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Alessandro Gabbiadini

Bio: Alessandro Gabbiadini is an academic researcher from University of Milano-Bicocca. The author has contributed to research in topics: Video game & Self-objectification. The author has an hindex of 14, co-authored 28 publications receiving 474 citations. Previous affiliations of Alessandro Gabbiadini include University of Valle & University of Milan.

Papers
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Journal ArticleDOI
13 Apr 2016-PLOS ONE
TL;DR: It is found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs, which supported the prediction that playing violent-sexist video games increases masculine beliefs.
Abstract: Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words)

90 citations

Journal ArticleDOI
TL;DR: In this paper, the authors investigated whether the amount of digital communication technology use for virtual meetings (i.e., voice and video calls, online board games and multiplayer video games, or watching movies in party mode) during the lockdown promoted the perception of social support, which in itself mitigated the psychological effects of the lockdown in Italy.
Abstract: The ongoing pandemic of COVID-19 has forced governments to impose a lockdown, and many people have suddenly found themselves having to reduce their social relations drastically. Given the exceptional nature of similar situations, only a few studies have investigated the negative psychological effects of forced social isolation and how they can be mitigated in a real context. In the present study, we investigated whether the amount of digital communication technology use for virtual meetings (i.e., voice and video calls, online board games and multiplayer video games, or watching movies in party mode) during the lockdown promoted the perception of social support, which in itself mitigated the psychological effects of the lockdown in Italy. Data were collected in March 2020 (N = 465), during the lockdown imposed to reduce the COVID-19 spread. The results indicated that the amount of digital technology use reduced feelings of loneliness, anger/irritability, and boredom and increased belongingness via the perception of social support. The present study supported the positive role of digital technologies in maintaining meaningful social relationships even during an extreme situation such as a lockdown. Implications such as the need to reduce the digital divide and possible consequences of the ongoing pandemic are discussed.

87 citations

Journal ArticleDOI
TL;DR: This paper found that violent video games decreased self-control and increased cheating and aggression, especially for people high in moral disengagement, and they predicted that violent games would increase multiple immoral behaviors (i.e., lack of selfcontrol, cheating, aggression).
Abstract: Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression), especially for people high in moral disengagement. High school students (N ¼ 172) who had completed a measure of moral disengagement were randomly assigned to play one of the Grand Theft Auto (GTA) violent video games, or a nonviolent game. Self-control was measured using the weight of uneaten chocolates (i.e., M&M's) in a bowl by the computer. After gameplay, participants could cheat on a test to win raffle tickets for attractive prizes (e.g., iPad). Aggression was measured using a competitive task in which participants could give an ostensible partner unpleasant noise blasts through headphones. Results showed that violent video games decreased self-control and increased cheating and aggression, especially for people high in moral disengagement.

65 citations

Journal ArticleDOI
TL;DR: Preliminary evidence is provided that exposure to Grand Theft Auto IV predicted higher levels of moral disengagement and recency of exposure had a primary impact on the considered mechanisms ofmoral disengagement.

43 citations

Journal ArticleDOI
TL;DR: Performing objectifying tasks led participants to objectify themselves in terms of both decreased self-attribution of human mental states and increased self-perception of being instrument-like, which mediated the relationship between performing an objectifying activity and the participants' decreased belief in personal free will.
Abstract: The current work aimed to extend the burgeoning literature on working objectification by investigating the effects of particular job activities on self-perception. By integrating relevant theoretical reflections with recent empirical evidence, we expected that performing objectifying (i.e., repetitive, fragmented, and other-directed) tasks would affect participants' self-objectification and, in turn, their belief in personal free will. In three studies, we consistently found that performing a manual (Study 1 and Study 2) or a computer (Study 3) objectifying task (vs. a non-objectifying task and vs. the baseline condition) led participants to objectify themselves in terms of both decreased self-attribution of human mental states (Study 1 and Study 3) and increased self-perception of being instrument-like (Study 2 and Study 3). Crucially, this increased self-objectification mediated the relationship between performing an objectifying activity and the participants' decreased belief in personal free will. The theoretical and practical implications of these findings are considered.

34 citations


Cited by
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Journal ArticleDOI
TL;DR: The authors extended this approach to models with more than one mediator and showed that the indirect effect of a mediator depends on a fourth variable, i.e., a second mediator.
Abstract: Mediation of X’s effect on Y through a mediator M is moderated if the indirect effect of X depends on a fourth variable. Hayes [(2015). An index and test of linear moderated mediation. Multivariate Behavioral Research, 50, 1–22. doi:10.1080/00273171.2014.962683] introduced an approach to testing a moderated mediation hypothesis based on an index of moderated mediation. Here, I extend this approach to models with more than one moderator. I describe how to test if X’s indirect effect on Y is moderated by one variable when a second moderator is held constant (partial moderated mediation), conditioned on (conditional moderated mediation), or dependent on a second moderator (moderated moderated mediation). Examples are provided, as is a discussion of the visualization of indirect effects and an illustration of implementation in the PROCESS macro for SPSS and SAS.

1,186 citations

Journal Article
TL;DR: In this article, the authors examined the combined effects of self-identity and social identity constructs on intention and behaviour, and examined the effect of selfidentity as a function of past experience of performing the behaviour.
Abstract: The aim of the present study was to examine further the role that self-identity plays in the theory of planned behaviour and, more specifically, to: (1) examine the combined effects of self-identity and social identity constructs on intention and behaviour, and (2) examine the effects of self-identity as a function of past experience of performing the behaviour. The study was concerned with the prediction of intention to engage in household recycling and reported recycling behaviour. A sample of 143 community residents participated in the study. It was prospective in design: measures of the predictors and intention were obtained at the first wave of data collection, whereas behaviour was assessed two weeks later. Selfidentity significantly predicted behavioural intention, a relationship that was not dependent on the extent to which the behaviour had been performed in the past. As expected, there was also evidence that the perceived norm of a behaviourally relevant reference group was related to behavioural intention, but only for participants who identified strongly with the group, whereas the relationship between perceived behavioural control (a personal factor) and intention was strongest for low identifiers.

955 citations

Book ChapterDOI
01 Jan 1982
TL;DR: The central unifying theme in the Manuscripts is the alienation of labour under capitalist conditions of private ownership and its transcendence and abolition under communism as discussed by the authors, which is the genuine resolution of the conflict between man and nature.
Abstract: The central unifying theme in the Manuscripts is the alienation of labour under capitalist conditions of private ownership and its transcendence and abolition under communism. The doctrine of total emancipation which, as I have argued, was crucial in enabling Marx to assimilate ‘class’ and the ‘division of labour’ in his work is much more clearly articulated here and eloquently expressed. Communism, Marx argues, is ‘the positive transcendence of all estrangement’; the abolition of private property, communism: is the genuine resolution of the conflict between man and nature — the true resolution of the strife between existence and essence, between objectification and self-confirmation, between freedom and necessity, between the individual and the species. Communism is the riddle of history solved, and knows itself to be this solution.27 The vision of communism Marx unfolds in the Manuscripts derives much of its force from his remarkable analysis of the alienation of labour and is clearly underpinned by a preconception of truly human, free productive activity. Man’s productive interchange with nature is in fact taken as the defining characteristic of the species: ‘the productive life is the life of the species’; and Marx is careful to point out that while an animal can also be said to engage in production it ‘only produces what it immediately needs for itself or its young’.

776 citations

Journal ArticleDOI
TL;DR: Data from 98 independent studies revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.
Abstract: Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.

516 citations

Journal ArticleDOI
TL;DR: Results suggest that video game influences on increased aggression, reduced prosocial behavior, reduced academic performance, depressive symptoms, and attention deficit symptoms are minimal and Publication bias remains a problem for studies of aggression.
Abstract: The issue of whether video games-violent or nonviolent-"harm" children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression (r = .06), reduced prosocial behavior (r = .04), reduced academic performance (r = -.01), depressive symptoms (r = .04), and attention deficit symptoms (r = .03) are minimal. Issues related to researchers' degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective.

322 citations