midterm 1 Flashcards
define socialization
process by which we learn values/norms of society
define social media
internet platform where individuals can create and exchange content
content analysis
look at content of media, analyzing amounts or trend
limitation: doesn’t tell us the effect/impact of content
hypodermic needle theory
everyone is impacted by media in the same way (passive consumers)
cultivation theory
media cultivates views overtime
- resonance: more relatable = more views shift
- mainstreaming: beliefs converge to mainstream overtime for heavy viewers
social cognitive theory
learning by observation is influenced by:
- mental states/personal/cognitive factors: motivation, emotion, attention, self-efficacy, interest, identification
- reinforcements and punishments of models
behaviour is shaped by cognitive > environment
uses and gratifications theory
users actively shape relationship with media (purpose for using media impact how the media influences them
self-determination theory
competence + autonomy + relatedness –> motivation + engagement –> well-being performance
agenda setting
media tells consumers WHAT to think
framing theory
media tells us HOW to think about issues/weigh them
elaboration likelihood
central = aspects of the message/credibility
peripheral = surface issue (ie. appearance of speaker)
reinforcing spirals
social identity/existing beliefs reinforced through media –> more echo chambers
mood management
seek equilibrium
- maximize positive mood/minimize negative mood
- homeostasis of arousal
henri tajfel social identity
out-group = same, in-group = diverse
evolutionary attachment
we form connections with familiar people
best media approximates face to face cmmc^n closest
exemplification
events causing strong emotion –> lasting impression
third person effect
others more impacts by media than me
first person effect
i’m more impacted by media than others but only when media effects are positive
fundamental attribution effect
others’ Bx are due to stable, internal reasons
my Bx is due to external factors
social learning
learning through observation (bobo doll)
info processing/meme theory
meme = basic unit of info, replicable, transmitted
reduction hypothesis
more media = less time for intellectual content
- time displacement: media displaces time from education content (data –> reduced reading acquisition in young children)
- mental efforts: become more passive over time
- decreased attention, increases impulsivity
have all been debunked –> relationship is likely due to 3rd variable (eg. parental neglect)
goldilocks principle
curvilinear pattern between media and achievement
capacity model
we have limited resources –> trade off between narrative and educational content (narrative dominance)
less distance = better learning
narrative comprehension mediates the effect of viewer characteristics on educational comprehension
catharsis
purging violent impulses
priming theory
violent stimuli primes violent thoughts
scripts theory
screenplays of how to act in different situations
certain scripts can be primed
excitation transfer
violent media –> arousal –> interpret as anger –> act aggressively
desensitization
repeated exposure to violent media = reduced reaction to violence (orbital frontal cortex)
general aggression model
input –> internal states –> appraisal –> feedback loop
input: personality/situaiton
internal states: cognitive, arousal, affect
factors influencing success of educational TV
- educational goals
- media features (moderate discrepancy, repetition, interactive)
- characters (para-social relationship)
- age of child (too young = no vocab benefits, too old –> spinach effect)
factors impacting likelihood of aggression
- aggressive emotions
- aggressive traits
- aggressive thoughts
- psychological factors
contextual features
- perpetrators are appealing: glamorized violence
- violence is rewarded/unpunished
- violence is justified
- violence is realistic