Two experiments attempted to resolve previous contradictory findings concerning developmental trends in false memories within the Deese-Roediger-McDermott (DRM) paradigm by using an improved methodology--constructing age-appropriate associative lists. The research also extended the DRM paradigm to preschoolers. Experiment 1 (N=320) included children in three age groups (preschoolers of 3-4 years, second-graders of 7-8 years, and preadolescents of 11-12 years) and adults, and Experiment 2 (N=64) examined preschoolers and preadolescents. Age-appropriate lists increased false recall. Although preschoolers had fewer false memories than the other age groups, they showed considerable levels of false recall when tested with age-appropriate materials. Results were discussed in terms of fuzzy-trace, source-monitoring, and activation frameworks.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc.
This study was conducted to analyze the short‐term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non‐violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self‐report State Hostility Scale to measure hostility, and a competitive reaction‐time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. Aggr. Behav. 34:521–538, 2008. © 2008 Wiley‐Liss, Inc.
In the present study, we used the Deese/Roediger-McDermott paradigm to analyze the relationship between theme identifiability of word lists and false memories in adults and children. We conducted two normative studies to determine the identifiability levels for critical unpresented words in 40 associative lists in adults and in 16 associative lists in children. Then, in three experiments, false memories for critical words that were either easy or hard to identify were analyzed in adults and in children 4-5 years old and 11-12 years old. Opposite results were found for adults and children. Lists with highly identifiable critical words produced fewer false memories for adults but more false memories for children. These results suggest that, if they can identify critical words, adults use an identify-to-reject strategy to edit out false memories, whereas, in children, theme identification does not lead to the use of such a monitoring strategy.
Previous research using the Deese-RoedigerMcDermott (DRM) paradigm has shown that lists of associates in which the critical words were easily identified as the themes of the lists produce lower levels of false memories in adults. In an attempt to analyze whether this effect is due to the application of a specific memory-editing process (the identify-to-reject strategy), two experiments manipulated variables that are likely to disrupt this strategy either at encoding or at retrieval. In Experiment 1, lists were presented at a very fast presentation rate to reduce the possibility of identifying the missing critical word as the theme of the list, and in Experiment 2, participants were pressed to give yes/no recognition answers within a very short time. The results showed that both of these manipulations disrupted the identifiability effect, indicating that the identifyto-reject strategy and theme identifiability play a major role in the rejection of false memories in the DRM paradigm.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.