Yr13 Media Studies

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Created the heuristic/systematic model
Did brain scans of children watching violent or non-violent TV
Studied the Dissonance theory using a silly task where p'pants were given either $1 or $20 to lie to others
Second S in SMMTS
Did the third variable theory
Did the Attachment theory
Component of an attitude that says you have a tendency to act in a certain way
Created the Self-Perception theory
Looked at 33 games and found 80% contained aggression
Second M in SMMTS
Identified 3 levels of parasocial relationships: Entertainment, Personal, Pathological
Did the positive/active view of parasocial relationships
The theory stating that arousal from TV is then transferred to real life
Component of an attitude that is the feelings of that attitude
Found that children watching violence will interpret others' behaviour as being hostile
NC stands for...
Said Self-Perception theory and dissonance theory are both right.
Found people with an aggressive version of a videogame would be more likely to exploit another person than cooperating with them.
Suggested that the older a child is, the more they can understand the message conveyed by TV shows
View of parasocial relationships that states that they allows fans to take a more positive and active role, as they allow for groups to be formed and to develop appreciation of oth
Component of an attitude that says you have thoughts about something
Social learning theory
St Helena study - found after TV was introduced, only those aggressive beforehand became more aggressive
Stored ways of behaving in social situations which may include roles and plans of action
Cognitions that fit together easily
The storing of aggressive ideas/scenes which may be activated later in similar situations
Model of attitudes that say attitudes involve a readiness to act in a certain kind of way that influences our judgements
Created the ELM
Found that it is important to discuss a TV programme with parents
Suggested the amount of dissonance a person has is based on whether there are unpleasant consequences and personal responsibility.
Created the GAM
Did the Prestige hypothesis
Studied the dissonance theory using betting shop punters
Did the absorption-addiction model
Says the Hovland Yale model and the ELM fails to take into account collective attitudes. Also the boy who lived.
Created the Dissonance theory
Dissonance which takes place following decisions; Knox and Inkster did a study on this
Found playing violent games leads to desensitation to the violence in an actual violent film
Found Doom with music leads to a greater physiological response
ELM stands for...
Found that when watching violent TV, those used to it will have brain scans showing signs of desensitisation
GAM stands for...
Theory that says when a person sees a behaviour, they actively think about what they see and learn from it
Did the Hovland Yale model
Looked at 80 games, found 94% were violent
Found children watch 3.5 hours of TV a day on average, which contains at least 5 violent acts per hour
Suggested that desensitisation of violence on TV can lead to violent acts because it seems more normal
Suggested the relationship of videogames with aggression is weaker than that of television and aggression
Studied the role of Fear in persuasion
Found that after playing a violent game, only more violent people beforehand were likely to increase violence
Looked at NC in smokers with fact-based or emotion-based leaflets
First M in SMMTS
Cognitions that don't fit together with ease
Chicago study on children with their TV role models, finding aggression rises when older.
Created the Excitation transfer theory
Model of parasocial relationships that states people pursue parasocial relationships due to deficits in their real life, and so pursue the relationship to gain a sense of personal
Zajonc's theory
First A in ACRA
Looked at the link of attachment type and stalking and found an insecure attachment has a correlation with approval of stalking behaviours
Said that learning of aggressive scripts explains aggressive behaviour
Did a content analysis on TV shows, finding 73% showed some form of helping
Said familiarity to an advert is a big part of liking it
Said personal factors such as experience and personal relevance determine whether a person chooses central processing
Looked at the role of changing the source and message in persuasion
Suggested mood and personality influence the response to games
Found no relationship between video games and aggression
Found that watching pro-social behaviour boosts sharing and co-operation in children
First S in SMMTS
Second A in ACRA
Found that watching pro-social behaviour improves pro-social attitudes, but this only lasts for a few weeks
Found the main effects of videogames, ie. physiological arousal
Theory of parasocial relationships stating they are natural as it makes sense to observe and copy those who we can see are successful.
Said adverts are most effective if repeated 2-3 times a week
Theory that states that it is what gets you watching the violent TV (the third variable) that determines whether you will be violent
The hypothesis that says that after a decision is made, people seek information that supports their choice
Reviewed studies and found that watching violence has a big effect on later behaviour
Devised the celebrity attitude scale

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Created Apr 3, 2011ReportNominate
Tags:media, study