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Department of Psychology

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Student Work

Student work

Disclaimer: the following works were projects done for the Research Methods and Statistics classes. The students' names have not been included, however, these are representations of A-quality papers both in the style of writing and quality of research design.


A study of the MUM effect as a function of the recipient's relationship to the sender using the "lost email technique"

Abstract: This study looked at the MUM effect (i.e. message transmittance) in comparison to the relationship between the messenger and the potential recipient. The study involved 120 Georgetown University Students and was carried out via a lost email technique in which a “lost” email containing bad, good, or neutral news was sent to a potential messenger (either a close friend or acquaintance of the recipient). The messenger then had to decide whether or not to transmit the email to the recipient, a confederate. The findings of this study show that bad news is transmitted more often between close friends than acquaintances. These findings are important because they bring new dimensions to and further support the MUM effect as well as give an insight into the different relationships people make.

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Research Proposal


Expert and Novice Pool Players Chunk Ball Positions in Memory

Abstract: The purpose of the research is to show that pool players use the process of chunking ball positions on the pool table. The experiments main objective was to see if there was a difference in chunking ball positions between novice and expert pool players. The participants were 10 student novice pool players and 10 student expert pool players and they consisted of both men and women. Students were displayed 9 visuals of ball positions on a pool table and were later asked to recall the ball positions by drawing what they remembered on a sheet of paper. Both novice and expert groups were given the same identical visuals. The results favored the expert chess players in their ability to recall more ball positions on the pool table than novice pool players. Although the results favored the experts over the novices it was very difficult to determine the underlying reasons behind their success in recalling more ball positions than novice pool players.

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Research Proposal

 


NEW! The following article by Georgetown student Mickey Suhn Lee was selected for publication in the Journal of Young Investigators, an undergraduate peer-reviewed science journal for undergraduate researchers. Thinking of submitting your own work? Learn more about JYI.

Effects of Video Game Violence on Prosocial and Antisocial Behaviors

Abstract: The purpose of this study was to explore whether video-game play can influence the antisocial and prosocial behaviors of the players. It was hypothesized that prosocial and antisocial behaviors would depend on the presence of violence in games. More prosocial behaviors were expected by those who played non-violent games; more antisocial behaviors were expected for those playing violent games. Male and female gamers from a wide range of age and racial/ethnic backgrounds at two arcades were observed for instances of prosocial and antisocial behaviors when playing against each other or teamed together against the computer. Observation took place for approximately 2 to 3 hours on each of three days. Chi-squared tests were used to compare for differences in behavior gamers exhibited in non-violent and violent games. Contrary to the hypothesis, no antisocial behavior was observed in the sample. Prosocial behavior was seen occasionally, but its appearance was not significantly different in violent and non-violent gamers, indicating that prosocial behavior was independent of game violence.

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