The document discusses media psychology and influence, specifically covering the limited effects paradigm, mediation and moderation effects, and individual differences in media effects. It provides an overview of key theories including cultivation theory, agenda-setting theory, priming, exemplification, social cognitive theory, observational learning, and social learning theory. The document examines how understanding mediation and moderation is important for determining the conditions under which media may have effects.
This document summarizes current research on media priming. It discusses the origin and psychological basis of priming, how priming effects can be measured, and specific types of media priming such as for violence and aggression or political issues. Priming refers to how exposure to certain media or information can influence subsequent judgments, attitudes, or behaviors. The effects of priming are strongest for ambiguous situations and dissipate over time. Media portrayals can create stereotypes that influence judgments through priming effects.
This document discusses priming theory and how entertainment media like TV shows can prime viewers' political perceptions. It presents research on how shows like "The West Wing" positively portrayed the US presidency while "Scandal" may negatively prime viewers' views of the president. The study hypothesized that viewers of "Scandal" would have more negative perceptions of Barack Obama than those watching "Full House." Students were surveyed before and after watching an episode of either show to test if perceptions changed. The results supported that "Scandal" primed more negative political views compared to the control show.
The document discusses two social media theories: Cultivation Theory and Priming Theory. Cultivation Theory proposes that heavy television exposure shapes peoples' perceptions of social reality over time. Priming Theory suggests that media provides frames of reference that influence how audiences interpret subsequent messages. The document also provides examples and critiques of each theory, noting limitations such as not considering meaning across different media genres and audiences' perspectives.
Here is a draft leaflet for parents on the possible effects of video games:
Understanding the Effects of Video Games
Video games have become a popular pastime for many children and teenagers. While games can have both benefits and drawbacks, it's important to be informed about the research on their effects.
Potential Benefits of Video Games
- Improved cognitive skills: Certain games have been shown to enhance cognitive abilities like spatial navigation, problem-solving and hand-eye coordination. Fast-paced action games may improve attention and multitasking skills.
- Promoting prosocial behavior: Games with cooperative or helping themes can encourage prosocial behaviors like teamwork and sharing in children who play them regularly.
The document discusses different theories around media effects and audiences:
- The hegemony vs pluralism debate around whether media has dominance over audiences or society has dispersed power.
- The hypodermic syringe theory viewed audiences as passive receivers directly influenced by media messages.
- Active audience theory sees audiences as playing an active role in interpreting media texts rather than passively receiving messages.
- Prosumer theory from Tapscott and Williams describes future consumers who will participate in product design and manufacturing rather than passively receiving goods.
This document discusses media violence and its theories. It begins by introducing media violence and its origins from television in the 1950s. It then discusses four main theories of media violence: 1) Social learning theory which suggests people learn aggression from viewing violence; 2) General aggression model which says violence primes aggressive scripts; 3) Catharsis theory which argues viewing violence releases aggression; and 4) Catalyst/reinforcement theory which views media as a weak influence that can catalyze violence in combination with other factors. The document concludes that no single theory can fully explain media violence's effects and influence, as cultural and social factors also play a role.
The document discusses various media effects including persuasion, reinforcement, learning, agenda setting, priming, and framing. It provides definitions and examples of each. Agenda setting refers to how the amount of news coverage of an issue influences the public's perception of its importance. Priming is an extension of agenda setting where media coverage changes the criteria used to evaluate political leaders. Framing alters how people think about issues by influencing the importance they attach to certain beliefs through techniques like headlines and photos. Experiments show that news coverage and frames can influence perceptions and criteria for judgment. However, framing effects are limited by people's predispositions and source credibility.
This document summarizes current research on media priming. It discusses the origin and psychological basis of priming, how priming effects can be measured, and specific types of media priming such as for violence and aggression or political issues. Priming refers to how exposure to certain media or information can influence subsequent judgments, attitudes, or behaviors. The effects of priming are strongest for ambiguous situations and dissipate over time. Media portrayals can create stereotypes that influence judgments through priming effects.
This document discusses priming theory and how entertainment media like TV shows can prime viewers' political perceptions. It presents research on how shows like "The West Wing" positively portrayed the US presidency while "Scandal" may negatively prime viewers' views of the president. The study hypothesized that viewers of "Scandal" would have more negative perceptions of Barack Obama than those watching "Full House." Students were surveyed before and after watching an episode of either show to test if perceptions changed. The results supported that "Scandal" primed more negative political views compared to the control show.
The document discusses two social media theories: Cultivation Theory and Priming Theory. Cultivation Theory proposes that heavy television exposure shapes peoples' perceptions of social reality over time. Priming Theory suggests that media provides frames of reference that influence how audiences interpret subsequent messages. The document also provides examples and critiques of each theory, noting limitations such as not considering meaning across different media genres and audiences' perspectives.
Here is a draft leaflet for parents on the possible effects of video games:
Understanding the Effects of Video Games
Video games have become a popular pastime for many children and teenagers. While games can have both benefits and drawbacks, it's important to be informed about the research on their effects.
Potential Benefits of Video Games
- Improved cognitive skills: Certain games have been shown to enhance cognitive abilities like spatial navigation, problem-solving and hand-eye coordination. Fast-paced action games may improve attention and multitasking skills.
- Promoting prosocial behavior: Games with cooperative or helping themes can encourage prosocial behaviors like teamwork and sharing in children who play them regularly.
The document discusses different theories around media effects and audiences:
- The hegemony vs pluralism debate around whether media has dominance over audiences or society has dispersed power.
- The hypodermic syringe theory viewed audiences as passive receivers directly influenced by media messages.
- Active audience theory sees audiences as playing an active role in interpreting media texts rather than passively receiving messages.
- Prosumer theory from Tapscott and Williams describes future consumers who will participate in product design and manufacturing rather than passively receiving goods.
This document discusses media violence and its theories. It begins by introducing media violence and its origins from television in the 1950s. It then discusses four main theories of media violence: 1) Social learning theory which suggests people learn aggression from viewing violence; 2) General aggression model which says violence primes aggressive scripts; 3) Catharsis theory which argues viewing violence releases aggression; and 4) Catalyst/reinforcement theory which views media as a weak influence that can catalyze violence in combination with other factors. The document concludes that no single theory can fully explain media violence's effects and influence, as cultural and social factors also play a role.
The document discusses various media effects including persuasion, reinforcement, learning, agenda setting, priming, and framing. It provides definitions and examples of each. Agenda setting refers to how the amount of news coverage of an issue influences the public's perception of its importance. Priming is an extension of agenda setting where media coverage changes the criteria used to evaluate political leaders. Framing alters how people think about issues by influencing the importance they attach to certain beliefs through techniques like headlines and photos. Experiments show that news coverage and frames can influence perceptions and criteria for judgment. However, framing effects are limited by people's predispositions and source credibility.
The two step flow theory argues that people are influenced more by those they know than by the media directly. Opinion leaders absorb information from the media and pass it on to less active members of the population, shaping their attitudes. A 1944 study found that informal personal contacts had more influence on voting behavior than direct exposure to radio or newspapers. While the two step theory improved understanding of media influence, it was later expanded by the multi-step flow theory which recognizes more complex networks of influence beyond just opinion leaders.
The two-step flow theory of communication was introduced in 1948 and proposes that information from mass media flows through two stages: first from media to opinion leaders, and then from opinion leaders to the general public. It was found that interpersonal interactions with opinion leaders, like friends and community members, had a stronger influence on public opinion than direct exposure to mass media. The theory suggests that most people are more influenced by the interpretations of opinion leaders than by the original media message. However, it has limitations as it diminishes the direct impact of media and does not account for two-way or reciprocal communication flows in the modern media landscape.
This document discusses the personal influence that people have on how mass communications are received and their effects. It examines how interpersonal relationships and social ties can change the way individuals are impacted by media like movies, music, radio, and news. Through case studies, it explores how children who enjoy certain genres may seek out peer relationships related to that, how social pressure from friends can influence music interests, and how planned listening groups are more impactful than isolated consumption of radio broadcasts.
The Relevance of Agenda Setting Theory & Gatekeeping in the Social WebNolan Ether
The document discusses how agenda setting theory and gatekeeping have been affected by social media. It argues that [1] traditional media agenda setting is now just one influence among many due to content sharing online, and [2] publishing platforms make it much easier for individuals and communities to directly share and publish content, leveling the playing field and changing who acts as gatekeepers of information flow. The rise of easy content sharing has led to new forms of agenda setting and influenced who controls access to wider audiences.
The multi-step flow theory proposes that ideas flow from mass media to opinion leaders and are then distributed more widely to the population, rather than the mass media directly influencing the public. It suggests communication flows through multiple "channels" with opinion leaders influencing others by interpreting information for them before it reaches the target audience. The theory depicts the flow of information as multi-step, with opinion leaders able to influence and be influenced by receivers in a two-way process, and notes the limitations of assuming direct influence from mass media.
The document discusses several media effects theories, including passive/active audience theories, uses and gratification theory, two-step flow model, hypodermic needle model, and reception theory. It explains that passive audience theory suggests audiences uncritically accept media messages, while active audience theory is that audiences interpret messages through their own experiences. Uses and gratification theory focuses on how audiences use media to fulfill needs like surveillance, identity, and diversion. The two-step flow model and hypodermic needle model differ on audiences' role in processing information from opinion leaders or directly from media. Reception theory holds that encoding and decoding of messages depends on audiences' social contexts.
This document discusses media effects debates around regulation, classification, and censorship of media. It outlines three perspectives in the debate - those who articulate concerns without evidence, researchers who study media effects, and media consumers like children. The key distinction is drawn between regulation, classification, and censorship. Psychological and sociological approaches to media effects are also discussed, as well as how effects on individuals can impact society. Classic effect theories are outlined along with criticisms of effects-focused approaches.
According to cultivation theory, heavy television viewers are more likely to perceive social reality as portrayed on television. The theory proposes that extensive television exposure can influence viewers' beliefs about the world, such as exaggerating the prevalence of violence and danger. Cultivation analysis examines the long-term effects of repetitive television content on viewers' conceptions of social reality.
The document discusses exploring how media technologies shape how people interact in the world using Pokémon Go as a starting point. It plans to analyze interactions between Conor and Rebecca while gaming to test if games can facilitate social interactions. Most research on gaming has focused on its negative impacts like increased aggression, addiction, and depression, though effects can be neutral or positive as well. President Obama requested research on the effects of violent media like video games after the Sandy Hook shooting, where the gunman was known to play shooter games.
The Uses and Gratifications Theory posits that people actively seek out media to satisfy certain needs. It focuses on why people use media rather than what media does to people. The theory assumes people are not passive media consumers, but rather actively choose media to fulfill needs like diversion, relationships, personal identity, and surveillance. Modern research has applied the theory to understand motivations for using mobile phones and text messaging. The theory identifies four basic human needs that drive media use: diversion, relationships, personal identity, and surveillance.
The document discusses the theory of desensitization, where repeated exposure to violence in media can decrease audiences' sensitivity over time. It provides examples of how horror movies have become increasingly graphic, and events like the Columbine shooting intensified debates around media influences. While over-exposure may make people accustomed to fictional violence, real-life impacts are still possible, like mimicking acts seen. The theory is somewhat similar to the hypodermic needle model of direct media effects, but research also shows moderated links between media violence and real aggression.
The agenda-setting theory originated in 1972 when McCombs and Shaw studied the 1968 US presidential election. They found that the issues given prominent coverage in the media were also considered important by voters. This showed that the media has the ability to influence the salience or importance of issues on the public agenda by deciding what to cover prominently. Later research expanded this to the concept of framing, which is that media can influence not just what issues the public thinks about, but also how they think about those issues through selective presentation and emphasis of certain aspects of stories.
(note: many animations do not replicated in SlideShare; it is suggested that you view in the native PowerPoint program)
Week One – “A History of Media Psychology”, which will feature discussion of the early “moral panic” days of research, including The Payne Fund Studies, The Seduction of the Innocent, and a discussion of the psychological underpinnings of the infamous War of the Worlds broadcast. Our discussion this week will also include an overview of the history of leisure and it’s relation (positive and negative) to society.
Public opinion is defined as the shared expressed attitudes of individuals on issues of common concern. It is important to understand the components and characteristics of public opinion to analyze its role in policymaking. There are generally three types of publics - apathetic, attentive, and mobilizable. Only mobilizable publics that express their opinions through voting, communication, protests, or polls can influence policy. Public opinion research has shown that while support for the political system remains high, levels of political knowledge, efficacy, and trust have declined.
This document discusses cultivation theory, which proposes that heavy television viewing can influence viewers' perceptions of reality. It presents the theory's key arguments, including that extensive TV watching over time can gradually shape viewers' beliefs through first and second-order effects. Heavy viewers may see the world as more violent and fear-inducing than it really is. However, attitudes can also be shaped by other media, personal experiences, and social influences. The document examines applications and critiques of cultivation theory.
The two-step flow theory of communication proposes that influence flows from mass media to opinion leaders and then from opinion leaders to the general public. Researchers found that during a presidential election campaign, people were more influenced by informal interpersonal communication with opinion leaders than by direct exposure to media messages. The theory claims information moves in two stages: first, opinion leaders are exposed to media and gain information; second, opinion leaders pass this information along with their own interpretations to other people in their social networks.
The document discusses several models of mass communication effects:
1. The hypodermic needle model suggests media can precisely inject ideas into passive audiences.
2. The magic bullet model from the 1940s-50s viewed media as a powerful influence on behavior change.
3. The two-step flow model proposes opinions spread from media to opinion leaders then to the public.
4. Cultivation theory argues heavy media exposure shapes viewers' perceptions of social reality.
5. Agenda-setting theory holds media influence public issues by deciding what is newsworthy.
The document discusses the relationship between media and society from multiple perspectives. It covers how mass media has changed over time, becoming faster, cheaper, easier to use, and more powerful. It also discusses different theories about media effects and how media influences society, such as agenda setting theory, two-step flow theory, and uses and gratification theory. The document examines issues like violence, sexuality, and reality in media content as well as infrastructure needs, ethics, censorship, and the role of journalism.
Public opinion and media politics presentationMitch Herrera
Public opinion is shaped by various environmental and social factors. Family, friends, social groups, and mass media like newspapers, television and the internet influence the formation of public attitudes and opinions on issues. Interest groups and opinion leaders also play a role in cultivating and spreading public opinion on certain issues. Governments are influenced by public opinion in democratic systems, where citizens form views on political topics. Polling is used to measure public opinion through surveys, but has limitations in identifying influential opinion leaders. The accuracy of public opinion polls can be affected if respondents do not take the surveys seriously or give socially desirable answers rather than their true views.
This document discusses various perspectives on media effects and moral panics related to media violence. It addresses theories that media can influence audiences, such as cultivation theory, but also perspectives that question the assumption that media automatically causes effects. It explores moral panics that have occurred over media content and violence, often involving children and youth. These panics are argued to reflect fears over uncontrolled children and popular entertainment of the masses. The document presents debates over claims of media effects and influences from scholars like Gauntlett, Buckingham, and others.
This document discusses and summarizes two communication theories: cognitive dissonance theory and agenda-setting theory. Cognitive dissonance theory proposes that people feel psychological discomfort from holding conflicting beliefs or thoughts, and are motivated to resolve that conflict. Agenda-setting theory suggests that news media influences public perception by choosing which issues to focus on and how prominently to cover them. The document provides examples and discusses how these theories could be useful for communication professionals in addressing cognitive dissonance and understanding media influence.
Exploratory Social Network Analysis with Pajek: DiffusionHossein Fani
This document discusses concepts related to the diffusion and spread of innovations through social networks. It covers key topics such as diffusion models like the two-step flow model, metrics for analyzing social network structures, factors that influence adoption rates like centrality and density, and concepts like critical mass and thresholds. Models of contagion are also referenced, drawing parallels to the spread of diseases.
The two step flow theory argues that people are influenced more by those they know than by the media directly. Opinion leaders absorb information from the media and pass it on to less active members of the population, shaping their attitudes. A 1944 study found that informal personal contacts had more influence on voting behavior than direct exposure to radio or newspapers. While the two step theory improved understanding of media influence, it was later expanded by the multi-step flow theory which recognizes more complex networks of influence beyond just opinion leaders.
The two-step flow theory of communication was introduced in 1948 and proposes that information from mass media flows through two stages: first from media to opinion leaders, and then from opinion leaders to the general public. It was found that interpersonal interactions with opinion leaders, like friends and community members, had a stronger influence on public opinion than direct exposure to mass media. The theory suggests that most people are more influenced by the interpretations of opinion leaders than by the original media message. However, it has limitations as it diminishes the direct impact of media and does not account for two-way or reciprocal communication flows in the modern media landscape.
This document discusses the personal influence that people have on how mass communications are received and their effects. It examines how interpersonal relationships and social ties can change the way individuals are impacted by media like movies, music, radio, and news. Through case studies, it explores how children who enjoy certain genres may seek out peer relationships related to that, how social pressure from friends can influence music interests, and how planned listening groups are more impactful than isolated consumption of radio broadcasts.
The Relevance of Agenda Setting Theory & Gatekeeping in the Social WebNolan Ether
The document discusses how agenda setting theory and gatekeeping have been affected by social media. It argues that [1] traditional media agenda setting is now just one influence among many due to content sharing online, and [2] publishing platforms make it much easier for individuals and communities to directly share and publish content, leveling the playing field and changing who acts as gatekeepers of information flow. The rise of easy content sharing has led to new forms of agenda setting and influenced who controls access to wider audiences.
The multi-step flow theory proposes that ideas flow from mass media to opinion leaders and are then distributed more widely to the population, rather than the mass media directly influencing the public. It suggests communication flows through multiple "channels" with opinion leaders influencing others by interpreting information for them before it reaches the target audience. The theory depicts the flow of information as multi-step, with opinion leaders able to influence and be influenced by receivers in a two-way process, and notes the limitations of assuming direct influence from mass media.
The document discusses several media effects theories, including passive/active audience theories, uses and gratification theory, two-step flow model, hypodermic needle model, and reception theory. It explains that passive audience theory suggests audiences uncritically accept media messages, while active audience theory is that audiences interpret messages through their own experiences. Uses and gratification theory focuses on how audiences use media to fulfill needs like surveillance, identity, and diversion. The two-step flow model and hypodermic needle model differ on audiences' role in processing information from opinion leaders or directly from media. Reception theory holds that encoding and decoding of messages depends on audiences' social contexts.
This document discusses media effects debates around regulation, classification, and censorship of media. It outlines three perspectives in the debate - those who articulate concerns without evidence, researchers who study media effects, and media consumers like children. The key distinction is drawn between regulation, classification, and censorship. Psychological and sociological approaches to media effects are also discussed, as well as how effects on individuals can impact society. Classic effect theories are outlined along with criticisms of effects-focused approaches.
According to cultivation theory, heavy television viewers are more likely to perceive social reality as portrayed on television. The theory proposes that extensive television exposure can influence viewers' beliefs about the world, such as exaggerating the prevalence of violence and danger. Cultivation analysis examines the long-term effects of repetitive television content on viewers' conceptions of social reality.
The document discusses exploring how media technologies shape how people interact in the world using Pokémon Go as a starting point. It plans to analyze interactions between Conor and Rebecca while gaming to test if games can facilitate social interactions. Most research on gaming has focused on its negative impacts like increased aggression, addiction, and depression, though effects can be neutral or positive as well. President Obama requested research on the effects of violent media like video games after the Sandy Hook shooting, where the gunman was known to play shooter games.
The Uses and Gratifications Theory posits that people actively seek out media to satisfy certain needs. It focuses on why people use media rather than what media does to people. The theory assumes people are not passive media consumers, but rather actively choose media to fulfill needs like diversion, relationships, personal identity, and surveillance. Modern research has applied the theory to understand motivations for using mobile phones and text messaging. The theory identifies four basic human needs that drive media use: diversion, relationships, personal identity, and surveillance.
The document discusses the theory of desensitization, where repeated exposure to violence in media can decrease audiences' sensitivity over time. It provides examples of how horror movies have become increasingly graphic, and events like the Columbine shooting intensified debates around media influences. While over-exposure may make people accustomed to fictional violence, real-life impacts are still possible, like mimicking acts seen. The theory is somewhat similar to the hypodermic needle model of direct media effects, but research also shows moderated links between media violence and real aggression.
The agenda-setting theory originated in 1972 when McCombs and Shaw studied the 1968 US presidential election. They found that the issues given prominent coverage in the media were also considered important by voters. This showed that the media has the ability to influence the salience or importance of issues on the public agenda by deciding what to cover prominently. Later research expanded this to the concept of framing, which is that media can influence not just what issues the public thinks about, but also how they think about those issues through selective presentation and emphasis of certain aspects of stories.
(note: many animations do not replicated in SlideShare; it is suggested that you view in the native PowerPoint program)
Week One – “A History of Media Psychology”, which will feature discussion of the early “moral panic” days of research, including The Payne Fund Studies, The Seduction of the Innocent, and a discussion of the psychological underpinnings of the infamous War of the Worlds broadcast. Our discussion this week will also include an overview of the history of leisure and it’s relation (positive and negative) to society.
Public opinion is defined as the shared expressed attitudes of individuals on issues of common concern. It is important to understand the components and characteristics of public opinion to analyze its role in policymaking. There are generally three types of publics - apathetic, attentive, and mobilizable. Only mobilizable publics that express their opinions through voting, communication, protests, or polls can influence policy. Public opinion research has shown that while support for the political system remains high, levels of political knowledge, efficacy, and trust have declined.
This document discusses cultivation theory, which proposes that heavy television viewing can influence viewers' perceptions of reality. It presents the theory's key arguments, including that extensive TV watching over time can gradually shape viewers' beliefs through first and second-order effects. Heavy viewers may see the world as more violent and fear-inducing than it really is. However, attitudes can also be shaped by other media, personal experiences, and social influences. The document examines applications and critiques of cultivation theory.
The two-step flow theory of communication proposes that influence flows from mass media to opinion leaders and then from opinion leaders to the general public. Researchers found that during a presidential election campaign, people were more influenced by informal interpersonal communication with opinion leaders than by direct exposure to media messages. The theory claims information moves in two stages: first, opinion leaders are exposed to media and gain information; second, opinion leaders pass this information along with their own interpretations to other people in their social networks.
The document discusses several models of mass communication effects:
1. The hypodermic needle model suggests media can precisely inject ideas into passive audiences.
2. The magic bullet model from the 1940s-50s viewed media as a powerful influence on behavior change.
3. The two-step flow model proposes opinions spread from media to opinion leaders then to the public.
4. Cultivation theory argues heavy media exposure shapes viewers' perceptions of social reality.
5. Agenda-setting theory holds media influence public issues by deciding what is newsworthy.
The document discusses the relationship between media and society from multiple perspectives. It covers how mass media has changed over time, becoming faster, cheaper, easier to use, and more powerful. It also discusses different theories about media effects and how media influences society, such as agenda setting theory, two-step flow theory, and uses and gratification theory. The document examines issues like violence, sexuality, and reality in media content as well as infrastructure needs, ethics, censorship, and the role of journalism.
Public opinion and media politics presentationMitch Herrera
Public opinion is shaped by various environmental and social factors. Family, friends, social groups, and mass media like newspapers, television and the internet influence the formation of public attitudes and opinions on issues. Interest groups and opinion leaders also play a role in cultivating and spreading public opinion on certain issues. Governments are influenced by public opinion in democratic systems, where citizens form views on political topics. Polling is used to measure public opinion through surveys, but has limitations in identifying influential opinion leaders. The accuracy of public opinion polls can be affected if respondents do not take the surveys seriously or give socially desirable answers rather than their true views.
This document discusses various perspectives on media effects and moral panics related to media violence. It addresses theories that media can influence audiences, such as cultivation theory, but also perspectives that question the assumption that media automatically causes effects. It explores moral panics that have occurred over media content and violence, often involving children and youth. These panics are argued to reflect fears over uncontrolled children and popular entertainment of the masses. The document presents debates over claims of media effects and influences from scholars like Gauntlett, Buckingham, and others.
This document discusses and summarizes two communication theories: cognitive dissonance theory and agenda-setting theory. Cognitive dissonance theory proposes that people feel psychological discomfort from holding conflicting beliefs or thoughts, and are motivated to resolve that conflict. Agenda-setting theory suggests that news media influences public perception by choosing which issues to focus on and how prominently to cover them. The document provides examples and discusses how these theories could be useful for communication professionals in addressing cognitive dissonance and understanding media influence.
Exploratory Social Network Analysis with Pajek: DiffusionHossein Fani
This document discusses concepts related to the diffusion and spread of innovations through social networks. It covers key topics such as diffusion models like the two-step flow model, metrics for analyzing social network structures, factors that influence adoption rates like centrality and density, and concepts like critical mass and thresholds. Models of contagion are also referenced, drawing parallels to the spread of diseases.
Upload Lisboa 2012: Nathalie Nahai:Web psychology and the future of online in...Upload Lisboa
Nathalie Nahai é uma oradora vencedora de vários prémios, autora e psicóloga da Web, e encontra-se a escrever um livro para a Pearson, intitulado 'Teias de Influência: A Psicologia da Persuasão Online', com lançamento previsto para Outubro deste ano.
Com formação em psicologia e estratégia digital, ela é uma das poucas vozes principais neste campo a ter tanto experiência académica, como prática comprovada na engenharia da persuasão online.
Nathalie dá palestras regulares sobre o tema da Psicologia da Web e Social Media e trabalha com empresas para aumentar a sua reputação, base de clientes e o lucro online.
É também um membro do #OgilvyChange, uma nova Prática de Ciências Comportamentais que utiliza o pensamento mais recente em psicologia cognitiva, psicologia social e economia comportamental para criar intervenções comportamentais no mundo real.
Poderá encontrar os seus tweets @TheWebPsych, e ler o seu blog em TheWebPsychologist.com.
S. Sherrill - General Psychology - Chapter 11sjbrabham
Social psychology involves the study of how individuals are influenced by and influence others. Key areas of focus include social perception and judgments of others, conformity to group pressures, prejudice and discrimination, and attribution or how people explain the behaviors of themselves and others. Research has shown people tend to conform to group norms, obey authority figures even when instructed to harm others, and make internal rather than external attributions for people's behaviors. The goal is to understand social thinking, attitudes, and behaviors.
This document discusses social psychology and how it relates to human behavior in social contexts. Social psychology seeks to understand how individual behavior is influenced by other people and the social environment. It examines the factors that affect how people behave in social situations and the conditions under which certain behaviors, actions, feelings and thoughts occur. Social psychologists also study how psychological factors shape people's interactions with others. The document provides examples of topics in social psychology like self-concept, social influence, prejudice and discrimination, aggression, and feelings.
This document provides an overview of a social psychology course. It begins with definitions of social psychology and lists the main topics that will be covered in the course, including culture, the self, social cognition, attitudes, social influence, prejudice, aggression, relationships, and groups. It then provides more detail on some of the key chapters, outlining topics like nature vs nurture, the looking glass self, goals and choice, heuristics and biases in social cognition, and the factors that influence prosocial behavior.
Humans have an overpowering need to reciprocate favors shown to them. Devious tactics that involve initially rejecting someone but then retreating are effective at eliciting reciprocation because they invoke the principles of reciprocation and contrast. Additionally, opportunities and items are seen as more desirable when they become scarce or banned. When uncertain, people look to the choices of similar others for social proof. Authority figures and mere symbols of authority can greatly influence people's choices.
1) Conformity involves changing one's attitudes, beliefs, or behaviors to fit in with a group. It can occur due to real or imagined social pressure.
2) Early studies on conformity include Sherif's autokinetic effect experiment in 1935 and Asch's line judgment experiment in 1951. Both found high rates of conformity.
3) There are two main types of conformity - informational conformity, which occurs when one lacks knowledge and looks to the group, and normative conformity, which involves fitting in socially.
This document provides an overview of key topics in social psychology, including social thinking, attribution of behavior, attitudes and their relationship to actions, social influence through conformity and obedience, group influence, social relations like prejudice and aggression, and how psychology studies these concepts scientifically. It discusses pioneers in the field like Fritz Heider, Philip Zimbardo, and Stanley Milgram and their influential studies on attribution, roles and attitudes, and obedience. The summary focuses on how social psychology examines how people think about, influence, and relate to one another both at the individual and group levels.
Social psychologists consider a group to be composed of two or more people who interact and depend on each other in some way. Groups usually have the following features:
Norms that determine appropriate behavior (A)
Roles that are assigned to people that determine what behaviors and responsibilities people should take on(B)
A communication structure that determines who talks to whom within the group ( C)
A power structure that determines how much authority and influence group members have(D)
ON 31 July 2013, Dr. Nick Bowman was invited to give a guest lecture as part of the colloquium series hosted by Instituts für Kommunikationswissenschaft (IfK) der Universität Münster (Institute of Communication Science at the University of Muenster). For his talk, Dr. Bowman gave an overview of his larger research program aimed at understanding the many different processes by which media users select and make sense of their media messages.
More on the talk: http://www.uni-muenster.de/Kowi/mitteilungen/2013/gastvortrag-david-bowman.html
BB Chapter Fourteen : Group Influence And CommunicationBBAdvisor
This chapter discusses group influence and communication in marketing. It covers how groups function and are classified, the impact of reference groups on consumption, and how social roles influence consumption. It also discusses the importance of word-of-mouth communication and opinion leaders in shaping consumer behavior. The chapter examines the diffusion of innovations and the different adopter categories. It provides information on reference group influences, types of groups, and the role of communication and opinion leadership in the consumption process.
Chapter 7 social influence and persuasionMaicaGuce
Social influence occurs when one person causes another to behave differently than they otherwise would through persuasion, threats, promises, or orders. There are many forms of open and covert social influence. Persuasion aims to change beliefs and attitudes through communication, while compliance involves gaining agreement through threats or promises. Extensive research on obedience to authority has found that people are highly compliant with orders from figures of authority, especially when the authority is nearby and insists they continue a troubling task.
This document discusses the roots and branches of media psychology. It outlines that media psychology draws from sociology, psychology, social psychology, and mass media. Some key branches mentioned include anthropology, linguistics, criminology, economics, communication, social psychology, clinical psychology, industrial psychology, traditional media such as folk arts and street plays, modern media such as print, electronic, radio, television and internet. The document also lists some important branches of media psychology such as communication psychology, audience psychology, color psychology, music psychology, consumer psychology, marketing psychology and advertisement psychology.
(1) Social psychology studies individuals and how they think and behave in relation to others in social situations and groups. (2) It examines topics such as conformity, persuasion, prejudice, interpersonal attraction, and social influence. (3) Key concepts include deindividuation, social roles, cognitive dissonance, attribution theory, and maintaining relationships over time.
Conformity involves changing your behaviors in order to "fit in" or "go along" with the people around you. In some cases, this social influence might involve agreeing with or acting like the majority of people in a specific group, or it might involve behaving in a particular way in order to be perceived as "normal" by the group.
This document summarizes different aspects of group influence, including social facilitation, social loafing, and deindividuation.
Social facilitation refers to the tendency of people to perform simple tasks better in the presence of others due to increased arousal. However, complex tasks may be hindered by others' presence. Social loafing is when people exert less effort in a group than individually due to decreased accountability. Deindividuation occurs in minimal group situations and can result in disinhibited behavior.
The document reviews several studies that demonstrate these concepts, such as how individuals perform better at simple tasks like bike racing or solving anagrams when with others, but worse at complex tasks like pool shots or problem-solving. It
The historical influences of psychology PSY/310Rose Ezell
The document discusses the historical influences of psychology from ancient Greek philosophy to modern research and clinical practice. It describes how early philosophers like Plato, Aristotle, Locke, and Descartes influenced the development of epistemology and the debate around empiricism versus rationalism. Major figures that advanced the field include Darwin, Wundt, Freud, and James. Experimental methods were established for mapping the brain and measuring sensory experiences. The discovery of neurotransmitters led to new understandings in psychopharmacology. The DSM standardizes diagnosis and treatment.
The Two-Step Flow of Communication: An Up-to-Date Report on an HypothesisElihu Katz(1957)
- The People's Choice
- The Two-Step Flow Theory
- Opinion Leaders and Opinion Followers
- Minimal/ Limited Paradigm vs. Mass Society Paradigm
- Strengths and Limitations of The Two-Step Flow Theory
- Elmira Study, Rovere Study, Decatur Study and Drug Study
- Diffusion of Innovation
- Personal Influence vs. Mass Influence
- Impact of Personal Influence
- Flow of Personal Influence
The document discusses several media theories:
1) Hypodermic or Bullet Theory proposed direct, powerful effects of media on passive audiences.
2) Individual Difference Theory argued people react differently to media based on their unique qualities.
3) Personal Influence Theory found opinions are influenced through interpersonal networks led by opinion leaders.
4) Cultivation Theory proposed long-term exposure to media shapes common beliefs about the real world.
Election 2012: A Battle of the Social MediaJason Tham
About a decade ago, the hottest thing in political campaign was the Internet (Garecht, 2011). Political consultants and candidates touted the promise of the Web to change the mode of their campaign strategies. From fundraising to propagandizing, web-based campaigning overwhelmed the medium with political messages. Yet, with the sudden hype of Web 2.0 over the past few years, social media became the new hot medium for political campaigning. As the election season approaches, we are seeing an increasing amount of political messages streaming into social networking sites (SNS) such as Facebook, Twitter, and YouTube. Due to this trend, political parties are spending millions of dollars hiring social media experts to manage and monitor their appearances and respective messages on SNS. Nonetheless, how effective are SNS acting as a new medium for the transmission of these propaganda messages? Do SNS audience receive firsthand information from their political leaders, or through a group of active gatekeepers who screen information and only pass on items that would help others share their views on these sites (Baran & Davis, 2009)? According to an analysis of voters’ decision-making process during a 1940 presidential election campaign, Paul Lazersfeld and his team of researchers revealed evidence suggesting that the flow of mass communication is less direct than we supposed. Known as opinion leaders, this group of active gatekeepers maintains an important role in consuming and filtering propaganda messages on SNS. Drawing from the two-step flow theory of communication process, this study aims to identify opinion leaders within the realm of SNS, their influence toward the electoral progress, and determines if SNS are an effective medium for the generation, replication, and dissemination of political messages.
6.4 - Relationship between Producers and Audience.pptxJamesDixon10403
This document discusses the relationship between media producers and audiences. It begins by discussing how we should think about what people do with media rather than what media do to people. It then discusses two main concerns regarding how audiences engage with media texts: whether texts have a single meaning or multiple meanings, and what factors need to be considered in understanding a text's meanings. The document goes on to explain four communication theories - the hypodermic needle theory, reinforcement theory, uses and gratification theory, and two-step flow theory. It provides a brief overview of each theory, including their perspectives on audiences and influence.
The document discusses several media theories:
1) Hypodermic or Bullet Theory proposed direct, powerful effects of media on passive audiences.
2) Individual Difference Theory argued people react differently to media based on their unique qualities.
3) Personal Influence Theory found opinions are influenced through interpersonal networks led by opinion leaders.
4) Cultivation Theory proposed long-term exposure to media shapes common beliefs about the world.
The document discusses several theories related to mass communication and its effects on society, including:
1) Direct effects models which assume media messages lead to predictable responses are contrasted with indirect effects models which recognize people respond differently based on backgrounds.
2) Uses and gratifications theory examines what audience members seek from media use and whether their needs are met.
3) Cultivation analysis suggests heavy television viewing can influence viewers' perceptions of the world, such as believing it is more dangerous.
4) Other theories discussed include agenda setting, social learning, spiral of silence, and media logic.
Discuss the concept that attitude and opinion change were consider.docxlynettearnold46882
Discuss the concept that attitude and opinion change were considered to be measures of personal. This was because they were assumed to be enduring. Is this assumption still applicable today? Why and how? .(chapter 8)
Attitude is an action toward or away from an attitude object. An opinion is the way people express their attitude or believe. This could be verbalized while attitudes possessed positive and negative drive value. Tow major of research was done by Hovland and Janis address Laswell model of interpersonal communication who says what to whom in what channel with what effect or outcome. In 1953, this was looking for cause and effect and how one elicits change on another.
Hovland, Kelly, and Janis argued attitude and opinion are enduring. They used three steps in order to determine whether attitude change occurred or not. They include attention, comprehension, and acceptance. Not every message that will catch people’s attention. When the message is complicated, it is hard to comprehend and understand. To make the change, individual should accept changes to avoid any regret later. To overcome this regrets we need to work hard to make sure that we carry out the right decisions and which we are comfortable in.
A research on persuasion involves four parts that are communicator, message, audience and response. Credibility goes hand in hand with the communicator's ability to persuade someone. People tend to do dangerous things when in a group than individually. Persuasion is more successful when the individuals are personally convinced r influenced by an absolute choice. Humans are expected to be active in a given task if they are more involved in the persuasion. Someone with an interest in something is more likely to be persuading over time. Using less effort than that who lacks in Personal Influence. The message and credibility are some of the main factors that affect the rate of influencing persons into something.
In the two-step flow of communication, an individual fundamentally influences the other. The media will be more efficient in eliciting change than any other channel. Its influence is indirect rather than direct. Opinion leaders also play a great role in persuading groups of people. It is out of the persuasion that the public makes a choice based on how convinced they are about these choices.
The basic categories which Hovland, Janis, Lumsdaine, and Sheffield addressed in their persusion research are communicator, content, audience and response. It considered central to attitude change. Hovland used Lasswell's formula of "who says what to whom with what effect."
The Communicator (Who) the group studied source credibility, looking at trustworthiness and expertness. They found that, while high-credibility communicators produced better amounts of attitude change, low-credibility communicators produced little attitude change. Another found, when a person with high-credibility gives false information, a person will dissocia.
The document discusses several mass communication theories:
1) Spiral of silence theory explains how people remain silent when they feel their views are in the minority due to fear of isolation.
2) Two-step flow theory describes how information from media moves in two stages from opinion leaders to the general public.
3) Cultivation theory suggests that heavy television viewers' perceptions of social reality are influenced by what they see on television.
The document discusses the shift from positivist to post-positivist approaches in mass communication theory. The positivist approach focused on identifying direct cause-and-effect relationships between media exposure and behavior. Post-positivist scholars challenged this, arguing it was too narrow and failed to account for complex contextual factors. Today, many scholars advocate for more critical approaches that consider the dynamic contexts of production and consumption.
The document discusses theories of media effects and influence. It describes how the "hypodermic model" which viewed audiences as passive recipients of media messages proved too simplistic. Researchers like Lazarsfeld, Berelson and Gaudet proposed the "two step flow" theory, which found that information from media does not directly influence audiences but rather flows through informal "opinion leaders" who influence their social circles. This two step process better explains how audiences actively mediate information from media.
This document discusses different theories about how media represents and influences society:
- Functionalism says media informs, correlates information, provides continuity of culture and entertainment. Conflict theory says media representation is shaped by ideology and bias.
- Representation in media results from selection of possibilities and is ideological. Stereotypes in media content can reinforce power relations.
- Media can manipulate representation through techniques like mise-en-scene, editing, and framing. Content analysis is needed to understand media influence.
- Hegemony theory says the ruling class controls media to shape public opinion. Pluralism says media reflects diverse audiences rather than pushing ideology. Stereotypes arise from pleasing audience expectations.
The document provides an overview of communication concepts and models, including:
1) Shannon and Weaver's linear model of communication and its limitations in capturing meaning and context.
2) Westley and Maclean's model highlighting the role of communicators as advocates, channels, or behaving in a non-purposive role.
3) Uses and gratifications theory which views communication as interactive and audiences using media to fulfill different needs.
4) Agenda-setting theory which describes how media influences what issues the public thinks about.
The document discusses agenda setting theory in mass communication. It states that media have the ability to determine which issues are important to the public by influencing what people think about rather than what to think. It provides background on the origins of the theory from Lippmann and Cohen and empirical research by McCombs and Shaw. Later research identified features like vividness, positioning and priming. The document also discusses agenda building, influences on media agendas, framing, and criticisms of agenda setting theory with examples of how Pakistani media practices it.
This document discusses several audience theories related to how audiences interact with and make meaning from media texts:
1) Hypodermic needle/effects theory proposes media have a direct influence on passive audiences, while cultivation theory argues for a more gradual, "drip-drip" effect over time.
2) Two-step flow theory recognizes indirect influence as audiences discuss media with others they respect.
3) Uses and gratifications theory views audiences as active in using media to fulfill needs rather than being directly influenced.
4) Reception analysis and semiotics examine how audiences construct different meanings based on their backgrounds and can reject or reinterpret dominant meanings.
The theory of opinion leadership was first developed in the 1940s and proposes that information flows through society in two steps - from media to opinion leaders, and then from opinion leaders to their followers. Opinion leaders are individuals seen as knowledgeable and trustworthy within their social group. The rise of new media has democratized influence and allowed many more people to become opinion leaders by building authentic connections with followers online. Reporters in Gaza function as important opinion leaders, influencing views through their moving portrayals of life in the region amid conflict.
1) Decoding refers to how audiences interpret messages based on their own experiences and perspectives. Bud and Steinmen note that subordinate cultures tend to decode messages from the dominant ruling class.
2) There are three positions of decoding: dominant-hegemonic when individuals accept the ruling class messages, negotiated when people accept some dominant ideas but with exceptions, and oppositional when people reject dominant codes and substitute their own views.
3) The goal of cultural studies theory is to explain how media plays a role in developing cultures and to make audiences aware that the elite use media to shape knowledge and perpetuate the status quo.
1) Decoding refers to how audiences interpret messages based on their own experiences and perspectives. Bud and Steinmen note that subordinate cultures tend to decode messages from the dominant ruling class.
2) There are three positions of decoding: dominant-hegemonic when individuals accept the ruling class's messages, negotiated when people accept some dominant ideas but with exceptions, and oppositional when people reject dominant messages in favor of their own views.
3) The goal of cultural studies theory is to explain how media plays a role in developing cultures and to make audiences aware of how elites use media to influence societal norms.
The document summarizes several audience theories:
1) Cultivation theory suggests that heavy media and television viewers are more likely to have their attitudes and beliefs influenced by what they see.
2) Two-step flow theory proposes that media messages are less influential than personal communication, with opinion leaders receiving information from media and passing it to others.
3) Hypodermic needle model views the audience as passive and powerless to resist direct media messaging.
This document summarizes several theories about the effects of mass media on audiences:
- Walter Lippmann's theory that media shape our perceptions of things we haven't directly experienced
- Early theories that media have direct, powerful effects but were later challenged by theories finding mostly indirect, minimal effects
- Two-step flow model where media affect individuals through opinion leaders
- Agenda-setting theory where media tell people what to think about
- Uses and gratifications theory where people choose media to meet needs like surveillance, diversion, socialization
- Consistency theory where people control media effects by choosing messages consistent with existing views
Similar to SPICE 2012 Media Psychology - Week Two Notes (20)
The current study explores variance in perceptions of age-appropriateness and overall evaluations of a video game manipulated to contain sexually or violently explicit content as a function of national culture and moral foundations. Purity/Sanctity concerns were the strongest predictor of higher age-appropriateness ratings for sexually explicit (expected) and violent (unexpected) games. US players evaluated the violent game more favorably than Germans. Both evaluated the sexually explicit game similarly, although Germans preferred it to the violent game; US audiences preferred the violent game.
Advances in realistic graphics and artificial intelligence are hallmarks of evolved video games, as environments and characters are made to seem more real. Little is known, however, about whether or not character model changes may impact players’ relationships with familiar avatars, especially since anthropomorphism – the perception of nonhuman objects as being human or human-like – is understood as central to player-avatar interaction (PAX). This study leveraged a naturally occurring change to one MMO’s avatars to conduct a field quasi-experiment to investigate whether enhanced avatar anthropomorphism influences PAX dimensions: emotional investment, anthropomorphic autonomy, suspension of disbelief, and sense of control. Longitudinal analysis showed that enhanced anthropomorphism had no significant impact on any PAX dimension immediately or over time, when controlling for demographic and gameplay variables. Player comments suggest the change was experienced not as a change in humanness, but as a shift in perceptual realism – believability, lifelikeness, depth – that impacted the experience of the avatar-mediated gameworld more broadly.
Presented at the 2015 convention of the National Communication Association
Now in press at Psychology of Popular Media Culture; pre-press version can be accessed here: https://www.academia.edu/15606926/Of_Beard_Physics_and_Worldness_The_non-_Effect_of_Enhanced_Anthropomorphism_on_Player-Avatar_Relations
This study explores the potential correlation between an adolescent's leisurely video game experience and their narrative composition writing ability in a first-semester University writing course. Our data report moderate correlations between students' aggregated video game experience (years spent playing) and their ability to articulate tension and turn, and use proper organization in composition assignments, notably an early-semester diagnostic essay (assigned on the first day of class, prior to formal instruction). Findings suggest that leisurely gameplay might help develop competency with the same creative skills related to written narrative ability, potentially facilitating the learning of these skills in the classroom.
Citation: Bowman, N. D., Baldwin, C., & Jones, J. (2015, November). Virtual tensions fuel narrative tensions: The impact of leisurely video game experience on first-year college students’ observed composition writing ability. Paper presented at the National Communication Association, Las Vegas.
An avatar is “an interactive, social representation of a user” (Meadows, 2008, p. 23) in a digital environment. Although avatars broadly include textual screen names or social network profiles, we specifically discuss here the two- or three-dimensional graphic
bodies representing players in online games. These bodies are at least partially controlled by players as they engage a game – in movement, gesturing, communicating, and acting in/on the world – and these interactions constitute a multimodal gaming
literacy that is central to play (Gee, 2004).
This paper proposes a validated 15-item scale that merges theoretically divergent perspectives on player-avatar relations in extant literature (parasociality as psychological merging and sociality as psychological divergence) into a single instrument that measures player-avatar interaction (PAX). PAX is defined as the perceived social and functional association between an MMO player and game avatar, inclusive of four factors: emotional investment, anthropomorphic autonomy, suspension of disbelief, and sense of player control. These four factors were stable across two large multi-game (N = 494) and game-specific player samples (N = 458), in both exploratory and confirmatory factor analyses. Construct validity tests show scale dimensions have expected significant relationships with a sense of human-like relatedness and player-avatar relationship features, and predictive validity tests indicate theoretically likely and relevant factor associations with gameplay motivations and MMO genres.
Advancements in wearable technology have allowed for social information to be inserted directly (albeit conspicuously) into face-to-face interactions. One example is Google Glass, worn similar to a pair of eyeglasses but with a digital display which can provide the wearer an augmented reality of extra-dyadic cues – such as social information (culled from social media programs) – about one’s conversation partners. Such interactions might violate expectancies of “normal” face-to-face interactions, in which both partners are assumed to have similar levels of social information about the other (as well as similar capabilities to retrieve and record this information). The current study simulated a fictitious “Looking Glass” program that (a) auto-detected (via facial recognition) one’s partner and (b) displayed that person’s last 12 social media posts on Glass. In a randomized case/control experiment, non-wearers were more likely to perceive Glass-wearers as physically attractive and socio-emotionally close, while feeling lower self-esteem and having higher mental and physical demand with the conversation. Open-ended data suggested Glass wearers to be less attentive to the conversation, and Glass-present conversations were less on-topic. These data hold implications for future application of and research into what we refer to as cyborgic face-to-face interactions: non-mediated yet technologically augmented social interactions.
Citation: Bowman, N. D., Banks, J. D., & Westerman, D. K. (2015, May). Through the Looking Glass: The impact of Google Glass on perceptions of face-to-face interaction. Paper to be presented at the International Communication Association, Puerto Rico.
This study experimentally examined the social stigma associated with different types of popular media fandom. Participants read profiles of either a male or female sports fan or science fiction/fantasy fan and rated their impressions. Science fiction/fantasy fans, both male and female, were perceived as less physically and socially attractive compared to sports fans. Additionally, male science fiction/fantasy fans were rated as less physically and socially attractive than both female science fiction/fantasy fans and fans overall, suggesting fandom type interacts with gender norms to influence social stigma. The findings provide evidence that stigma towards science fiction/fantasy fandom is linked to the object of fandom rather than the level of fan behavior.
Through content analysis of their coverage on a large-scale media event, this paper examines the difference of agendas set by traditional media (represented by newspapers) and new media (represented by micro-blogs) in China. The results show that the agendas discussed by the Chinese people on micro-blogs are not significantly influenced by newspapers. In terms of the topics of the news, newspapers are more concerned with the Chinese economy and people's livelihood while micro-blogs are more concerned with political and legal reforms in China. As for media tone, newspapers are more likely to cover the event positively while micro-blogs tend to be negative. These findings that the Chinese government may be incapable of exercising their traditionally strong media agenda influence over newer digital media suggest that Chinese citizens, or netizens, may enjoy more freedom of speech in micro-blogging.
Zhang, G., Bowman, N. D., Shao, G., & Guan, D. (2015, May). “The people dissent, or The People’s consent?” Comparing news agendas of traditional and new media surrounding a large-scale Chinese political event. Paper presented at the International Communication Association, Puerto Rico.
College students use their social media profiles to create and (normally) maintain a positive presentation of their self-identities in an expansive online social network. According to the social identity model of deindividuation effects (SIDE) model, when students identify strongly as a member of a group, they may craft posts that reflect this group identity, which may or may not be seen as acceptable to others in their social network. In a one-to-many form of communication like a social media website, a person may have many small groups of people in their social network, but their audience is their entire network as a whole. This study analyzes how group identity shapes the way people post updates. Students from a large Mid-Atlantic university were surveyed about their group identity and their own social media posts. By analyzing and comparing their actual Facebook posts to their survey responses, a direct relationship between strength of group identity and group-conforming Facebook posts was expected.
As part of a panel on the "Psycho/biological considerations for human interactions within video games" at NCA 2014, Dr Nick Bowman presents a summary of his work on task demand and video games.
The current study explores the impact of dissonant origin information (information about character origin that counters audiences’ prior knowledge) on dispositional shift (movement from more to less extreme judgments). In a 2 (action: pro- or anti-social) x 2 (outcome: rewarded or punished) x 2 (canonical/control or dissonant origin) between-subjects experimental design, participants receiving dissonant origin experienced greater dispositional polarization (that is, dramatic shift) – from extreme positive to extreme negative judgments; these effects intensified when the character’s actions were anti-social.
Research has yet to identify causes for jealousy reactions on social network sites. An experiment examined how message exclusivity affects jealousy responses to a hypothetical scenario. A total of 191 students were randomly assigned to imagine their emotional and behavioral responses to an ambiguous message given by their partner to a romantic rival in a private Facebook message (high exclusivity) or posted publicly on the rival’s Facebook wall (low exclusivity). Those reading high exclusivity messages reported more negative emotion and were more likely to confront. Threat perception and negative emotion predicted confrontational behavior. There was an indirect effect of exclusivity on threat perception through negative emotion. There was no direct link between exclusivity and threat perception.
Citation: Cohen, E.L., Bowman, N.D., & Borchert, K. (2014). Private flirts, public friends: Understanding romantic jealousy responses to an ambiguous social network site message as a function of message access exclusivity. Computers in Human Behavior, 35, 535-541. doi:10.1016/j.chb.2014.02.050
Video games have long been understood as an entertaining and popular medium, and recent work has suggested that at least part of their appeal rests in their ability to foster feelings of sociability and belonging with others. From this, we expected that following an episode of social ostracism, playing video games with other people would be an enjoyable experience due the game’s ability to restore one’s social needs. However, in a 2 (social inclusion vs. social ostracism) x 2 (choosing to play alone vs. co-playing) quasi-experimental design, individuals who were socially ostracized in a ball tossing game reported no deficit in their subsequent enjoyment of the video game- reporting above-average enjoyment - while individuals who were socially included reported significantly lower enjoyment when playing alone compare to all other conditions. These effects held, controlling for individual sex, trait need for belonging, video game self-efficacy, and individual performance at the game. These results ran counter to predictions regarding the socially restorative power of video games following a social ostracism episode, and offer insight into how social scenarios might foster expectations of entertainment media products.
Citation: Bowman, N. D., Kowert, R., & Cohen, E. (2014, November). When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment. Paper to be presented at the National Communication Association, Chicago.
Taking an initial step to empirically investigate cultural conjecture about stay-at-home mothers' (SAHMs') and working mothers’ (WMs') rivalry, the purpose of this study was to identify the content of stereotypes held for these subgroups of mothers. Through open-ended responses from SAHMs, WMs, and a broad non-parent sample, 5,523 traits of SAHMs and WMs emerged. Following coding procedures used in previous stereotype research (Hummert, Garstka, Shaner, & Strahm, 1994; Ruble & Zhang, 2013), the authors grouped the traits into 28 SAHM and 21 WM stereotype categories. The SAHM stereotype categories align with traditional views of womanhood, feminism, and family structure and reveal positive evaluations of mothering ability. Examples of the SAHM stereotype categories include: “domestic,” “caregiver,” “family-oriented,” and “ideal mom.” The WM stereotype categories align with non-traditional views of womanhood, motherhood, and family structure and reveal negative evaluations of mothering ability. Examples of the WM stereotype categories include: “determined,” “independent,” “work-focused,” and “substandard mom”. SAHM and WM stereotypes provide evidence for both stagnant and progressing ideals of women such that SAHMs are perceived as feminine, heterosexual housewives who are solely competent at mothering and WMs are perceived as independent, strong women who lack maternal instincts. Building on social identity (Tajfel & Turner, 1986) and subsequent theorizing (Cuddy, Fiske, & Glick, 2007), these results lay groundwork for further assessment of these stereotypes, particularly their prevalence, valence, and links to specific family and intergroup communication practices.
Guided by Rhetorical and Relational Goals Theory, this study examined college students' perceptions of effective teaching behaviors. Specifically, students (n = 209) were asked to design their ideal instructor by prioritizing ten teaching behaviors and characteristics from rhetorical and relational traditions (i.e., assertive, responsive, clear, relevant, competent, trustworthy, caring, immediate, humorous, disclosure). Results indicated that students preferred teacher clarity, competence, and relevance from their instructors. Teacher self-disclosure, immediacy, and caring were considered to be luxury behaviors rather than necessary behaviors. Academic beliefs (i.e., learning orientation, grade orientation, academic entitlement) were significantly related to many student preferences for effective teaching behaviors.
This document discusses the history and evolution of advertising. It traces advertising back to ancient Greece and describes how it grew with improvements in production and distribution. Newspapers helped advertising become popular by increasing audiences and potential markets. Online advertising struggled early on but adapted to focus on customized content and big data-driven targeting. The document examines how media formats and user behaviors have challenged traditional advertising models.
Paper presented at Meaningful Play 2014, East Lansing, MI, 16 October 2014
Popular opinion of digital games tends to classify them as toys, diversions and distractions, however this focus on games solely as sources of hedonic pleasure is theoretically, empirically, and phenomenologically myopic – it obscures the full range of affective, emotional, and cognitive experiences that one can have when playing digital games. In this vein, this study explores the phenomenal experience of enjoyment and appreciation in massively multiplayer online games, addressed through players’ descriptions of favorite gameplay memories. Through emergent thematic analysis of these descriptions and statistical analysis of individual differences, we demonstrate that elements of online game content can be both enjoyed as ego-driven reward and achievement and appreciated relationally with respect to other players, characters, and the gameworld. However, memorable game experiences are not necessarily experienced as having entertainment value, such that games scholars should be more inclusive of what is considered as important to players – potentially the win, the worth, and the work of play.
A guest lecture, sponsored by the Scripps College of Communication at Ohio University. The talk was given on 7 October 2014 in the Schoonover Lobby by Dr. Nick Bowman.
For Fall 2014, WVU Department of Commnication Studies is hosting an informational meeting on Monday, September 8 for undergraduate students interested in learning about our two student organizations: Lambda Pi Eta and the Undergraduate Communication Association.
Early in graduate school, scholars are introduced to the foundational epistemologies and ontologies of their fields. Similar to the way in which children tend to adopt the world-views of their parents, young scholars tend to acclimatize to the theoretical and methodological assumptions of their advisors. In this process, scholars learn to harness the tools of their chosen focus of study, often at once mastering one tool-set and becoming blind to the potential utility of others. In this presentation, we present the results of a line of research on player-avatar relationships (PARs) that has successfully leveraged the seemingly-inherent friction of two very divergent approaches to research: interpretative scholarship aimed at generating rich data from conspicuous participants (in which the data analyzed are subjective accounts of human experiences gathered using quasi-ethnographic methods) and post-positive scholarship aimed at gathering broad data from anonymous participants (in which the data analyzed are observed cognitions, attitudes or behaviors produced through survey and experimentation). Initial solutions from both camps produced competing explanations regarding PARs – the former suggesting them to be best framed as authentic social relationships, the latter suggesting them to be best framed as para-social affinities. Subsequent studies theoretically and methodologically blended both approaches, resulting in a broader and deeper conceptualization of PARs that accounts for counterintuitive patterns in the qualitative data and substantially improves variance explained by data models designed to understand uses and effects.
Talk delivered at the University of Muenster, Thursday July 24. Images contained are not property of authors, with exception of data tables and figures.
More from West Virginia University - Department of Communication Studies (20)
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
3. Variables – Direct Effect
Aggressive Thoughts in
Violent Media Content
Children
IV DV
(Cause) (Effect)
4. Variables – Mediation Effect
Aggressive Thoughts in
Violent Media Content Co-location Children
IV MedV DV
5. Variables – Moderation Effect
Interactivity
ModV
Violent Media Content Aggressive Thoughts in
Children
IV DV
6. Day One:
Limited Effects – Vott ist das?
Media Psychology and Influence
SPICE 2012 (Erfurt)
ND Bowman PhD, Instructor
7. Outline
State of Mass Communication Research –
1962
Mediation and Moderation
Whatis it?
Why we should be doing more of it?
8. Mass Communication, circa
1962
It is possible to study human
To study communication without
considering mass
communication is to communication, but hardly
possible to study mass
study media; it is communication without
part of our ecology taking account many areas
of communication research
which are not themselves
Schramm was an “mass” communication.
early pioneer in the
scientific study of
communication
Took a marker of the
current state of
research affairs
9. Mass Communication, circa
1962
Earliest research out of Columbia looked the
relationship between mass communication
and personal influence
FOCUS: Television and
Information and entertainment
Commercials and children
Shift from audience size (why?)
10. Mass Communication, circa
1962
Audience behaviors
Beyond exposure, what are they exposing to?
12% of newspaper overall
¼ read 30%
¼ read less than 4%
Comics (56%) > Photos (51%)
Stories on
War,
Defense
Disaster
Human interest
Weather
11. Mass Communication, circa
1962
Shift to motivations and
usage of media
Detroit newspaper strike
affects 59% of audience
News > sports, features,
comics, editorials
Personality‟s influence on
entertainment/information
News predicted by
perceived usefulness,
interest (TAM?)
Perceived high- or low-
brow motivation to use TV
Education level drives
information-viewing
12. Mass Communication, circa
1962
Content and “indexing” by contextualizing:
Headlines
Captions
Aesthetics?
Colors
Theme music
13. Mass Communication, circa
1962
Channel effects (the
“media” effect?)
Recall highest from TV,
least from print
information
Both in the short-term
and the long-term (eight
months)
Debates polarized
rather than converged
opinions
Audiences „insert‟
emotion into speech
15. Mass Communication, circa
1962
Two-Step Flow modelWho are these (leading)
people?
• Evenly-distributed across
SES; variance based on
content
• Used more media
• Were more socially-
connected
17. Schramm to Klapper
One of Klapper‟s more
famous arguments
was that media
reinforces rather than
challenges (cultural-
moral) status quos!
18. What is Moderation? (B&K)
Moderators are
variables that change
the direction or
strength of a XY
relationship
Can be qualitative or
quantitative
Moderations can
interact with
predictors to
understand an
outcome
19. Moderation – Case 1
The simplest case, suggesting that an increase
in the moderating variable has a multiplicative
effect on the relationship between IV and DV
(here, positive)
[IV X MV = DV]
20. Moderation – Case 2
Here, we see a similar effect, but with a
dichotomous moderator (i.e., gender). This
suggests that the influence of an IV on a DV is
greater for one category than another.
[Male‟s IV DV > Female‟s IV DV]
21. Moderation – Case 3
A continuous ModV and a categorical IV; good
for identifying the conditions for which a
moderator‟s influence is realized
[Males are influenced more by IV than
females]
22. What is Mediation? (B&K)
Mediators account for an observed influence of
an IV on a DV
Move us from SR to SOR, as they
consider the “organism” in the process
Sort of like “greedy moderators” as they take
all of the effect, no more (c)
23.
24. Where does this all fit in to
media?
Mediation Moderation
Helps us understand Helps us understand
potentially spurious conditions under
relationships which media would
between content have a larger or
and affect smaller affect
Implicates the role Teases out influence
of the „organism‟ in channel effects and
media output usage motivations
Others? Others?
25. Importance of Med/Mod Today
Holbert and Stephenson argue that
understanding mediation is “a necessary but
not sufficient condition” for media influence.
Specifically, then discuss SEMs and indirect
effects
26. Mediation in Media Effects
Research
Conditional effects model generally argues
media‟s limited influence on „CAB‟
We can think of mediators and moderators as
“conditions for a media effect to be
realized”
These conditions exist at all levels
Who is affected
What is being affected
How is this affect happening?
27. Examples of Mediation
Political Communication Health Communication
“media vote “media behavior”
result” influenced by: influenced by:
Likelihood to vote Views on message
Views on behavior
Information levels
Social norms
about candidate
surrounding behavior
issues
Self-efficacy to stop
Voter perceptions
behavior
about candidate
Trust in message?
quality
Trust in message?
31. Day Two: Effects on
Individuals
Media Psychology and Influence
SPICE 2012 (Erfurt)
ND Bowman PhD, Instructor
32. Outline
An overview of individual differences
Priming and Exemplification
Social Cognitive Theory
33. Individual Differences in Media
Effects
Media research has
evolved to be more
subtle in understanding
the S R influence
“The idea that media have a Understanding ∆ in
direct or uniform effect on
viewers is a position that is
individuals between
generally understood to be a and within social
simplification of the way that
researchers in the discipline
groups is key to
conceptualize media influences” understanding
~Oliver, 2002
observed variance in
media effects
34. Enjoyment and Emotions
Individuals differ in…
What they “need” from the media
e.g. need for cognition, sensation-seeking
Their „readiness to respond‟ to media
e.g. emotional contagion qua empathy, coping, anxiety
Personality and other traits
e.g. aggressiveness, neuroticism, extraversion
Evaluative dispositions
e.g. of characters, narrative, show aesthetics
35. Exposure, Interpretation and
Memory
Cognitive dissonance strategies imply by
definition individual differences
Important, as dissonance drives media
selection
wo könnte es ein Medien-Effekt
hier zu sein?
36. Exposure, Interpretation and
Memory
Watergate scandal
Interest in coverage was
Highest with McGovern
supporters
Lowest with Nixon
supporters
Moderate with undecided
voters
Rush Limbaugh interest
Follows almost identical
patterns among Red >
Blue interest
How do we get folks to
„counter-expose‟?
Goals? Availability?
Refutability?
37. Exposure, Interpretation and
Memory
Interpretation and Perception
Klapper (1960) argues that media is produced to
maintain a status quo…
…so it stands to reason that audiences will use
and interpret media in line with their status quo
“Archie Bunker effect” (Vidmar & Rokeach,
1974) Family” topped Nielsen
“All In The
charts from 1971 to 1983.
38. Exposure, Interpretation and
Memory
Selective memory
If we differ in what we
need from media and
how we process it, we
likely differ in what we
take from it
Memory recall is
highest for „congruent
information‟ that fits
our a priori world
view
39. Media Priming
Priming is “the effect
of some preceding
stimulus or event on
how we react…to
some subsequent
stimulus”
Applied to media, we
study how media
content at T1 might
affect a behavior at
T2
40. Media Priming and Violence
Trait aggressiveness (+)
External violent cues (+)
Frustration (+)
Passage of time (-)
KI__
42. Media Priming in other areas
Music videos and misogyny
“Rape Myth” and sexual media
Stereotyping and social judgments
43. Cognitive Neo-Association
Concepts
become linked
in memory
These links can
become
stronger with
Similarity
Repetition
Accessibility of
concept a How is this model
function of adapted for Political
Communication? Health
strength of link Communication?
44. Priming and Mental Models
Mental models
represent a merging of
semantic memory
(knowledge of the
world) and episodic
memory (experience)
45. Priming and Mental Models
Issues with the „network‟ approach?
Effects are fleeting, requiring constant rebuilding of
networks (chronic accessibility)
Recall the Cognitive Miser hypothesis?
Mental models might serve as readily-available
cognitive scripts that are shaped through
experience and expectation
1. We can either create a new model or tap and old
one
2. Information within a model can be primed, activating
our reliance on the model as a whole for that
information
46. Exemplification
In essence, using
examples to tell a
story
Exemplars vs. base-rate
information
Also, let‟s not forget the
role of non-mediated
(i.e. personal)
experience!
*
47. Exemplification
Assumes that:
1. Events of consequence attract
more of our short- and long-
term attentional resources
2. Comprehension and storage of We also tend to make
concrete events is easier than to major boo-boos by
abstract ones relying on failed
heuristics related to:
3. We make assessments about
• Representativene
events based on our ability to ss (of the event)
retrieve them from memory • Availability (of
examples in our
mind)
48. Six exemplification predictions
1. Concrete examples relevant
influence characteristics aids
perceptions more in accuracy of
than abstract perception
accounts 5. Emotionally-arousing
2. Visual (concrete) exemplars foster
exemplars are most overestimation
effective 6. Increased attention
3. Emotional exemplars paid to an event
are more effective fosters
(when concrete) overestimation
4. Variance in event-
49. Suzie and the Bobo Doll
In Bandura‟s famous “Bobl Doll” studies, children who witness (via television)
an adult model assault a Bobo Doll without punish were more likely to enact
the behavior, even when no „weapons‟ were included in a room.
50. Observational Learning @
SCT/SLT
Basic logic of the theory
A person learns by observing the actions of
others and the consequences of those actions.
If Action A is rewarded, then Action A is good
If Action A is punished, then Action A is bad
We model those behaviors that are „good‟
Non-punishment = reward
52. Based on Four Distinctly Human
Traits
Symbolizing Capacity
The ability to use symbols to transform experiences
into cognitive models for the future (e.g., words)
Self-Regulatory Capacity
The ability to evaluate and motivate oneself
Self-Reflective Capacity
The ability to verify thoughts to see if they are right
Vicarious Capacity
The ability to learn without direct experience
53. Modeling
The reenactment of observed
behavior
1. Attention
2. Retention
3. Motor reproduction
4. Motivation
Can be either anti-social or
pro-social
55. Social Learning Theory (Bandura)
We learn through response consequences
Informative
Welearn which responses are appropriate through
observation
Motivational
Anticipation that behavior will be rewarded leads to
modeling
Reinforcing
Reinforcement of behaviors subsequently performed
leads to further learning and motivation
56. Social Learning Theory (Bandura)
Role of Moral
Judgments
Violating moral
principles is aversive
We learn by experience
how to weight moral
factors
Transgressions are
regulated by two major
sanctions
social sanctions
internalized self-
sanctions
We can learn to
override these
judgments!
58. Day Three: Effects on Society
Media Psychology and Influence
SPICE 2012 (Erfurt)
ND Bowman PhD, Instructor
59. Outline
Cultivation Theory and Social Reality
Agenda-Setting Theory
Third-Person Effects
60. Cultivation Theory
TV is… But giving primary attention to those
a centralized aspects and terms of traditional media
effects research risks losing sight of
storytelling what is most distinctive and
system… significant about television as the
…that creates common storyteller
of our age.
broadly shared
images…
…and presents a
limited world view…
…that becomes
shared by audience
members
61. Cultivation Theory
Mainstreaming Resonance
Heavy viewing At times, heavy
overrides differences television viewers
in perspectives that might experience
ordinarily stem from the very content
other group they view on screen
influences
people from different
backgrounds develop
same social
perceptions
62. Cultural Indicators Project
1967, George Gerbner
Investigated the cultivation effect:
For people who watch TV, real world = TV world
63. Cultural Indicators Project
Three steps of the project
InstitutionalProcess Analysis, where we see how
messages are created
Message Systems Analysis, where we assess the
content in mass-produced messages
Cultivation Analysis, where we examine the
influence of these messages on audience
thoughts and feelings
Cultivation Research looks at long-term
effects!
64. Findings from cultivation
research
TV viewers diverge from reality
Underestimate number of elder
Overestimate chances for being assaulted
General believe in the violent urban areas (and
bucolic rural areas)
Tend to know less about their environment
Tend to dream about “the bachelor life”
Label themselves as political moderates
66. Schrum and the heuristic model
TV viewing enhances construct accessibility
Repeated priming causes certain aspects to be
salient
Shared social perceptions serving as
indicators of a cultivation effect are
constructed through heuristic processing
67. Cultivation Hypothesis
Assumptions
1. Messages are relatively uniform
2. Viewing of television is non-selective
3. Television viewing is habitual
**What do you think?**
68. Cultivation Hypothesis
Assumptions
Is TV still a universal story-teller?
Increase in cable and radio channels
New networks focus on narrowcasting and
tailoring
“1000 True Fans” hypothesis eschews large
audiences
70. Agenda-Setting
The press “may not be successful much of the
time in telling people what to think, but it is
stunningly successful in telling its readers what
to think about” (Cohen, 1963, p. 13)
Increases salience of an event/idea/concept
*
72. Agenda-Setting
What increases salience?
Placement of a story
Total time/space devoted
Duration of coverage
Framing?
Who sets the agenda today?
(c) ND Bowman, 2011 *
73. Framing
Choosing how to package a story to maximize
some intended effect
Information Effects
Persuasion Effects
Accompanying a story about
abortion Which image is more
likely to garner support for
Planned Parenthood? Support for
*
anti-abortion legislation?
76. Example: Sports Coverage
Heisman Trophy ESPN Body Issue
Analysis of adjectives Looking at the
used to describe portrayal of nude
finalists shows athletes, females
reporters to use were more likely to
“Brawn” and “Brain” be out of context
frames to describe and to engage in
Black and White self-touching than
athletes‟ success males
More here More here