Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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Personality traits are important to aggressive responses
Social Cognitive Observational Learning Theory
Two cognitions that clash
NYC smokers, high need for cognition vs low need for cognition
Aggressive scripts help us understand aggressive behaviour
Mere exposure hypothesis
Prestige Model (evolutionary)
94% of 80 games aimed at teens had violence
compared active brain areas in children watching violent and non violent television
33 games, 80% aggressive, 50% violent to another person, 21% violence against women
Research the influence of fear in decision making using threat of breast cancer
Pro social programmes = increased sharing
no relationship between time spent playing games and aggression, but time correlated with intelligence
Male students asked to participate in dull task. Paid 1 dollar or 20 dollars and asked to tell next group that task was exciting
Pro social behaviour improves when kids watch pro social programmes, although it was short lived
Self Perception Theory
Adverts should be repeated 2-3 times per week
Insecure attachments and mild celebrity stalking
Habitual video game players are desensitised to violent acts
3 levels of parasocial behaviour
Dissonance Theory (consonant, dissonant, irrelevant cognitions)
Thought, emotion and action (A B C) model
73% of programmes showed some form of help (2.92 per hour) 4.02 per hour for childrens programmes
Gamers had reduced physiological arousal when shown real acts of violence, including lower heart rate and galvanic skin response
Positive/active view
20 violent acts in cartoon and 5 violent acts in tv per hour
Examined Cosby Show or Full House and interviewed children to see if they grasped moral message
Looked at poor mental health and celebrity worship
Elaboration Likelihood Model
Increase physiological arousal, decreased help, increased aggression in violent games
Attachment Theory
Readiness to act in a certain way which influences judgement
Systematic and heuristic processing
Playing games leads to expectancy that other people will react in a hostile way
Celebrity Attitude Scale (Likert)
3rd Variable theory
St Helena television study
relationship between tv and aggression is stronger that video games and aggression
Feelings before, during and after playing quake 2 did not change, expect in aggressive people
Kids develop scripts and normative beliefs from violent programmes
Absorption addiction model
Longitudinal study in Chicago. Children asked favourite programme characters
Excitation Transfer Theory
Said Self perception and dissonance theories were right in different situations
Violent and non violent version of doom, given option to cooperate or exploit
Strength of message vs credibility of source in Japanese students
Doom music resulted in increased arousal
(General Aggression Model) exposure increases in 3 ways
Pointing out good points of choice and negatives of the choice you didnt pick
Attention, comprehension, reaction, attitude change model
Horse racing dissonance
meta analysis of studies into aggressive behaviour as a result of tv
Examined effects of pro social tv on kids in california. Discussion with adult is valuable

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