이화여자대학교 · 심리학
René Weber 교수의 연구실은 주로 비디오게임의 심리적 영향과 사용자 경험을 신경과학적 접근법으로 탐구합니다. 특히 폭력적 게임 플레이가 정서적·신체적 반응에 미치는 영향을 fMRI를 활용한 실시간 측정과 생리적 반응(심박수, 피부 전도 등)을 결합해 분석합니다. 또한 '플로우' 상태의 신경생리학적 기반을 규명하고, 통계적 추론의 질을 높이기 위한 등가성 검증, 효과크기 추정, 신뢰구간 분석 등 고도화된 통계 방법론 도입에도 기여하고 있습니다. 이 연구들은 게임의 효과를 단순한 유의성 검정을 넘어 실질적 영향과 개인차를 고려한 정교한 이해를 가능하게 합니다.
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
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.