Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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

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