Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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Thought, emotion and action (A B C) model
Celebrity Attitude Scale (Likert)
Absorption addiction model
Longitudinal study in Chicago. Children asked favourite programme characters
Personality traits are important to aggressive responses
Gamers had reduced physiological arousal when shown real acts of violence, including lower heart rate and galvanic skin response
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
Social Cognitive Observational Learning Theory
Insecure attachments and mild celebrity stalking
Pro social behaviour improves when kids watch pro social programmes, although it was short lived
Systematic and heuristic processing
Adverts should be repeated 2-3 times per week
Habitual video game players are desensitised to violent acts
Violent and non violent version of doom, given option to cooperate or exploit
Looked at poor mental health and celebrity worship
Excitation Transfer Theory
Playing games leads to expectancy that other people will react in a hostile way
3 levels of parasocial behaviour
(General Aggression Model) exposure increases in 3 ways
Examined effects of pro social tv on kids in california. Discussion with adult is valuable
Prestige Model (evolutionary)
Two cognitions that clash
Mere exposure hypothesis
meta analysis of studies into aggressive behaviour as a result of tv
Aggressive scripts help us understand aggressive behaviour
73% of programmes showed some form of help (2.92 per hour) 4.02 per hour for childrens programmes
Pointing out good points of choice and negatives of the choice you didnt pick
Attachment Theory
compared active brain areas in children watching violent and non violent television
20 violent acts in cartoon and 5 violent acts in tv per hour
Said Self perception and dissonance theories were right in different situations
NYC smokers, high need for cognition vs low need for cognition
Research the influence of fear in decision making using threat of breast cancer
33 games, 80% aggressive, 50% violent to another person, 21% violence against women
3rd Variable theory
no relationship between time spent playing games and aggression, but time correlated with intelligence
Elaboration Likelihood Model
Horse racing dissonance
relationship between tv and aggression is stronger that video games and aggression
Male students asked to participate in dull task. Paid 1 dollar or 20 dollars and asked to tell next group that task was exciting
94% of 80 games aimed at teens had violence
Strength of message vs credibility of source in Japanese students
Pro social programmes = increased sharing
Self Perception Theory
Readiness to act in a certain way which influences judgement
Increase physiological arousal, decreased help, increased aggression in violent games
Attention, comprehension, reaction, attitude change model
St Helena television study
Kids develop scripts and normative beliefs from violent programmes
Positive/active view
Dissonance Theory (consonant, dissonant, irrelevant cognitions)
Doom music resulted in increased arousal

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Created Jun 6, 2011ReportNominate
Tags:psychology, study