Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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

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