Wk 4 - Media and Games Flashcards

1
Q

Watching TV is linked to… (x6)

A
Obesity
Sleep disruption
Delayed language acquisition - impacts for TOM/imaginative and pretend play
Poor school performance
Aggression
Commercialisation of children
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2
Q

American Academy of Pediatrics recommends children be exposed to how much TV?

A

None

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3
Q

Screen attention time of infants… (x2)

A

Increases from 11% at 6mo, to 39% at 3 yo

12-15 mo spend 48-74% of time looking at shows intended for their age-group

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4
Q

Barr and Hayne conducted to experiments to establish whether infants process information from screen…

A

12, 15, 18 mo learned puppet-imitation task when seen modelled in RL or TV, or without instruction - best performance after live actor
15 mo tasked with putting ball in jar, affixing handle to make rattle - can’t be done spontaneously, some learning from video, better live

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5
Q

Social and observational learning theory holds that media…

Eg…

A

Can add to development if providing new info or stimulates learning
Eg observing adult doing something useful

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6
Q

Cultivation theory holds that media…

Eg…

A

Content affect viewer’s beliefs about the world, consequently altering behaviour
Eg watching Blinky Bill could encourage prosocial behaviour

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7
Q

Use and motivation theory holds that the impacts of media…

ie…

A

Depends on uses to which media are put, motivations (learning, entertainment) and individual abilities/dispositions of use
ie energetic/focussed characteristics of child affect media impact

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8
Q

Displacement theory holds that media… (x2)

A

Displaces important development activities

More relevant to teens who replace e.g. school work, socialising

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9
Q

Hofferth studied the effects of media by…

Finding that… (x2)

A

Parents and 6-12 yo kept diary of problem behaviours/achievements
More computer and TV = less sleep/reading (displacement), no effect for problem behaviours
For girls, computer use correlated with reading and problem-solving achievement

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10
Q

DeLoace et al. looked at effectiveness of video learning in study involving…
Which found that… (x2)

A

Comparing effects of parental teaching, video with interaction, without, and control with no teaching
50% correct rate in parent condition, 38% with interaction, 30% in others
Parental interaction is key - more rewarding/engaging, modelling, situational learning = better recall

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11
Q

Impacts of kids programs being surrounded by adverts for program related mercy… (x2)

A

Argument that young can’t tell ad from program - groomed for life of consumerism
Marketing to children is explicit brand-loyalty-building strategy

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12
Q

Kids and marketing/consuming… (x3

A

During nursery school yrs, kids request average of 25 products a day, can recognise 200 logos by primary school
6-12 yo spend more time shopping than reading, attending youth groups, playing outdoors or conversing (displacement theory)
US children’s spending – 15 year mushroom to US$30 billion, plus influence another $600 billion worth of parental purchases

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13
Q

Characteristics of product-based programs… (x5)

A
Few main characters
Few subplots
Gender stereotyped characters
Fast-paced
Heightened aggression/violence
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14
Q

Impacts of product-based TV shows…

A

Combo of thematically related toys and TV show = inhibited creative imagination + stimulated imitative imagination

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15
Q

Short-term effects of TV on aggression are due to… (x3)

A

Priming processes - seeing it brings violence to mind
Excitation processes - increased arousal makes inhibition of aggression more difficult
Immediate imitation of specific behaviours

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16
Q

Long-term effects of TV on aggression are due to… (x3)

A

Schemas about a hostile world - the kinds of attributions made about another’s intent
Scripts for problem-solving focus on aggression - behaviour sequences become more accessible
Normative beliefs that aggression is acceptable - rules against which scripts are assessed before use

17
Q

Huesman’s longitudinal study of TV and aggression found that…

A

TV habits of first-graders predicted childhood aggression
More aggressive children watched more TV, preferred more violent shows, identified with violent characters, perceived TV violence as more life-like
15-yr follow-up found correlation of exposure to later aggression, and very serious acts e.g. spousal abuse, assault

18
Q

The majority of correlational studies of TV and aggression have found that…

A

Children who watch more media violence daily behave more aggressively daily

19
Q

The effects of gaming were explored in a study involving…

Which found that… (x2)

A

Giving playstation and 3 games to experimental condition consisting of 6-9 yo boys
4 months later tested more poorly on reading/writing (displacement)
Had worse learning/behaviour reports from teachers

20
Q

Barlett et al. examined impacts of ultra violence/blood in games in study involving…
Which found that… (x4)

A

Uni students played Mortal Combat with max, med,low, no blood
No differences in Trait Aggression
Increased State Hostility pre- to post- play for max/med blood conditions
Only max condition showed significant physiol arousal increase
Blood groups more likely to use weapons

21
Q

Similarity identification is…

A

When an observer identifies with a character due to sharing salient characteristics

22
Q

Wishful identification is…

A

An observers desire to emulate a fictional character either in general or specific terms
As role model for future actions/identity formation, or through imitation of particular behaviours/situations

23
Q

The role of wishful identification in aggression was demonstrated in a study involving…
Which found…

A

112 boys played game for 20 minutes, four conditions varying violence and fantasy/realism
Then able to blast losing competitor with potentially damaging noise levels
Highes aggression after playing violent game and identifying with character - especially in the realistic/violent condition

24
Q

Dehumanisation is…

A

A process whereby people disengage moral self-sanctions, relieving their guilt over aggressive actions

25
Q

Effects of VVG on dehumanisation were shown in a study involving…
Which found that…

A

Compared ingroup/outgroup behaviour following violent/neutral/prosocial game
Ingroup was equally liked/humanised after all games, but big outgroup drops after violent games
Because of tendency to dehumanise others, VVG increases potential to harm outgroup

26
Q

Why are debates around the impacts of media violence on aggression still not resolved? (x5)

A

Because not everybody is more violent after exposure, they don’t believe they can be
Imprecise consequences, eg Grand Theft Auto may = argument, not car theft
Media doesn’t report when aggressors aren’t gamers
Issues separating effects of games, and e.g. sports
Studies that show no effect don’t get published
Cultural bias - what about other than US uni students?