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Can you name the Year 13 Media Psychology Studies?

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Also try: Born in 1949
Pro social programmes = increased sharing
St Helena television study
compared active brain areas in children watching violent and non violent television
Absorption addiction model
Thought, emotion and action (A B C) model
relationship between tv and aggression is stronger that video games and aggression
Attention, comprehension, reaction, attitude change model
Pointing out good points of choice and negatives of the choice you didnt pick
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
(General Aggression Model) exposure increases in 3 ways
Gamers had reduced physiological arousal when shown real acts of violence, including lower heart rate and galvanic skin response
3rd Variable theory
94% of 80 games aimed at teens had violence
Celebrity Attitude Scale (Likert)
meta analysis of studies into aggressive behaviour as a result of tv
Self Perception Theory
Positive/active view
Habitual video game players are desensitised to violent acts
Longitudinal study in Chicago. Children asked favourite programme characters
Social Cognitive Observational Learning Theory
Adverts should be repeated 2-3 times per week
Dissonance Theory (consonant, dissonant, irrelevant cognitions)
Personality traits are important to aggressive responses
Examined effects of pro social tv on kids in california. Discussion with adult is valuable
Doom music resulted in increased arousal
Said Self perception and dissonance theories were right in different situations
Attachment Theory
Increase physiological arousal, decreased help, increased aggression in violent games
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
3 levels of parasocial behaviour
Research the influence of fear in decision making using threat of breast cancer
Horse racing dissonance
Male students asked to participate in dull task. Paid 1 dollar or 20 dollars and asked to tell next group that task was exciting
Two cognitions that clash
Systematic and heuristic processing
Mere exposure hypothesis
Looked at poor mental health and celebrity worship
Violent and non violent version of doom, given option to cooperate or exploit
Aggressive scripts help us understand aggressive behaviour
no relationship between time spent playing games and aggression, but time correlated with intelligence
Excitation Transfer Theory
33 games, 80% aggressive, 50% violent to another person, 21% violence against women
Insecure attachments and mild celebrity stalking
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
Prestige Model (evolutionary)
Strength of message vs credibility of source in Japanese students
Pro social behaviour improves when kids watch pro social programmes, although it was short lived
Readiness to act in a certain way which influences judgement
Elaboration Likelihood Model
20 violent acts in cartoon and 5 violent acts in tv per hour

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