midterm 1 Flashcards

(34 cards)

1
Q

define socialization

A

process by which we learn values/norms of society

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2
Q

define social media

A

internet platform where individuals can create and exchange content

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3
Q

content analysis

A

look at content of media, analyzing amounts or trend

limitation: doesn’t tell us the effect/impact of content

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4
Q

hypodermic needle theory

A

everyone is impacted by media in the same way (passive consumers)

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5
Q

cultivation theory

A

media cultivates views overtime

  1. resonance: more relatable = more views shift
  2. mainstreaming: beliefs converge to mainstream overtime for heavy viewers
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6
Q

social cognitive theory

A

learning by observation is influenced by:

  1. mental states/personal/cognitive factors: motivation, emotion, attention, self-efficacy, interest, identification
  2. reinforcements and punishments of models

behaviour is shaped by cognitive > environment

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7
Q

uses and gratifications theory

A

users actively shape relationship with media (purpose for using media impact how the media influences them

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8
Q

self-determination theory

A

competence + autonomy + relatedness –> motivation + engagement –> well-being performance

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9
Q

agenda setting

A

media tells consumers WHAT to think

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10
Q

framing theory

A

media tells us HOW to think about issues/weigh them

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11
Q

elaboration likelihood

A

central = aspects of the message/credibility
peripheral = surface issue (ie. appearance of speaker)

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12
Q

reinforcing spirals

A

social identity/existing beliefs reinforced through media –> more echo chambers

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13
Q

mood management

A

seek equilibrium

  1. maximize positive mood/minimize negative mood
  2. homeostasis of arousal
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14
Q

henri tajfel social identity

A

out-group = same, in-group = diverse

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15
Q

evolutionary attachment

A

we form connections with familiar people
best media approximates face to face cmmc^n closest

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16
Q

exemplification

A

events causing strong emotion –> lasting impression

17
Q

third person effect

A

others more impacts by media than me

18
Q

first person effect

A

i’m more impacted by media than others but only when media effects are positive

19
Q

fundamental attribution effect

A

others’ Bx are due to stable, internal reasons
my Bx is due to external factors

20
Q

social learning

A

learning through observation (bobo doll)

21
Q

info processing/meme theory

A

meme = basic unit of info, replicable, transmitted

22
Q

reduction hypothesis

A

more media = less time for intellectual content

  1. time displacement: media displaces time from education content (data –> reduced reading acquisition in young children)
  2. mental efforts: become more passive over time
  3. decreased attention, increases impulsivity

have all been debunked –> relationship is likely due to 3rd variable (eg. parental neglect)

23
Q

goldilocks principle

A

curvilinear pattern between media and achievement

24
Q

capacity model

A

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

25
catharsis
purging violent impulses
26
priming theory
violent stimuli primes violent thoughts
27
scripts theory
screenplays of how to act in different situations certain scripts can be primed
28
excitation transfer
violent media --> arousal --> interpret as anger --> act aggressively
29
desensitization
repeated exposure to violent media = reduced reaction to violence (orbital frontal cortex)
30
general aggression model
input --> internal states --> appraisal --> feedback loop input: personality/situaiton internal states: cognitive, arousal, affect
31
factors influencing success of educational TV
1. educational goals 2. media features (moderate discrepancy, repetition, interactive) 3. characters (para-social relationship) 4. age of child (too young = no vocab benefits, too old --> spinach effect)
32
factors impacting likelihood of aggression
1. aggressive emotions 2. aggressive traits 3. aggressive thoughts 4. psychological factors
33
contextual features
1. perpetrators are appealing: glamorized violence 2. violence is rewarded/unpunished 3. violence is justified 4. violence is realistic
34