Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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Aggressive scripts help us understand aggressive behaviour
Attention, comprehension, reaction, attitude change model
Elaboration Likelihood Model
Said Self perception and dissonance theories were right in different situations
Examined Cosby Show or Full House and interviewed children to see if they grasped moral message
compared active brain areas in children watching violent and non violent television
Examined effects of pro social tv on kids in california. Discussion with adult is valuable
meta analysis of studies into aggressive behaviour as a result of tv
Doom music resulted in increased arousal
Longitudinal study in Chicago. Children asked favourite programme characters
relationship between tv and aggression is stronger that video games and aggression
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
Social Cognitive Observational Learning Theory
Absorption addiction model
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
Celebrity Attitude Scale (Likert)
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
NYC smokers, high need for cognition vs low need for cognition
Pointing out good points of choice and negatives of the choice you didnt pick
Pro social behaviour improves when kids watch pro social programmes, although it was short lived
Prestige Model (evolutionary)
Playing games leads to expectancy that other people will react in a hostile way
Readiness to act in a certain way which influences judgement
Insecure attachments and mild celebrity stalking
Two cognitions that clash
St Helena television study
Strength of message vs credibility of source in Japanese students
Habitual video game players are desensitised to violent acts
Attachment Theory
Mere exposure hypothesis
3rd Variable theory
Research the influence of fear in decision making using threat of breast cancer
3 levels of parasocial behaviour
Horse racing dissonance
Personality traits are important to aggressive responses
Kids develop scripts and normative beliefs from violent programmes
Increase physiological arousal, decreased help, increased aggression in violent games
Feelings before, during and after playing quake 2 did not change, expect in aggressive people
Thought, emotion and action (A B C) model
Self Perception Theory
(General Aggression Model) exposure increases in 3 ways
Pro social programmes = increased sharing
Looked at poor mental health and celebrity worship
Dissonance Theory (consonant, dissonant, irrelevant cognitions)
Systematic and heuristic processing
Gamers had reduced physiological arousal when shown real acts of violence, including lower heart rate and galvanic skin response
73% of programmes showed some form of help (2.92 per hour) 4.02 per hour for childrens programmes
Adverts should be repeated 2-3 times per week
94% of 80 games aimed at teens had violence

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