Media adolescents Flashcards
Info process preteens
- Rapid changes in info processing capacity in hardware and software
Info processing link to media
- preference for fast paced programmas
- repetition gets boring
- Longer time using media
Software
Memory strategies
Fucntional use of memory strategies
- Rehearsal
- Organization
- Elebortion
Functional use of memory strategies link to media
- Stimulate childrends use of these strategies
- Advertisers makke use of repetition slogans
concrete logical thinking
Thinking is bases on a system of logic and operations
-> but can only apply logic and operations to concrete objects
Concrete logical thinking and MEDIA
Programs with more sophisticated plots
Collecting and media
- Games with collecting as key focus
- Connecting games and tv shows to toys that can be collected
Reversibility and conservation and media
Transformation are understood, so not so magical anymore, but they can still be fun
Fantasy -> Reality distinction
Children in this period understand the difference between fantasy and reality
-> Interest in real- world phenomenon develops during this period
Reality distinction and media
Fantasy is still fun but preference for realistic and plausible themes.
Prefer realism in setting and characters-> interest in learning social lessons emerges
Understanding the perspective of others
Improved understanding of others perspectives
- anticipate how others will react
- Start to appreciate that their interests can differ from their friends
- Start to look for psychological similarity
Understanding the other perspective and media
- Preference for characters with whom they feel similar in a psychological sense
Emotional understanding and display
Beter able to regulate emotions; better able to enacte and understand emotional display rules.
Better understanding of own and others emotions.
emotional development and media
Children start to recognize criticize and dislike poor acting
- They start to identify with older actors
- They like actors who show emotions that are relevant to their own lives.
- Wishful identification
Social antenna develops
- Peer interactions become more important
- Strong sense of commitment and loyalty to peer group norms
Social antenna and media
Aware go how to behave and how to avoid being ridiculed
-> aversion to childish media especially in a group context
Gender differences
By the end of preadolescence slight decline in gender rigidity
Media-> gender matters: like programs that appeal to gender role identity
Uses and gratifications theory
Needs-> gratification sought-> use of media-> needs satisfied
Depend on different factors, including development
Physical development
Changes in appearance
Intrest in sex
Impact on mood
Physical development and media preferences
- need for info
Formal operational thinking
Logival, abstract hypothetical problem solving, intrest in future
Only complete in place at the end of adolescence
They will switch between concrete and formal operational thinking
Advantages formal operational thinking
Abstract thinking
scientific thinking
future thinking
Metacognition
Disadvantages and formal operational thinking
Nothin goes without saying
question everything
Critical
Adolescent egocentrism imaginary audience
Moderate discrepancy hypothesis and increased cognitive abilities
- More complexity in story lines
- More complex characters
- topics that deal with wide world problems
Why do adolescents get bored
Changes in dopamine + increased cognitive capacities = boredom
Sensation seeking
To seek out novel, varied, and highly stimulating experiences and the willingness to rake risks to attain them.
Focus on immediate rewards
Sensations seeking and dopamine and Media
Need for excitement and risk taking
Social emotional domain adolescents
Autonomy
Identity
Intimacy
Two big factors in socio emotional development
Self presentation and self disclosure
Selfpresentation
How to present themselves to others
Selfdisclosure
How much are you going to present yourself to others?
Affordances media
Synchronicity Identifiability Cue manageability Accessibility Scalalibility Replicability Retrieveability
Asynchronicity
Communicate when it suits them
Autonomy and media
Social media provide control over communication
Media allows individuals to be producers of contents
Media provide info about how to solve problemen
Identity and media
Need for identity relevant information
Need for rolemodels
Need for identity experiments
Identity exploration
Media provide relevant identity information
- Media provide role models
Asynchronicity
Communiceren wanneer het jou uitkomt
Identifibility
Beslissen in welke mate inhoud anoniem of persoonlijk is.
Cue manageability
Geluid of camera aan of uit kunnen zetten tijdens contact
Accessibility
Gemakkelijke informatie opzoeken en contact opnemen met anderen personen
Scalability
Kies de grootte en aard van je publiek
Replicabilty
Kopieer of deel bestaande online inhoud
Retrieveability
Inhoud opslaan en later terug halen.