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| Research does not support idea that PR are dysfunctional |
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Genetic variations of MAOA enzyme associated with preferences for neophilia
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| Celebrities mispercieved as part of social network |
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Children exposed to pro content: Behave more altruistically Showed higher levels of social control Acted more positivly Became less stereotyped in beliefs |
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| Artificial situations, little evidence of real-world violence |
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| No increase in aggression after introduction of TV |
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| Walkie talkie acted as cue for aggression |
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| The fact that children get used to screen violence does not mean they get used to real-life violence |
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| Unpredictable link between violent TV and aggression |
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| No evidence for link between violent game play and aggression |
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| Concluded no persuasive body of evidence for link |
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| Morton and Campbell (2008) |
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| Children reported more favourable attitudes when message from expert (doctor) than a parent |
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| Fear-arousing messages on drink-driving more persuasive in short-term, but humerous more persuasive long term |
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| Changing nature of message can overcome audience limitations |
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| Support for clain that central route more effective for high-NC individuals |
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| Di Blasio and Milani (2008) |
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| CMC condition less distracted by context, message more influential |
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| Festinger and Carlsmith (1959) |
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Definition
| $1 reward produced more dissonance than $20 reward |
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| Act of rejecting another conflicts with the motive to affiliate |
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| People tolerant with inconsistency and only motivated to change if it is unpleasent and feel personally responsible |
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| Dissonance occurs automatically without conscious reflection |
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| People infer their attitudes by observing their own behaviour |
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| Meta analysis found strong positive correlation between age and understanding of the intention to persuade |
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| T.V exposure of paracetamol overdose in Casualty led to greater awarness of viewers |
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| Successful health-related attitude change due to TV campaign on alcahol awarness, HIV/Aids and skin cancer |
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| 1/3 of sample scored above midpoint of CAS, most at entertainment social level |
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| Stalkers show more evidence of insecure attachment |
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| Explanations of media influences |
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Definition
Same number of prosocial to anti social acts on TV Younger children less able to understand prosocial messages Parental mediation effective TV for preschool contained little pro messages Strongest for preschool, less for adolescants Discussion does not always work Mixing messages reduces effectivness |
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Influences on antisocial behaviour Observational learning |
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Definition
Children observe actions of models, may imitate More likely to imitate if percieved as real Bandura (1963) - aritificial situation little evidence of real life St Helena-No increase in aggression after intro of TV |
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Influences on antisocial behaviour Cognitive priming |
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Definition
Activates existing aggressive feelings Frequent exposure leads to stored scrips for violent behaviour Josephson(1987) - Walkie-talkie acted as cue for aggression |
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Term
Influences on antisocial behaviour Desensitisation |
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Definition
Media violence desensitises children Represents violence as 'normal' Cumberbatch (2001) - fact that chidren get used to on screen violence does not mean they get used to real life violence |
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Influences on antisocial behaviour Arousal |
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Definition
Heavy TV violence viewers, lower arousal levels Dont react in normal way to violence Excitation -transfer violence creates readiness to aggress Catharsis - watching violence releases emotions |
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Term
Influences on antisocial behaviour Justification |
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Definition
Violent TV may justify behaviour Unpunished TV violence decreases concerns about own behaviour Negative effects of exposure to violent characters on TV supports justification model Belson (1978) - unpredictable link between violent TV and aggression |
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ST increase hostility Aggression not measured directly |
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| Explanations of games aggression link |
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Definition
Bi-directional model-violent gameplay may cause aggression Desensitisation - less likely to show aversive response to violence in real life after violent gameplay Interactive media more likely to have influence than passive media Ferguson (2007) - no evidence for link between violent game play and aggression Byron report (2008) - no persuasive body of evidence for link |
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Celebrity attraction Social-psychological explanations
Parasocial relationships |
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Definition
PR - individual attracted to celebrity, unaware and no risk Can raise self-esteem Person can imagine what celebrity would do in similar situation |
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Celebrity attraction Social-psychological explanations Absorbtion-addiction model |
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Definition
McCutcheon et al (2002) Entertainment-social:entertained Intense-personal: Obsessive tendancies Borderline-pathological:uncontrollable behaviours Intense-personal associated with neuroticism Borderline-pathologial associated with psychoticism |
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Celebrity attraction Evolutionary explanations |
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Definition
Humans have neophilia Celebs represent creative world so we are attracted to them Exchange of social info useful for adults Shiraishi et al (2006) - genetic variations of MAOA enzyme associated with preferences for neophilia De backer (2007) - Celebs mispercieved as part of social network, explaining interest in gossip |
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Intense fandom Celebrity worship |
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Definition
Measured: Celebrity attitude scale Maltby (2003) 1/3 scored above midpoint of CAS, most at entertainment social Celeb worship associated with lower levels of academic work and lower well-being Parasocial bereavement-celeb dies Higher self-esteem if celeb has positive impact on life Can copy bad behaviour (suicide) |
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Term
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Definition
Love-obsessional stalkers may suffer from delusional thoughts Simple-obsessional, stalkers distinguished by previous target Cyberstalking - texts, emails Impact can cause anxiety, sleep disturbances Cyberstalking taken less seriousely, no impact on victim |
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Term
| Video games and computers |
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Definition
ST aggression increases hostile feelings Aggression not measured directly |
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Video games and computers Explanations |
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Definition
Bi-directional model - violent game play may cause aggression, or aggressive people more likely to choose violent game play Desensitisation - less likely to show aversive response to violence in real life, after violent game play Interactive media more likely to have influence than passive Ferguson (2007) no evidence for link between violent game play and aggression Byron report (2008) concluded no persuasive body of evidence for link Researchers cant measure 'real life' aggression Longitudinal studies overcome weaknesses off experiment, but cant control for experience |
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Term
Persuasion and attitude change Hovland-yale model |
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Definition
Source factors:Experts more effective, credible Popular sources more effective Message factors: more effective if we think no intent to persuade Audience factors: Low-intelligence audience less likely to be influenced Both sides of argument more effective Morton and Campbell (2008) - children more favourable attitudes when message from doctor than parent Lewis et al (2008) - fear messages better ST, Humerous messages better LT Igartua et al (2003) - Changing nature of message overcomes limitations of audience |
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Term
Attitudes and decision making Cognitive dissonance
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Definition
Inconsistency creates dissonance Reduced by: Changing attitude, behaviour and adding 3rd cognition Post-decisional dissonance reduced by avoiding info Lack of choice lead to no dissonance Zhou et al (2008) act of rejecting another conflicts with motive to affiliate Cooper and Fazio (1984) people tolerant of inconsistencyy and only motivated to change if unpleasent Lieberman et al (2001) dissonance occurs automatically without reflection |
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Effectiveness of television Advertising |
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Definition
Hard sell(factual) Soft cell(subtle) High self-monitors prefer soft Low-self monitors prefer hard Martin(1997) meta-analysis found strong positive correlation between age and understanding persuasive intent Nash (2001) pester power study Hume(1992) celeb endorsement did not increase persuasive comm of adverts Difficult to determine impace of exposure to commercial TV because of parental mediation Cinema adv. more ffective than TV as audience can leave the room in TV |
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Term
Persuasion and attitude change Elaboration-likelihood |
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Definition
Central route to persuasion - audience motivated to focus on message, produces lasting attitude change Some high in need for cognition choose this route Peripheral route - audience not motivated to think about message, temporary attitude change Haugtvedt et al (1992) support for claim that central route more effective for high-NC ind. High NC more influenced by fact based, low NC emotional based Di Blasio and Milani (2008) CMC condition less distract by context, message more influential |
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Attitudes and decision making Self-perception theory |
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Definition
Bem(1967) people infer attitudes by obersving own behaviour Own version of Festinger and Carlsmith-consistent with self-perception theory Holland et al (2002) weak attitude towards greenpeace-donated money-stronger attitude Used in heterosocial anxiety CD accounts for situations where well-established attitudes are inconsistent with behaviour, self-perception where attitudes are weak/less important |
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Effectiveness of television Health related behaviour change |
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Definition
Media most effective in health campaigns-wide exposure Fictional drama impacts public Hawton et al (1999) TV exposure of paracetamol overdose in Casualty led to greater awareness HDA study (2007) successful health-related attitude change due to TV campaign, alcahol HIV/Aids Audience sees Casualty as factional knowledge, even if they can determine fiction from factual |
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