Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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

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Created Jun 6, 2011ReportNominate
Tags:psychology, study