@article{ZuegeMoellerMeixneretal.2008, author = {Z{\"u}ge, Carolin and M{\"o}ller, Ingrid and Meixner, Sabine and Scheithauer, Herbert}, title = {Exzessive Mediennutzung und gewalthaltige Medien}, isbn = {978-3-17- 019507-3}, year = {2008}, language = {de} } @article{MoellerKraheBusching2013, author = {M{\"o}ller, Ingrid and Krah{\´e}, Barbara and Busching, Robert}, title = {Consumption of media violence and aggressive behavior a longitudinal study of German adolescents with and without migration background}, series = {Zeitschrift f{\"u}r Entwicklungspsychologie und p{\"a}dagogische Psychologie}, volume = {45}, journal = {Zeitschrift f{\"u}r Entwicklungspsychologie und p{\"a}dagogische Psychologie}, number = {3}, publisher = {Hogrefe}, address = {G{\"o}ttingen}, issn = {0049-8637}, doi = {10.1026/0049-8637/a000086}, pages = {121 -- 130}, year = {2013}, abstract = {The consumption of media violence and aggressive behavior were assessed three times in a sample of N=1,052 German adolescents with and without migration background over a period of two years with 12-month intervals. The adolescents in the two groups, who were in grades 7 and 8 at T1, were matched by gender, age, type of school, and academic achievement. Students in the migrant group reported higher consumption of violent media. At T3, they showed more physical but less relational aggression than their peers of German background. Cross-lagged panel analyses showed parallel associations between media violence use and aggression in both groups: Media violence consumption at T1 and T2 predicted physical aggression at T2 and T3 independent of ethnic background. The reverse path from physical aggression to media violence consumption was nonsignificant. No link was found between media violence use and relational aggression over time.}, language = {de} } @article{MoellerKrahe2009, author = {M{\"o}ller, Ingrid and Krah{\´e}, Barbara}, title = {Exposure to violent video games and aggression in German adolescents : a longitudinal analysis}, issn = {0096-140X}, doi = {10.1002/Ab.20290}, year = {2009}, abstract = {The relationship between exposure to violent electronic games and aggressive cognitions and behavior was examined in a longitudinal study. A total of 295 German adolescents completed the measures of violent video game usage, endorsement of aggressive norms, hostile attribution bias, and physical as well as indirect/relational aggression cross- sectionally, and a subsample of N = 143 was measured again 30 months later. Cross-sectional results at T1 showed a direct relationship between violent game usage and aggressive norms, and an indirect link to hostile attribution bias through aggressive norms. In combination, exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression. Longitudinal analyses using path analysis showed that violence exposure at T1 predicted physical (but not indirect/relational) aggression 30 months later, whereas aggression at T1 was unrelated to later video game use. Exposure to violent games at T1 influenced physical (but not indirect/relational) aggression at T2 via an increase of aggressive norms and hostile attribution bias. The findings are discussed in relation to social-cognitive explanations of long-term effects of media violence on aggression.}, language = {en} } @article{MoellerKrahe2009, author = {M{\"o}ller, Ingrid and Krah{\´e}, Barbara}, title = {Mediengewaltkonsum und Aggression im Jugendalter : ein Forschungs{\"u}berblick}, year = {2009}, language = {de} } @article{Moeller2008, author = {M{\"o}ller, Ingrid}, title = {Die Rolle der Emotionen beim Konsum von Computer- und Videospielen}, isbn = {978- 3-86736-045-6}, year = {2008}, language = {de} } @phdthesis{Moeller2006, author = {M{\"o}ller, Ingrid}, title = {Mediengewalt und Aggression : eine l{\"a}ngsschnittliche Betrachtung des Zusammenhangs am Beispiel des Konsums gewalthaltiger Bildschirmspiele}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-7737}, school = {Universit{\"a}t Potsdam}, year = {2006}, abstract = {In einer L{\"a}ngsschnittstudie wurde untersucht, inwieweit sich die regelm{\"a}ßige Besch{\"a}ftigung mit dem Medium der gewalthaltigen Bildschirmspiele auf aggressionsbeg{\"u}nstigende Kognitionen und die Aufrechterhaltung einer aggressiven Pers{\"o}nlichkeitsdisposition auswirkt. Es wurden insgesamt N = 349 M{\"a}dchen und Jungen im Alter von 12 bis 16 Jahren im Abstand von sechs Monaten zweimal zu ihrem Konsum von und der Pr{\"a}ferenz f{\"u}r gewalthaltige Bildschirmspiele sowie zu normativen {\"U}berzeugung bzgl. der Angemessenheit aggressiven Verhaltens in Konfliktsituationen und zur feindseligen Attribution in uneindeutigen Situationen befragt. Geschlecht und Aggressivit{\"a}t wurden als antezedente Variablen des Gewaltspielkonsums ber{\"u}cksichtigt. Die Ergebnisse zeigten, dass zwar sowohl Jungen als auch M{\"a}dchen regelm{\"a}ßig Bildschirmspiele nutzten, sich aber insbesondere die hochaggressiven Jungen zu den Gewaltgenres hingezogen f{\"u}hlten. Die Analyse der querschnittlichen Zusammenh{\"a}nge zu T1 erbrachte, dass der Gewaltspielkonsum erwartungskonform die Akzeptanz physisch-aggressiver Handlungen vorhersagte: Je mehr sie sich mit Kampfspielen besch{\"a}ftigten, desto mehr stimmten Jugendliche physisch-aggressiven Verhaltensweisen als angemessener Reaktion auf einen Konflikt zu. Dieser Zusammenhang wurde dabei durch einen Moderatoreffekt der Aggressivit{\"a}t qualifiziert: Danach stimmten insbesondere diejenigen Jugendlichen, die sich selbst als aggressiv beschrieben und zus{\"a}tzlich viel Gewaltspiele nutzten, den aggressiven Normen zu. Der Einfluss des Medienkonsums auf die Attribution in uneindeutigen sozialen Interaktionen zeigte sich hingegen nur indirekt, fast vollst{\"a}ndig durch die normativen {\"U}berzeugungen vermittelt. Die Analyse der l{\"a}ngsschnittlichen Daten {\"u}ber den Zeitraum eines halben Jahres ergab f{\"u}r M{\"a}dchen und Jungen eine st{\"a}rkere Beeinflussung der Aggressivit{\"a}t durch den Gewaltspielkonsum als umgekehrt der Besch{\"a}ftigung mit dem Medium durch die Pers{\"o}nlichkeit. Auch die aufgrund sozialkognitiver Erkl{\"a}rungsmodelle zur langfristigen Wirkung von Mediengewalt getroffene Annahme, dass eine allm{\"a}hliche Verfestigung aggressiver Tendenzen in der Pers{\"o}nlichkeitsstruktur durch verschiedene Prozesse, wie z.B. die normativen {\"U}berzeugungen vermittelt werden, konnte empirisch mittels Mediationsanalysen gest{\"u}tzt werden.}, subject = {Angewandte Sozialpsychologie}, language = {de} } @article{KraheWaizenhoeferMoeller2003, author = {Krah{\´e}, Barbara and Waizenh{\"o}fer, Eva and M{\"o}ller, Ingrid}, title = {Women's sexual aggression against men : prevalence and predictors}, year = {2003}, language = {en} } @article{KraheMoellerBergeretal.2011, author = {Krah{\´e}, Barbara and M{\"o}ller, Ingrid and Berger, Anja and Felber, Juliane}, title = {Repression versus sensitization in response to media violence as predictors of cognitive avoidance and vigilance}, series = {Journal of personality}, volume = {79}, journal = {Journal of personality}, number = {1}, publisher = {Wiley-Blackwell}, address = {Malden}, issn = {0022-3506}, doi = {10.1111/j.1467-6494.2010.00674.x}, pages = {165 -- 190}, year = {2011}, abstract = {Repression and sensitization as situational modes of coping with anxiety were examined as predictors of trait measures of cognitive avoidance and vigilance. In this study, 303 undergraduates saw a violent film clip to elicit anxiety. Increases in skin conductance level (SCL) and state anxiety (STA) from baseline were measured to identify repressors (high SCL, low STA) and contrast them with sensitizers (low SCL, high STA) and genuinely low anxious individuals (low SCL, low STA). State anger was also recorded. Trait measures of vigilance and cognitive avoidance were collected 2 weeks earlier. Significant SCL x STA interactions indicated that repressors scored higher on cognitive avoidance and lower on vigilance compared to sensitizers and low anxious participants. Repressors were less likely than sensitizers to report gaze avoidance during the clip. The anger by SCL interaction was nonsignificant, suggesting that repressors and sensitizers differ specifically in the processing of anxiety rather than negative affect in general.}, language = {en} } @article{KraheMoeller2004, author = {Krah{\´e}, Barbara and M{\"o}ller, Ingrid}, title = {Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents}, issn = {0140-1971}, year = {2004}, abstract = {The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic games. They also completed measures of hostile attributional style and endorsement of aggressive norms. There were significant gender differences in usage and attraction to violent electronic games, with boys scoring higher than girls. Significant relationships were found between attraction to violent electronic games and the acceptance of norms condoning physical aggression. Violent electronic games were linked indirectly to hostile attributional style through aggressive norms. The findings are discussed with respect to North American research on the aggression-enhancing effect of violent electronic games. (C) 2003 The Association for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved}, language = {en} } @book{KraheKetzMoeller1999, author = {Krah{\´e}, Barbara and Ketz, Brigitta and M{\"o}ller, Ingrid}, title = {Das Deutschlandbild von AsylbewerberInnen im Landkreis Potsdam Mittelmark : Ergebnisse einer Interviewstudie}, publisher = {Landratsamt Potsdam-Mittelmark}, address = {Belzig}, pages = {23 S.}, year = {1999}, language = {de} } @article{KraheBieneckMoeller2005, author = {Krah{\´e}, Barbara and Bieneck, Steffen and M{\"o}ller, Ingrid}, title = {Understanding gender and intimate partner violence from an international perspective}, issn = {0360-0025}, year = {2005}, abstract = {This paper reviews the international literature on intimate partner violence with a focus on gender differences in perpetration and victimization rates. A total of 35 studies from 21 countries are discussed that report prevalence or incidence rates of men's and women's involvement in physical and/or sexual aggression against an intimate partner. In addition, evidence on risk factors as well as consequences of intimate partner violence for men and women is presented. Conceptual and methodological differences between the studies and the lack of comparable databases within countries are discussed as limitations of the evidence, and perspectives for future research are outlined in the framework of cross-cultural psychology}, language = {en} } @article{KraheBieneckMoeller2005, author = {Krah{\´e}, Barbara and Bieneck, Steffen and M{\"o}ller, Ingrid}, title = {Understanding gender and intimate partner violence from an international perspective}, year = {2005}, language = {en} } @article{HartmannMoellerKrause2015, author = {Hartmann, Tilo and M{\"o}ller, Ingrid and Krause, Christina}, title = {Factors underlying male and female use of violent video games}, series = {New media \& society}, volume = {17}, journal = {New media \& society}, number = {11}, publisher = {Sage Publ.}, address = {London}, issn = {1461-4448}, doi = {10.1177/1461444814533067}, pages = {1777 -- 1794}, year = {2015}, abstract = {Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression in video game play than females. Results of a path model based on survey data of 444 respondents and using multi-step multiple mediation analyses confirm these assumptions. Taken together, the findings of this study shed further light on the gender gap in violent video game use.}, language = {en} }