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QUIZ: Can you name the Year 13 Media Psychology Studies?

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

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