@article{Krahe2020, author = {Krah{\´e}, Barbara}, title = {Risk cactors for the development of aggressive behavior from middle childhood to adolescence}, series = {Current directions in psychological science}, volume = {29}, journal = {Current directions in psychological science}, number = {4}, publisher = {Sage}, address = {Thousand Oaks}, issn = {0963-7214}, doi = {10.1177/0963721420917721}, pages = {333 -- 339}, year = {2020}, abstract = {In this article, I examine the development of aggressive behavior from middle childhood to adolescence as a result of the interaction between the person and the environment and discuss implications for intervention measures. Three main questions are addressed and illustrated by examples from recent research: What are intrapersonal risk factors for the development and persistence of aggressive behavior from middle childhood to adolescence? What factors in the social environment contribute to the development of aggressive behavior? How do individual dispositions and environmental risk factors interact to explain developmental trajectories of aggressive behavior?}, language = {en} } @article{KraheBusching2015, author = {Krah{\´e}, Barbara and Busching, Robert}, title = {Breaking the Vicious Cycle of Media Violence Use and Aggression: A Test of Intervention Effects Over 30 Months}, series = {Psychology of violence}, volume = {5}, journal = {Psychology of violence}, number = {2}, publisher = {American Psychological Association}, address = {Washington}, issn = {2152-0828}, doi = {10.1037/a0036627}, pages = {217 -- 226}, year = {2015}, abstract = {Objective: This study examined the sustained efficacy of a media violence intervention in reducing media violence use, normative acceptance of aggression, and aggressive behavior in adolescents. It used an experimental design to evaluate the effects of the intervention over a period of 30 months. Method: N = 627 German 7th and 8th graders were assigned to a 5-week school-based intervention to reduce media violence use or to a no-intervention control group. Media violence use, normative acceptance of aggression, and aggressive behavior were measured 3 months before the intervention (T1), 7 months post intervention (T2), and at 2 follow-ups 18 (T3) and 30 (T4) months after the intervention. This article focuses on the findings from the 2 follow-ups. Results: Controlling for baseline levels and various demographic covariates, media violence use at T2, T3, and T4 and self-reported physical aggression at T3 were significantly lower in the intervention group, and the indirect path from the intervention to T3 aggression via T2 media violence use was significant. Lower T2 media violence use predicted lower T3 normative acceptance of aggression among participants with lower initial aggression. No effects on nonviolent media use and relational aggression were observed. Conclusion: The findings show that a short class-based intervention can produce lasting changes in media violence use that are linked to a decrease in aggression.}, language = {en} } @unpublished{Krahe2014, author = {Krah{\´e}, Barbara}, title = {Restoring the spirit of fair play in the debate about violent video games a comment on Elson and Ferguson (2013)}, series = {EUROPEAN PSYCHOLOGIST}, volume = {19}, journal = {EUROPEAN PSYCHOLOGIST}, number = {1}, publisher = {Hogrefe}, address = {Kirkland}, issn = {1016-9040}, doi = {10.1027/1016-9040/a000165}, pages = {56 -- 59}, year = {2014}, abstract = {This commentary argues that, rather than providing an "exhaustive review," Elson and Ferguson (2013) discuss a selective sample of empirical studies on violent video game use which corroborate their claim that there is no systematic evidence for a link between violent video game play and aggression. In evaluating the evidence, the authors portray a biased picture of the current state of knowledge about media violence effects. They fail to distinguish between aggression and violence and between everyday and clinical forms of aggression. Furthermore, they misrepresent key constructs, such as mediation, moderation, and external validity, to discredit methodologies used to assess aggression and media violence use. The paper moves the debate backward rather than forward, falling behind existing meta-analytic studies that consider a much wider and more balanced range of studies.}, language = {en} } @misc{BuschingKrahe2013, author = {Busching, Robert and Krah{\´e}, Barbara}, title = {Charging neutral cues with aggressive meaning through violent video game play}, series = {Postprints der Universit{\"a}t Potsdam : Humanwissenschaftliche Reihe}, journal = {Postprints der Universit{\"a}t Potsdam : Humanwissenschaftliche Reihe}, number = {678}, issn = {1866-8364}, doi = {10.25932/publishup-47618}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-476181}, pages = {14}, year = {2013}, abstract = {When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.}, language = {en} } @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{BuschingKrahe2013, author = {Busching, Robert and Krah{\´e}, Barbara}, title = {Charging neutral cues with aggressive meaning through violent video game play}, series = {Societies}, volume = {3}, journal = {Societies}, number = {4}, publisher = {MDPI}, address = {Basel}, issn = {2075-4698}, doi = {10.3390/soc3040445}, pages = {445 -- 456}, year = {2013}, abstract = {When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.}, language = {en} } @article{KraheMoellerKirwiletal.2011, author = {Krah{\´e}, Barbara and Moeller, Ingrid and Kirwil, Lucyna and Huesmann, L. Rowell and Felber, Juliane and Berger, Anja}, title = {Desensitization to media violence links with habitual media violence exposure, aggressive cognitions, and aggressive behavior}, series = {Journal of personality and social psychology}, volume = {100}, journal = {Journal of personality and social psychology}, number = {4}, publisher = {American Psychological Association}, address = {Washington}, issn = {0022-3514}, doi = {10.1037/a0021711}, pages = {630 -- 646}, year = {2011}, abstract = {This study examined the links between desensitization to violent media stimuli and habitual media violence exposure as a predictor and aggressive cognitions and behavior as outcome variables. Two weeks after completing measures of habitual media violence exposure, trait aggression, trait arousability, and normative beliefs about aggression, undergraduates (N = 303) saw a violent film clip and a sad or a funny comparison clip. Skin conductance level (SCL) was measured continuously, and ratings of anxious and pleasant arousal were obtained after each clip. Following the clips, participants completed a lexical decision task to measure accessibility of aggressive cognitions and a competitive reaction time task to measure aggressive behavior. Habitual media violence exposure correlated negatively with SCL during violent clips and positively with pleasant arousal, response times for aggressive words, and trait aggression, but it was unrelated to anxious arousal and aggressive responding during the reaction time task. In path analyses controlling for trait aggression, normative beliefs, and trait arousability, habitual media violence exposure predicted faster accessibility of aggressive cognitions, partly mediated by higher pleasant arousal. Unprovoked aggression during the reaction time task was predicted by lower anxious arousal. Neither habitual media violence usage nor anxious or pleasant arousal predicted provoked aggression during the laboratory task, and SCL was unrelated to aggressive cognitions and behavior. No relations were found between habitual media violence viewing and arousal in response to the sad and funny film clips, and arousal in response to the sad and funny clips did not predict aggressive cognitions or aggressive behavior on the laboratory task. This suggests that the observed desensitization effects are specific to violent content.}, language = {en} }