Munno proposal mindsnewmedia


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Munno proposal mindsnewmedia

  1. 1. Minds & New MediaResearch Project Idea No. 1: Psychological factors with disclosure.  New and emerging technologies provide a richer experience (and increase their economic viability) when people are willing to share: Their location, mood, likes and dislikes, political opinions, etc.  What are the psychological processes involved in the decision of whether to share information?  What platforms and designs encourage/inhibit various types of disclosure?  The project could consist of both a literature review and some sort of experiment or survey, although I am unsure exactly what research design would be most appropriate for these questions.  It would be fascinating to collect some psychophysiological data and learn more about how the brain makes these decisions.
  2. 2. Idea No. 2: Immersive learning environments and parental self-efficacy Videos games that promote child learning are a booming business. But what about games that teach expectant and new parents how to be good parents? A Google search did not turn up a single example.  The coming generation of parents have all been raised on video games.  Parenting – like being a surgeon or pilot – is a high-wire act where some mistakes are irreversible. Likewise, new and expecting parents may be more willing to reveal and address shortcomings in a virtual environment than with a doctor or peers.  Research has shown that a child’s earliest experience profoundly shapes his/her cognitive abilities ;  It has also shown that increasing parental self-efficacy leads to better outcomes for the children, and for the entire community in which they live.  Dumka, L., Gonzales, N., Wheeler, L., & Millsap, R. (2010). Parenting self-efficacy and parenting practices over time in Mexican American Families. Journal of Family Psychology. 24(5), 522-531, doi: 10.1037/a0020833  I have written a literature review for another class that looks at parental self-efficacy and social cognitive theory. I propose to extend that review and to focus it on the potential of new and emerging technologies, particularly immersive and networked gaming.  If such a game does exist, we could test its effectiveness experimentally. If not, the paper could include a discussion of potentially beneficial design elements and how we would test such a game, with the goal of actually producing the game over the summer or Fall 2012.
  3. 3. Idea No. 3: News as mediating effect on video game violence’s desensitizing effect. Research covered in class has shown that violent video games desensitize people to real violence.  Heavy users had lower P3 brain waves when they were shown images of real violence than light users. P3 is a measure of aversion. Both groups played a round of a violent game before being shown the photo. For this project, I propose an experimental design similar to the one employed for the study referenced above. However, in this case, I’d propose to create several groups:  Group 1: Survey to determine violent gaming level > Playing of a violent game > Exposure to images of real violence while measuring P3  Group 2: Between the playing and the viewing of the real violence, they’d watch a TV news broadcast about a violent incident.  Group 3: Between the playing and the viewing of the real violence, we’d have the participants read a news article framed a straight news report.  Group 4: Between the playing and the viewing of the real violence, we’d have the participants read a news article framed as a human-interest narrative that personalizes the consequences of violence. In addition to testing some of the theories covered in this course, this would also significantly expand framing theory, for which I have already constructed a decent literature review that we could incorporate here . H1: Group 4 < Desensitization than Group 1 H2: Group 2 & 3 = Group 1 Desensitization