| Literature DB >> 25646725 |
Peter Nauroth1, Mario Gollwitzer1, Jens Bender2, Tobias Rothmund2.
Abstract
Experiencing social identity threat from scientific findings can lead people to cognitively devalue the respective findings. Three studies examined whether potentially threatening scientific findings motivate group members to take action against the respective findings by publicly discrediting them on the Web. Results show that strongly (vs. weakly) identified group members (i.e., people who identified as "gamers") were particularly likely to discredit social identity threatening findings publicly (i.e., studies that found an effect of playing violent video games on aggression). A content analytical evaluation of online comments revealed that social identification specifically predicted critiques of the methodology employed in potentially threatening, but not in non-threatening research (Study 2). Furthermore, when participants were collectively (vs. self-) affirmed, identification did no longer predict discrediting posting behavior (Study 3). These findings contribute to the understanding of the formation of online collective action and add to the burgeoning literature on the question why certain scientific findings sometimes face a broad public opposition.Entities:
Mesh:
Year: 2015 PMID: 25646725 PMCID: PMC4315604 DOI: 10.1371/journal.pone.0117476
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Descriptive Statistics and Correlations between Variables in Study 1.
| Variable | M (SD) | Correlations | ||
|---|---|---|---|---|
| (1) | (2) | (3) | ||
| Identification with the group of gamers (1) | 2.63 (1.06) | 1.00 | ||
| Assessment of the current state of research (2) | 0.40 (1.20) | −0.32 | 1.00 | |
| Posting behavior (3) | 1.92 (1.17) | 0.21 | −0.02 | 1.00 |
Notes. N = 84.
*p < .05
**p < .01
***p < .001.
Figure 1Self-reported posting behavior by identification with the group of gamers and assessment of the current state of research (Study 1).
Design of Study 2.
| Condition | Confirmatory Study | Confutative Study | ||
|---|---|---|---|---|
| Liking/Disliking | “thumb up”-button (i.e., like) | “thumb down”-button (i.e., dislike) | “thumb up”-button (i.e., like) | “thumb down”-button (i.e., dislike) |
| Posting Behavior | “Pro comment” textbox (i.e., positive comment) | “Contra comment” textbox (i.e., negative comment) | “Pro comment” textbox (i.e., positive comment) | “Contra comment” textbox (i.e., negative comment) |
| Content Analysis | Frequency of 5 categories | Frequency of 5 categories | ||
| Evaluation | Evaluation of the study (9 items) | Evaluation of the study (9 items) | ||
Dependent Variable Coding Scheme for Liking/Disliking Behavior (Study 2).
| Confirmatory Study | |||||
|---|---|---|---|---|---|
| like | no response | dislike | total | ||
| Confutative Study | like | 0 | 1 | 1 | |
| (91) | (25) | (181) | (297) | ||
| no response | −1 | 0 | 1 | ||
| (8) | (139) | (11) | (158) | ||
| dislike | −1 | −1 | 0 | ||
| (91) | (7) | (92) | (190) | ||
| total | (190) | (171) | (284) | (645) | |
Notes. N = 655. Number of participants in each category in parentheses.
Dependent Variable Coding Scheme for Posting Behavior (Study 2).
| Confirmatory Study | ||||||
|---|---|---|---|---|---|---|
| only positive | no comment | positive & negative | only negative | Total | ||
| Confutative Study | only positive | 0 | 1 | 1 | 1 | |
| (53) | (5) | (6) | (154) | (218) | ||
| no comment | −1 | 0 | 0 | 1 | ||
| (11) | (123) | (1) | (22) | (157) | ||
| positive & negative | −1 | 0 | 0 | 1 | ||
| (5) | (4) | (28) | (20) | (57) | ||
| only negative | −1 | −1 | −1 | 0 | ||
| (89) | (11) | (18) | (105) | (223) | ||
| total | (158) | (143) | (53) | (301) | (655) | |
Notes. N = 655. Number of participants in each category in parentheses.
Descriptive Statistics and Correlations between Variables in Study 2.
| Variable | M (SD) | Correlations | |||
|---|---|---|---|---|---|
| (1) | (2) | (3) | (4) | ||
| Identification with the group of gamers (1) | 2.87 (1.32) | 1.00 | |||
| Negative evaluations of the confutative study (2) | 3.44 (0.91) | −0.04 | 1.00 | ||
| Negative evaluations of the confirmatory study (3) | 3.66 (1.02) | 0.29 | 0.15 | 1.00 | |
| Biased evaluations | 0.22 (1.26) | 0.27 | −0.60 | 0.70 | 1.00 |
Notes. N = 655.
a Difference score: negative evaluations of the confirmatory study minus negative evaluations of the confutative study
*p < .05
**p < .01
***p < .001.
Content Analysis Coding Scheme and Results Employed in Study 2.
| Category (coding frequency) | Intercoder Reliability α | Example statement | Correlation with identification with the group of gamers (Spearman’s ρ) | |||
|---|---|---|---|---|---|---|
| Confutative study condition | Confirmatory study condition | |||||
| Evaluative statement referring directly to the study | positively evaluative ( | .89 | “This study seems to be very sound.” | .10 | −.09 | |
| negatively evaluative | reference to methodology (e.g., design, validity, etc.; | .91 | “The number of participants seems too low to draw conclusions for the population.” | −.05a | .16 | |
| reference to other issues (e.g., competence of authors, relevance, conclusion; | .92 | “The conclusion is nonsense.” | .00a | .05a | ||
| Opinion statement on the effects of violent video games | violent video games have no detrimental/positive effects or statement relativizing detrimental effects ( | .94 | “For me, violent video games are an outlet to release pressure.” | .14 | .09 | |
| violent video games have detrimental effects ( | .71 | “Generally, I think that violent video games lead to aggressive behavior.” | −.09 | −.03a | ||
Notes. α denotes Krippendorff’s Alpha. Sample statements were translated from German. N = 655.
*p < .05
**p < .01
***p < .001. Correlation coefficients in the same row with no common lowercase subscript differ at p < .05 using Williams’ test.
Figure 2Probability of a posting bias against the confirmatory study (“1”), a posting bias in favor of the confirmatory study (“-1”) and no bias (“0”) as a function of identification with the group of gamers predicted by MNLR (Study 2).
Results of Multinomial Logistic Regression Analysis (Study 3).
| Posting behavior | ||
|---|---|---|
| Positive | Negative | |
| Intercept | −0.37 | 0.56 |
| Identification with the group of gamers | −0.32 | 0.18 |
| Effect1 | −0.34 | −0.38 |
| Effect2 | −0.23 | −0.01 |
| Identification × Effect1 | −0.08 | 0.01 |
| Identification × Effect2 | −0.33 | −0.39 |
Notes. N = 459.
*p < .05
**p < .01
***p < .001. Reference category: no posting or positive and negative posting.
Figure 3Likelihood of posting a negative comment against the confirmatory study vs. reference category (negative and positive or no comment) by identification with the group of gamers by condition predicted by binary logistic regressions (Study 3).