Week 2 Flashcards

1
Q

characteristics of the people playing violent video games

A
  • men
  • lower educated
  • more aggressive
  • more sensation seeking
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2
Q

justification of violence in video games

A
  1. violence is rewarded
  2. attractive perpetrators
  3. killing is shown as justified by storylines and committed for fun and distruction
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3
Q

catharsis

A

resolving one’s own negative emotions through others’ emotions in ‘tragedy’

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4
Q

aggresion

A

behavior aimed at intentionally causing harm or pain, psychological harm or personal injury or physical destruction

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5
Q

General aggression model

A

person &situation

  • -> present internal state(affect, arousal and cognition)
  • -> appraisal & decision processes
  • -> thoughtful OR impulsive action
  • -> social encounter
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6
Q

sad film paradox

A

sad moods can be appreciated on meta-level (feels good to feel sad, sad emotions positive related to enjoyment) - its a tender feeling

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7
Q

eudaimonic happines

A

pursuit of personal fulfillment and personal growth

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8
Q

hedonic happiness

A

maximize pleasure, minimize pain

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9
Q

mixed affect

A

feeling happy and sad at the same time (its an emotional characteristic)

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10
Q

existential insight

A
  • “what is life all about?”
  • moving and thought provoking
  • impression lasting longer
  • cognitive characteristic
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11
Q

appreciation

A

the perception of a deeper meaning, the feeling of being moved and the motivation to elaborate on thoughts and feelings inspired by the experience

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12
Q

narrative

A

2 definitions:

a serie of logically and chronological related events - Mieke Bal

A narrative is any cohesive and coherent story with an identifiable beginning, middle, and end that provides information about scene, characters, and conflict; raises unanswered questions or unresolved conflict; and provides resolution - Hinyard and Kreuter

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13
Q

the four essential components of narrative

A
  1. characters (protagonist. antagonist)
  2. events (fictional, non-fictional)
  3. temporal progression (chronological, non-chronological)
  4. telling (first-person storytelling, or an unreliable narrator)
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14
Q

the six shapes of a story

A
  1. rags to riches (steady rise bad –> good, tragedy)
  2. riches to rags (fall grom good –> bad)
  3. icarus (rise, fall)
  4. oedipus ( fall, rise, fall)
    5 cinderella (rise, fall, rise)
  5. man in hole (fall, rise)
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15
Q

difference between fabula and syuzhet

A

fabula: the actual plot, chronological events
syuzhet: the way it’s told/ organized in de movie

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16
Q

narrative engagement characteristics

A
  1. focused attention - “I found my mind wandering while the program was on”
  2. narrative understanding - “At points, I had a hard time making sense of what was going on in the program”
  3. emotional engagement - “The story affected me emotionally”
  4. narrative presence - “During the program, my body was in the room, but my mind was inside the world created by the story”
17
Q

effects of narrative engagement

A
  • higher level of enjoyment

- story consistent attitudes (able to persuade)