Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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

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Created Jun 6, 2011ReportNominate
Tags:psychology, study