College student smokers (N ϭ 50) were asked to carry electronic diaries for 14 days and record smoking events (n ϭ 1,139). They indicated why they were smoking each cigarette on a checklist of potential motives. Results suggest that a desire to reduce craving (62.8% of occasions) and habit/automatic processes (42.8%) were the most frequent motives. More dependent and daily smokers were especially likely to endorse smoking to reduce craving and for habit/automatic reasons and were less likely to cite coping with negative emotion as a reason for smoking. Dependent and daily smokers were more likely to endorse at least 1 dependence-like motive and were less likely to exclusively attribute smoking to nondependence motives. Self-monitored motives appeared valid, according with conceptually related states, activities, and events in the diary records. Diary-recorded motives were compared with smokers' responses to a retrospective motives questionnaire administered at baseline. The 2 assessment modes produced discrepant estimates of the most influential motivational processes. Questionnaire responses incompletely forecast conceptually similar diary-reported motives. Dependence and daily smoking showed a different pattern of associations with diary-based versus retrospective motives measures.
Two studies examined the relationship between exposure to violent video games and aggression or violence in the laboratory and in real life. Study 1 participants were either randomized or allowed to choose to play a violent or nonviolent game. Although males were more aggressive than females, neither randomized exposure to violent-video-game conditions nor previous real-life exposure to violent video games caused any differences in aggression. Study 2 examined correlations between trait aggression, violent criminal acts, and exposure to both violent games and family violence. Results indicated that trait aggression, family violence, and male gender were predictive of violent crime, but exposure to violent games was not. Structural equation modeling suggested that family violence and innate aggression as predictors of violent crime were a better fit to the data than was exposure to video game violence. These results question the common belief that violent-video-game exposure causes violent acts.
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