James Ivory

Prof. James Ivory


Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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9 October 2020 in Nature Human Behaviour
Verified
Journal Article
Closed access
PDF file
HIHans Ijzerman
Hans Ijzerman
NJNeil Lewis Jr
Neil Lewis Jr
APAndrew K. Przybylski
Andrew K. Przybylski
NWNetta Weinstein
Netta Weinstein
LDLisa DeBruine
Lisa DeBruine
FAFarid Anvari
Farid Anvari

1 April 2022 in Professional Psychology: Research and Practice
Verified
Journal Article
Closed access
CFChristopher J. Ferguson
Christopher J. Ferguson
Linda KayeLinda Kaye
Linda Kaye
DBDawn Branley-Bell
Dawn Branley-Bell
PMPatrick Markey
Patrick Markey
JIJames Ivory
James Ivory
JWJune Wilson
June Wilson

27 July 2012 in Environmental Communication
Verified
Journal Article
Closed access
JSJustine A. Spack
Justine A. Spack
VBVirginia E. Board
Virginia E. Board
LCLindsay M. Crighton
Lindsay M. Crighton
PKPhillip M. Kostka
Phillip M. Kostka
JIJames Ivory
James Ivory
To assess how claims of “green” advertising influence consumers, this study examined whether argument strength and imagery used in environmental claims on product packaging affected participants' perceptions of the claims' credibility, perceptions of the products' “greenness,” attitudes toward the product, purchasing intent, and general attitudes toward “green” product advertising. A 3 (Argument: No argument, Weak, or Strong)×2 (Image: Present or Absent) factorial experiment was conducted by varying product packaging on a bottle of laundry detergent. While argument strength influenced perceptions of credibility, product greenness, and attitudes, a weak argument was as effective as a strong argument in eliciting purchasing intent. Similarly, the presence of a green seal image influenced purchasing intent regardless of argument strength. These results suggest that though consumers are able to evaluate the quality of green arguments, the mere presence of any green cue affects purchasing intent regardless of format, modality, or quality.

1 November 2019 in Computers in Human Behavior
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Journal Article
Closed access
MLMadison Lanier
Madison Lanier
TWT. Franklin Waddell
T. Franklin Waddell
MEMalte Elson
Malte Elson
DTDaniel J. Tamul
Daniel J. Tamul
JIJames Ivory
James Ivory
APAndrew Przybylski
Andrew Przybylski

26 March 2009 in Communication Reports
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Journal Article
Closed access
JIJames Ivory
James Ivory
SKSriram Kalyanaraman
Sriram Kalyanaraman
This study explores whether people's perceptions of violent video games' potential for negatively affecting others and their support for censoring such games are influenced by whether people consider specific or abstract content and persons. In a 2 (content abstraction) × 3 (person abstraction) between-subjects experiment, 122 undergraduate students from two eastern U.S. universities estimated effects of either a specific violent game or violent games in general on a specific person, others on their campus, or others in the United States, then rated their support for censoring violent video games. Findings indicate that content abstraction influences perceived effects and censorship support.

1 August 2009 in CyberPsychology & Behavior
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Journal Article
Closed access
JIJames Ivory
James Ivory
DWDmitri Williams
Dmitri Williams
NMNicole Martins
Nicole Martins
MCMia Consalvo
Mia Consalvo
Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). The frequency of profanity, both in general and across three profanity categories, was measured and compared to games' ratings, sales, and platforms. Generally, profanity was found in about one in five games and appeared primarily in games rated for teenagers or above. Games containing profanity, however, tended to contain it frequently. Profanity was not found to be related to games' sales or platforms.