Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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

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Created Jun 6, 2011ReportNominate
Tags:psychology, study