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Can you name the Year 13 Media Psychology Studies?

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

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