Evaluation for KC4 Flashcards

1
Q

Research

A

Moller found that young people who played more video games were more likely to interpret behaviours in certain ways because the playing of the video game had primed them for this. They were more likely to view things such as pushing on purpose and as aggressive.

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2
Q

Applications

A

For examples studies into advertising by Harris have shown that cognitive priming can lead to people associating unhealthy foods with happiness. Understanding how this works means that we could direct them towards healthier foods instead.

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3
Q

Weaknesses

A

Hard to replicate. They cannot replicate the studies with the same stimuli. Furthermore, studies often examine the immediate impact of priming rather than the long term impact. This means it is difficult to know for certain if people’s unhealthy eating is due to the impact of adverts ‘priming’ them or something else.

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