Ewha Womans University · 心理学
Professor René Weber's research lab specializes in the psychological and neurocognitive effects of digital media, with a primary focus on violent video games and flow experiences in interactive entertainment. The lab employs advanced neuroimaging techniques—particularly fMRI—to investigate how individual gameplay experiences, physiological responses (e.g., heart rate, skin conductance), and cognitive processes such as attention and reward regulation interact during media engagement. A central research direction involves refining statistical methodologies in communication research, promoting the use of effect sizes, confidence intervals, and equivalence testing to improve the rigor and interpretability of empirical findings. The lab also explores how individual differences—such as risk involvement or skill level—modulate media effects, emphasizing personalized and experience-based approaches to media psychology.
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Abstract This study aims to advance the media effects debate concerning violent video games. Meta-analytic reviews reveal a small but noticeable association between playing violent video games and aggressive reactions. However, evidence for causal associations is still rare. In a novel, event-related functional magnetic resonance imaging study, 13 male research participants were observed playing a latest-generation violent video game. Each participant's game play was recorded and content analyze
This article reconceptualizes the psychological concept of “flow” as it pertains to media entertainment. Our goal is to advance flow theory in ways that highlight the necessity of reliable and valid operationalization. We posit flow as a discrete, energetically optimized, and gratifying experience resulting from a cognitive synchronization of specific attentional and reward networks under condition of balance between challenge and skill. We identify video-game play as a context in which flow is
Although equivalence testing is preferred when a researcher's goal is to support the null hypothesis (i.e., no substantial effect), equivalence tests are virtually unknown and unused in the communication field. This article provides the rationale for and theoretical background of equivalence testing and offers examples of equivalence tests for the independent and dependent groups t-test and tests of association using Pearson's coefficient or correlation. From a review of meta-analyses, we provid
This paper offers a practical guide to use null hypotheses significance testing and its alternatives. The focus is on improving the quality of statistical inference in quantitative communication research. More consistent reporting of descriptive statistics, estimates of effect size, confidence intervals around effect sizes, and increasing the statistical power of tests would lead to needed improvements over current practices. Alternatives including confidence intervals, effect tests, equivalence
Multiple studies have been addressing effects of playing violent video games. However, most such studies neglect users' individual experiences. In fact, each player's gameplaying choices creates his or her own specific game content. Within this study we analyzed the individually generated content of a typical first-person-shooter game with high temporal resolution and associated them with physiological response measures (heart rate, skin conductance) collected during the game play. Thirteen expe
A substantial amount of research has focused on predicting the effectiveness of persuasive messages. However, characteristics of both the message itself and its receiver can impact theoretically predicted effects. For example, recent work published in this journal demonstrated that issue involvement modulates the relationship between message sensation value (MSV) and argument strength (AS). When exposed to anti-cannabis public service announcements (PSAs), high-drug-risk individuals rate these m
Moral Foundations Theory (MFT) and the Model of Intuitive Morality and Exemplars (MIME) contend that moral judgments are built on a universal set of basic moral intuitions. A large body of research has supported many of MFT’s and the MIME’s central hypotheses. Yet, an important prerequisite of this research—the ability to extract latent moral content represented in media stimuli with a reliable procedure—has not been systematically studied. In this article, we subject different extraction proced
Core communication research questions are increasingly being investigated using brain imaging techniques. A majority of these studies apply a functional magnetic resonance imaging (fMRI) approach. This trend raises two important questions that we address in this article. First, under what conditions can fMRI methodology increase knowledge and refine communication theory? Second, how can editors, reviewers, and readers of communication journals discriminate sound and relevant fMRI research from u
Video games are a popular form of new media, and their use is impacting multiple fields of study within the communication discipline. For instance, research programs in mass communication, health, instructional, feminist/gender, interpersonal, and intercultural communication have all examined video games. Interactivity is the hallmark of video games and consequently is a common concept in the video game literature. While video game interactivity (VGI) is still an under-specified concept, previou
Drama's appeal is driven in part by dispositions toward story characters and the deservingness of fortunes that befall them. This article reports the results of longitudinal research testing disposition theory's ability to predict viewer responses to daytime soap opera. A student sample completed a survey asking them to evaluate characters over 10 successive weeks. Measures of character morality and positive/negative outcomes for behaviors were used to predict the results of both viewer enjoymen
Abstract. Media neuroscience has emerged as a new area of study at the intersection of media psychology and cognitive neuroscience. In previous work, we have addressed this trend from a methodological perspective. In this paper, we outline the progression of scholarship in systematic investigations of mass communication phenomena over the past century, from behaviorism and environmental determinism to biological and evolutionary paradigms. These new paradigms are grounded in an emergentist persp
This study investigates the dynamics of attention during continuous, naturalistic interactions in a video game. Specifically, the effect of repeated distraction on a continuous primary task is related to a functional model of network connectivity. We introduce the Non-linear Attentional Saturation Hypothesis (NASH), which predicts that effective connectivity within attentional networks increases non-linearly with decreasing distraction over time, and exhibits dampening at critical parameter valu
(2007). Responses to Matsunaga: To Adjust or Not to Adjust Alpha in Multiple Testing: That is the Question. Guidelines for Alpha Adjustment as Response to O'Keefe's and Matsunaga's Critiques. Communication Methods and Measures: Vol. 1, No. 4, pp. 281-289.
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