Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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

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