Media Psychology Studies

Random Miscellaneous Quiz

Can you name the Year 13 Media Psychology Studies?

Quiz not verified by Sporcle

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

You're not logged in!

Compare scores with friends on all Sporcle quizzes.
Sign Up with Email
Log In

You Might Also Like...

Show Comments