Miscellaneous Quiz / Media Psychology Studies

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Can you name the Year 13 Media Psychology Studies?

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

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