misunderstood genre of extreme music, these findings would seem to support a less negative and stigmatizing view of extreme music fans. This study has provided interesting insight into the emotional processes of extreme music fans and more research should be conducted on the nature of emotional processing and musical preferences.

Reference:
Sharman, L., & Dingle, G. A. (2015). Extreme metal music and anger processing. Frontiers in Human Neuroscience9, 272.

Post by Shayan Asadi.

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Monday, 5 February 2018

Can Children's Storybooks Teach Morality?

Although storybooks have long been used to teach moral messages to children, most research suggests that young children do not actually extract the intended meaning of these stories. However, a new paper by Walker and Lombrozo (2017) found that children may be more capable of extracting the moral from a story than previously thought. The researchers conducted two studies to see if children are better able to discern the moral of a story if they are asked questions throughout the reading process. The idea is that children need help directing their attention, so guidance from an adult may help them better comprehend the important aspects of a story. 

To test this idea, 5 and 6 year-old children were read stories that had a moral. As the story was read, children were either asked to recall surface details (e.g., "was Jocko sad?"), asked to explain an event (e.g., "why was Jocko sad"), or were simply told the lesson (e.g., "Jocko was sad because…"). Afterwards, the children were asked what the moral of the story was, and if they could name other stories with similar moral lessons. Children who were asked to explain the events of the story were better able to extract the story's moral. In the second study, the children asked to explain the story were also better able to apply the lessons to a real life example.

These two studies suggest that children can extract moral lessons from stories at much earlier ages than previously thought, but that they may need a little help. A key insight is that parents may be able to aid their children by asking questions about the story that direct their attention to important plot points, such as character motivation. Although more research is necessary to understand why these kinds of questions help children, these studies highlight the importance of interactive learning and provide promising evidence that storybooks may be more educational than previously thought.

Walker, C. M., & Lombrozo, T. (2017). Explaining the moral of the story. Cognition, 167, 266-281. https://doi.org/10.1016/j.cognition.2016.11.007

Post by Joseph Hoyda.

* For a copy of the original article, please contact R. Mar (see profile for e-mail). 




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Monday, 22 January 2018

Writing Character

Imagine you are given this photograph, and asked to write a fictional character sketch of the man depicted here. This is the task that Marta Maslej, Raymond Mar, and I, gave to participants, in a study published last year. What would there be in your habits and traits that would influence what you write, and how you write it?

In our study we asked 207 participants each to write a fictional character sketch of the man in this photo. We asked them, too, about their habits of writing and reading, and gave them questions about traits of personality, empathy, and engagement in fantasy. Then, to a different group of people, 144 in number, we gave the character sketches that the first group of participants had produced and asked them to rate the sketches as to how likeable, interesting, and complex, each character was.

We found that habits of writing fiction, and of writing and reading poetry, were associated with producing character sketches that were rated as more interesting and complex. In terms of personality traits of Extraversion, Emotional Stability, Agreeableness, Openness, and Conscientiousness, only Openness was associated with sketches of characters who were interesting and complex. Higher levels of empathetic concern, and of engagement in fantasy, had similar effects. No habits or traits were associated with writing sketches of characters who were more likeable.

We found it surprising that reading more poetry had an effect on people’s abilities to create characters who were interesting and complex, although habits of reading more prose fiction and non-fiction did not. Perhaps reading poetry involves an interest in language and emotion, which are also helpful in verbal depiction of characters. Perhaps the lack of effect from reading more prose is similar to how listening to a lot of music does not necessarily contribute much to becoming a musician.

Some people are drawn to writing fiction. It seems that they are more likely to be among those who seek out challenges of intellectual and aesthetic kinds (the trait of Openness), as well as being higher in empathy for others, and more likely to engage in fantasy. We can imagine that it’s people with these habits and character traits who go on to become authors of novels and short stories that are published.

Maslej, M. M., Oatley, K., & Mar, R. A. (2017). Creating fictional characters: The role of experience, personality, and social processes. Psychology of Aesthetics, Creativity, and the Arts, 11, 487-499. 

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Monday, 9 October 2017

Effects of leisure reading


What psychological effects are there of reading short stories and novels? By now there has been a substantial amount of research to answer this question. The consensus seems to be that reading fiction as an individual pursuit can enable people to improve their empathy and to understand others better. The method known as meta-analysis involves collecting a number of studies on an issue such as this, and statistically estimating the size of effects. In this way "seems to be" can become "is." In a study published earlier this year, Micah Mumper and Richard Gerrig conducted a meta-analysis of studies of associations of lifetime leisure reading with social cognitive measures. The main measure of lifetime reading was the modification made by Mar et al. (2006) of the Author Recognition Test, to distinguish reading of fiction from non-fiction.

Analyses were performed for effects on empathy with data from 22 studies. The most frequently used outcome measure was the Interpersonal Reactivity Index of Davis (1983). Analyses were also performed on data from ten studies for effects on theory-of-mind (understanding others). For these, the most frequently used outcome measure was the Mind-in-the-Eyes test of Baron-Cohen et al. (2001).

To estimate the size of this effect, the Mumper and Gerrig aggregated results for empathy and theory of mind. The result was that an association was found for reading of fiction with empathy and theory of mind, which was small but significant. Reading non-fiction did not have this effect. At least one other meta-analysis, as yet unpublished, has been performed on experiments in which people were given different kinds of material to read, and short-term and medium term effects were measured. It comes to a similar conclusion.

Mumper and Gerrig say that although the effect is small it is important because of "the potential interpersonal and societal benefits of greater empathy and theory of mind" (p. 118).

Baron-Cohen, S., Wheelwright, S., Hill, J., Raste, Y., & Plumb, I. (2001). The “Reading the Mind in the Eyes” Test Revised version: A study with normal adults, and adults with Asperger's syndrome or high-functioning autism. Journal of Child Psychology and Psychiatry, 42, 241-251.

Davis, M. H. (1983). Measuring individual differences in empathy: Evidence for a multidimensional approach. Journal of Personality and Social Psychology, 44, 113-126.

Mumper, M. J., & Gerrig, R. J. (2017). Leisure reading and social cognition: A meta-analysis. Psychology of Aesthetics, Creativity, and the Arts, 11, 109-120.

Mar, R. A., Oatley, K., Hirsh, J., dela Paz, J., & Peterson, J. B. (2006). Bookworms versus nerds: Exposure to fiction versus non-fiction, divergent associations with social ability, and the simulation of fictional social worlds. Journal of Research in Personality, 40, 694-712.

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Tuesday, 20 June 2017

Literariness and Empathy


Virginia Woolf said that Katherine Mansfield was the only person of whose writing she had ever felt jealous. Some of Mansfield's stories are, indeed, strikingly original. A new study by Anežka Kuzmičová and colleagues is an investigation of the reading one of these stories: "The fly," published in 1922, a year before Mansfield died.

The story is about "the boss," an elderly man who is reminded of the death of his only son, six years previously, in World War I. His son had been everything to him. In the period after his son's death, the boss had wept many times. Following the reminder, he made a demand to his office assistant that he should not be disturbed. He did this because he wanted to weep again, but no tears came. Mansfield writes: "He wasn't feeling as he wanted to feel." He noticed a fly in his inkwell, fished it out with a pen, put in on his blotting pad, and watched it go through elaborate motions to clean itself. When it had done so, the boss filled his pen, and from it let fall a drop of ink onto the fly.  Then, writes Mansfield, "... as if painfully, it dragged itself forward." More slowly this time, it started to clean itself again, and finally finished the task. Then the boss dripped more ink on the fly, then did so once more. The fly was dead. The boss flung the blotting paper with the sodden fly on it into the waste-paper basket, and could no longer remember what he had been thinking about before.

"The fly" is a story with lots of imagery and foregrounding, characteristics of literary writing. Influenced by the finding of David Kidd and Emanuele Castano (2013), that reading a literary short story as compared with a popular one, improved readers' empathy and theory-of-mind, Kuzmičová and colleagues asked people to read either a direct translation of "The fly," into Norwegian, or a translation that had been rewritten by a writer of popular fiction to remove foregrounded phrases. The method used by the researchers was to ask participants to read either the literary translation or the more popularly written version, and to mark passages that they found striking and evocative. They were then asked to choose three of these passages and write of their experiences in reading them. People's writings of their experiences were then coded for expressions of empathy.

The researchers expected, with this method, to replicate the result of Kidd and Castano. Instead they found that empathetic expressions were more numerous among readers of the more popularly written story than among readers of the more literary version. No allowance was made for differences of reading difficulty between the two versions, and there is no mention of the coding being done by people who were blind to which condition the participants' experiences were from. Nevertheless the result is thought provoking, and goes against a current trend. What might it mean?

Since our research group published the finding that the more fiction people read, the better they did in a test of empathy and theory-of-mind (Mar et al., 2006), empathy has become a topic of interest in understanding effects of fiction. Kidd and Castano (2013) hypothesized that the effect is principally due not just to fiction as compared with non-fiction, but that it occurs especially with literary works. So a kind of generalization has occurred: that the main effect of literary reading is to increase people's empathy.

Increased empathy may indeed occur with literary writing. Indeed this effect has been found by Emy Koopman (2016) for a literary text that included foregrounding as compared with a version from which foregrounding had been removed.

When I read Mansfield's stories, I find myself going back to read passages again, in order to think about them. This happened when I re-read "The fly." It could be that, in the study by Kuzmičová and colleagues, the popular version of "The fly" was more straightforward, more engaging for its readers, than the literary version.

Prompting empathy is not the only effect of literary writing, and foregrounding is not the only feature that makes for literariness. "The fly" seems to me to be less about empathy than about the passage of time, about regression to childhood, about the unconscious, about the human propensity, in war and in grief, to be cruel.

Kidd, D. C., & Castano, E. (2013). Reading literary fiction improves theory of mind. Science, 342, 377-380.
Koopman, E. M. E. (2016). Effects of "literariness" on emotions and on empathy and reflection after reading. Psychology of Aesthetics, Creativity, and the Arts, 10, 82-98.
Kuzmičová, A., Mangen, A., Støle, H., & Begnum, A. C. (2017). Literature and readers’ empathy: A qualitative text manipulation study. Language and Literature, 26, 137-152.
Mansfield, K. (1922). "The fly." In D. M. Davin (Ed.), Katherine Mansfield: Selected stories (pp. 353-358). Oxford: Oxford University Press (current edition 1981).
Mar, R. A., Oatley, K., Hirsh, J., dela Paz, J., & Peterson, J. B. (2006). Bookworms versus nerds: Exposure to fiction versus non-fiction, divergent associations with social ability, and the simulation of fictional social worlds. Journal of Research in Personality, 40, 694-712.
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Monday, 1 May 2017

Research Bulletin: Role Playing Videogames and Complex Emotions Like Guilt

Have you ever felt so caught up in a narrative experience that it had a strong emotional impact on you? A recent study by Chad Mahood and Michael Hanus (2017) attempted to better understand this phenomenon, known as narrative transportation, and how it relates to videogames. Specifically, they wondered whether transportation into a role-playing videogame can lead to feelings of guilt, when players play an immoral character. Two major predictions were made: (1) playing an immoral character should lead to stronger feelings of guilt compared to playing a moral character, and (2) transportation should lead to stronger emotions. The researchers were also interested in whether playing an immoral character would promote more aggressive tendencies, compared to playing a moral character. 

In this study, participants watched a short backstory depicting an immoral or moral character whom they then got to play after receiving instructions to imitate that character or no such instructions. Measures of emotion, transportation, aggression, and perceptions of violence were collected from participants after they played the game as this character. The researchers reported two major findings: (1) participants felt guiltiest when instructed to play as an immoral character, and (2) participants experienced feelings of guilt only if they were transported into the game. Playing as an immoral character also produced aggressive thoughts, such as reporting an inclination toward rudeness, threatening behavior, and using physical force.

The results of this study provide pioneering support for the claim that videogames can create feelings of guilt. It also supports the established connection between videogame violence and aggressive tendencies. There are, however, limitations to this study that must be considered. For example, receiving instructions on how to play a character is not how videogames are actually played. Moreover, the results reported were not large in magnitude and it is not clear to what degree they would reflect real world effects. Despite these limitations, videogames appear to have the potential to produce feelings of guilt, and this study is a useful stepping stone toward further research.

Posted by Sean Morse

References

Mahood, C., & Hanus, M. (2017). Role-playing video games and emotion: How transportation into the narrative mediates the relationship between immoral actions and feelings of guilt. Psychology of Popular Media Culture, 6(1), 61-73. doi:10.1037/ppm0000084

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

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Monday, 10 April 2017

Research Bulletin: Videogames May Enhance Cognitive Abilities, But Only For Those Who Play a Lot

Studies on whether playing videogames improves cognitive abilities have often found conflicting results. Nash Unsworth (Oregon) and his colleagues (2015) point out several methodological and statistical limitations in past studies showing that videogame players have better cognitive abilities than non-videogame players. For example, many of these studies compare the most experienced videogame players with non-videogame players, ignoring those in-between. By excluding those with moderate levels of experience, very small sample sizes are left and this can cause all kinds of problems. 

To improve on past work, Unsworth and his colleagues (2015) did two studies based on large samples, using many different cognitive measures, and examining both extreme groups (experienced versus non-gamers) and the full range of videogame experience. In Study 1, 198 participants completed various measures of cognitive abilities along with a videogame experience questionnaire. The extreme-groups analysis, which included only 47 participants, found that gamers outperformed non-gamers on many of the cognitive ability measures. These results are consistent with other studies that use this same method. However, when looking at the full range of participants, very few associations were found between videogame playing and cognitive abilities. In a second study, 466 participants completed very similar measures to those used in Study 1 and a similar result was observed: there were few associations between videogame playing and cognitive abilities.

These studies provide important insight into the question of whether videogames can improve cognitive abilities. It may be that associations between videogame playing experience and cognitive abilities only occurs for those who play very frequently. In addition, it may be that the genre or type of videogame is important. Future research will hopefully help to clarify these issues. 

Posted by Riana Fisher

References

Unsworth, N., Redick, T. S., Mcmillan, B. D., Hambrick, D. Z., Kane, M. J., & Engle, R. W. (2015). Is Playing Video Games Related to Cognitive Abilities? Psychological Science, 26, 759-774. doi:10.1177/0956797615570367

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

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Monday, 3 April 2017

Research Bulletin: Spoiler Alert! Not all Spoilers Reduce Enjoyment of Short Stories

Leavitt and Christenfeld (2011) led a study that analyzed whether spoiling the ending of a story would increase or decrease its enjoyment. Surprisingly, readers enjoyed short stories more when they were spoiled (i.e., given a preview of the story that gave away the ending). Recently, William H. Levine (University of Arkansas), Michelle Betzner (University of Arkansas), and Kevin S. Autry (Grand Valley State University) attempted to replicate this previous study in order to see if the results were reliable. 

A total of 215 psychology students participated in their study. Participants were randomly assigned to read 1 of 3 possible short stories: (1) stories without a spoiler, (2) stories with a preceding spoiler, (3) and stories that included a spoiler of the ending mid-way through the story. Participants then reported how much they enjoyed the story. The researchers found that spoilers presented before the stories reduced enjoyment of these stories, relative to unspoiled stories. This was the exact opposite of what the past study found. Spoilers presented mid-way through a story had no effect on enjoyment. 

Although this study failed to replicate the past study, it also differed in some ways from this past work. More specifically, the current researchers used different stories, different spoilers, and the study was completed on a computer instead of on paper.

In conclusion, different studies using different methods have produced conflicting findings. Some studies find that spoiling a story can increase the reader’s enjoyment while other studies have found the exact opposite. Until further research is done, we cannot conclude that spoilers increase or decrease enjoyment. 

Posted by Elina Gama Fila

References

Leavitt, J. D., & Christenfeld, N. S. (2011). Story spoilers don’t spoil stories. Psychological Science, 22, 1152–1154.

Levine, W. H., Betzner, M., & Autry, K. S. (2016). The effect of spoilers on the enjoyment of
short stories. Discourse Processes, 53, 513–531.

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

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Monday, 20 February 2017

Black Box → Illuminating Experience: Beginning to Uncover How Video Game Players Transform Negative Emotions into Valued Experiences

Julia Bopp, Elisa Mekler and Klaus Opwis (University of Basel) conducted an exploratory study on video-game player experience. The authors explored emotionally moving experiences, noting how little research has been done on seemingly negative, but still valued, emotional experiences along with those characterized by mixed emotions. A total of 121 participants, of whom 23.1% were female, were recruited from various online gaming forums. Participants were asked to describe an “emotionally moving experience [they] had with a digital game” (p. 2998), and to make attributions as to its cause. They were then asked to rate the features of this experience, divided broadly into enjoyment, appreciation, emotion, and need-fulfillment. 
Sadness was prominent in these moving experiences, with sad emotions predicting a participant’s level of both appreciation and enjoyment of the experience. Appreciation is tied to an acknowledgement that there is some deeper meaning behind something. The researchers thus concluded that a part of players’ appreciation and enjoyment derives from feelings of sadness, as can be seen in one participant’s account of their experience: “‘Never has a video game presented the story of the hero, who sacrifices himself, this beautifully and this touching. I will never forget this moment!’” (p. 3001). These kinds of positive responses to sad situations are perhaps driven by players’ need to experience emotions. 
Another interesting result was the paradoxical role of loss of agency, or loss of direct control within a game. Agency was related to enjoyment and happiness, whereas loss of agency was associated with sadness. However, sadness was also a predictor of both enjoyment and appreciation. In one case of loss of agency, a participant reports having had “…to torture that guy. I really hated it and did not want to do it but the game didn’t leave the choice to me…It was really disturbing’” (p. 3002). However, Bopp and colleagues (2016) noted that for another participant, having no choice but to bury a brother makes for a highly emotional and vivid experience (p. 3003), which participants value. Thus, choosing to take away a player’s agency during a game should endeavor to strike a delicate balance between evoking just enough sadness to enhance appreciation and enjoyment, but not so much loss of control as to erode the happy affect and enjoyment borne of autonomy.

Posted by Krithika Sukumar.

* For a copy of the original article, please contact R. Mar (see profile for e-mail).

Bopp, J. A., Mekler, E. D., & Opwis, K. (2016). Negative Emotion, Positive Experience?
Emotionally Moving Moments in Digital Games. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. 2996-3006.

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