Yr13 Media Studies

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

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