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Can you name the Year 13 Media Psychology Studies?

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Mere exposure hypothesis
Violent and non violent version of doom, given option to cooperate or exploit
Longitudinal study in Chicago. Children asked favourite programme characters
Systematic and heuristic processing
Readiness to act in a certain way which influences judgement
meta analysis of studies into aggressive behaviour as a result of tv
NYC smokers, high need for cognition vs low need for cognition
Self Perception Theory
Adverts should be repeated 2-3 times per week
St Helena television study
Feelings before, during and after playing quake 2 did not change, expect in aggressive people
Excitation Transfer Theory
(General Aggression Model) exposure increases in 3 ways
Aggressive scripts help us understand aggressive behaviour
Looked at poor mental health and celebrity worship
Gamers had reduced physiological arousal when shown real acts of violence, including lower heart rate and galvanic skin response
Horse racing dissonance
Examined Cosby Show or Full House and interviewed children to see if they grasped moral message
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
Insecure attachments and mild celebrity stalking
20 violent acts in cartoon and 5 violent acts in tv per hour
Two cognitions that clash
Absorption addiction model
3 levels of parasocial behaviour
Pro social behaviour improves when kids watch pro social programmes, although it was short lived
Elaboration Likelihood Model
HintAnswer
Thought, emotion and action (A B C) model
Dissonance Theory (consonant, dissonant, irrelevant cognitions)
33 games, 80% aggressive, 50% violent to another person, 21% violence against women
Playing games leads to expectancy that other people will react in a hostile way
Social Cognitive Observational Learning Theory
Pointing out good points of choice and negatives of the choice you didnt pick
Doom music resulted in increased arousal
Prestige Model (evolutionary)
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
compared active brain areas in children watching violent and non violent television
Celebrity Attitude Scale (Likert)
Pro social programmes = increased sharing
Examined effects of pro social tv on kids in california. Discussion with adult is valuable
73% of programmes showed some form of help (2.92 per hour) 4.02 per hour for childrens programmes
Strength of message vs credibility of source in Japanese students
Habitual video game players are desensitised to violent acts
Attachment Theory
Personality traits are important to aggressive responses
Research the influence of fear in decision making using threat of breast cancer
3rd Variable theory
Kids develop scripts and normative beliefs from violent programmes
relationship between tv and aggression is stronger that video games and aggression
94% of 80 games aimed at teens had violence
Positive/active view
Increase physiological arousal, decreased help, increased aggression in violent games

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