Audiobook sales are booming, almost doubling in the UK over the past five years. Some are now sophisticated, being voiced by multiple actors and featuring extensive sound effects. But even single-narrator audiobooks are, it’s been argued, more cognitively and emotionally engaging than print – in part because a listener can’t slow down, as they can with a print book.
As a writer whose latest psychology-themed novel She, Myself and I is now being produced as an audiobook, I can’t help wondering about the benefits, and the costs. Personally, I like to be able to control my pace through a print book, to re-read sentences or paragraphs that I particularly enjoy or that I don’t quite process properly on a first read.
However, as Daniel Richardson at UCL, and fellow researchers, point out in a new study, available as a pre-print on the bioRxiv service, “Our oldest narratives date back many thousands of years and pre-date the advent of writing… For the majority of human history, stories were synonymous with oral tradition; audiences listened to a story-teller imparting a tale.” Humans did not evolve to read, so perhaps there’s something primordially special about listening to a story. But, as the researchers go on to write, “in the modern era, video has emerged as a major narrative tool as well.”
So which is more engaging – video or audio? That’s the focus of the new paper. And I’m intrigued. I’ve also sold TV rights to the novel, and TV, of course, is the medium of mass-appeal. If my book is ultimately turned into a TV series, might viewers become more involved in the story than my audiobook listeners?
If you are with someone who is ignoring you while they interact with their smartphone, you have been phone snubbed, or “phubbed”. Phubbing is common, at least in Western cultures – in a recent US survey, nine out of ten respondents said they had used their smartphone during their most recent social activity. There’s also evidence that it is socially harmful, leaving people less satisfied with their face-to-face interactions and generating feelings of resentment and jealousy. Now the Journal of Applied Social Psychology has published a new study exploring the reasons for these effects.
Is sexting a good thing, because it’s sexually liberating, or a bad thing, because it’s objectifying? Separate research groups have put forward both arguments. But according to a new study of college students in Hong Kong, it’s both.
It’s estimated that roughly half of US college students (on which most research in this area has been done) send nude or sexually provocative images by phone or the internet. In the new study, reported in the Journal of Sex Research, the proportion was lower (13.6 per cent), perhaps because Chinese culture has a lower level of sexual permissiveness, but sexting was still relatively common, with almost one in five men and one in ten women saying they do it.
The average young adult sends more than 100 texts per day, mainly to offer social support to friends and family. But until now, there has been little evidence whether it helps the recipient or not. New research in Computers in Human Behavior confirms that sending a comforting text to a partner confronted with a difficult task really can make them feel supported. But more surprisingly, the study suggests that to actually reduce their stress, it’s better to send a message that isn’t explicitly supportive.
Avid photographers celebrate the viewfinder as a means of helping us see the world anew. But psychology research has shown that under some conditions taking a photo of something actually makes it harder to remember. One possible reason is that we give less attention to an experience when we know that it will be safely stored in a photograph. But in a new paper in the Journal of Applied Research in Memory and Cognition, Julia Soares and Benjamin Storm from the University of California show that the photo-taker’s memory will suffer whether they expect to keep the photo or not.
Video games do not enjoy the best of reputations. Violent games in particular have been linked with aggression, antisocial behaviour and alienation among teens. For example, one study found that playing a mere 10 minutes of a violent video game was enough to reduce helping behaviour in participants.
However, some experts are sceptical about whether games really cause aggression and, even if the games are to blame, it remains unclear what drives their harmful effects. Earlier studies identified empathy as a key trait that may be affected by violent gameplay. Now a study by Laura Stockdale at Loyola University Chicago and her colleagues in Social Affective and Cognitive Neuroscience has taken a closer look at how gamers and non-gamers differ at a neural level, uncovering evidence that suggests chronic violent gameplay may affect emotional brain processing, although more research is needed to confirm this.
Last week, Facebook’s founding president Sean Parker admitted his concerns that, by focusing on social validation, Facebook was designed to exploit “a vulnerability in human psychology”. Added to this, and amidst the current furore around fake news, imagine if adverts on Facebook could be adapted to target your personality, significantly increasing the odds that people like you will click on the ads and then buy the associated products or vote differently in an election. A timely study in PNAS shows just how easy and effective it is to target web users according to their personality, a technique that the researchers call “psychological persuasion”.
When technological advances paved the way for digital books, films and music, many commentators predicted the demise of their physical equivalents. It hasn’t happened, so far at least. For instance, while there is a huge market in e-books, print books remain dominant. A large part of the reason comes down to psychology – we value things that we own, or anticipate owning, in large part because we see them as an extension of ourselves. And, stated simply, it’s easier to develop meaningful feelings of ownership over a physical entity than a digital one. A new paper in the Journal of Consumer Research presents a series of studies that demonstrate this difference. “Our findings illustrate how psychological ownership engenders a difference in the perceived value of physical and digital goods, yielding new insights into the relationship between consumers and their possessions,” the researchers said.
By the time a terrorist attack has begun, the security services have already failed. But the challenge they face in detecting potential attacks is substantial, especially since the tactic of terrorism has increasingly been taken up by individual attackers inspired by, but not directly beholden to, formal movements. Spotting a lone wolf among the flock is no easy task, especially when it relies on a bottleneck of human analysis. A new paper in the journal Aggression and Violent Behavior uses a test case of a real lone wolf attack to explore ways we may be able to deal with this in the future. Using online language analysis tools, it hunts within blocks of text for the warning signs we might otherwise miss, with the hope of helping us to more effectively detect the predator.
No sooner had the American Psychological Association released their 2015 task force report supposedly confirming that violent video games make players aggressive than the criticisms of the report started pouring in, of bias and bad practice. On the issue of whether violent games breed real-world aggression, there’s not much that you can say for certain except that there’s a lot of disagreement among experts. So of course, one more study is not going to settle this long-running debate.
But what a new paper in Brain Imaging and Behaviour does do is provide a good test of a key argument made by the “violent games cause aggression” camp, namely that over time, excessive violent gameplay desensitises the emotional responsiveness of players. Using brain scanning to look for emotional desensitisation at a neural level, Gregor Szycik at Hannover Medical School and his colleagues in fact found no evidence that excessive players of violent video games are emotionally blunted.