Exam 2 Study Guide
Exam 2 Study Guide Comm 118
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This 4 page Study Guide was uploaded by Emma Dillon on Thursday February 12, 2015. The Study Guide belongs to Comm 118 at Pennsylvania State University taught by Mike Schmierbach in Fall2014. Since its upload, it has received 40 views.
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Date Created: 02/12/15
Explain and be able to give examples of Additional key terms listed in beginning of lecture highlighted in purple All key terms in text Nothing purely from outside articles No specific sample studies Broady what do the studies conclude Everything explicitly linked to one or two terms Know how ideas relate and differ from one and other 3 short term outcomes of violent video game content according to GAM model 1 affect 2 arousal creates an emotional response 3 cognition state of mind understand terms IN CONTEXT Valkenberg those who see representations that conflict with sexual social norms are more likely to become more uncertain sexual uncertainty hypothesis training people to recognize thin ideal media uses digital manipulation would be an example of critical media consumption social comparison construction of social reality body image disturbance Role schema and stereotypes role schema broad class of mental models can be anything any ideas about what typical individuals in that particular category do achieved status ex doctor stereotype characteristics they cannot control usually born with it ex black people all stereotypes are RS not all R8 are stereotypes ecological validity do we capture natural circumstances mundane realism do the conditions match typical real world conditions experimental realism results are results not mundane but still happened criticisms of media violence research statistical vs social significance publication bias overestimate bc we only average the bigger numbers measurement of effects hard to do in an ethical fashion sometimes have to resort to indirect measure are all indicators good measures doesn t matter what research finds if the supreme court says otherwise video game example no legal government censorship allowed meta emotion what do we mean when we say someone enjoyed something not referring to one specific feeling we had at that time of the media all emotions come together collectively to form the experience higher level mental processing when accumulating mental states no one single emotion yields enjoyment Mood management seek out content for certain emotional state want it to make us happy hedonic valence some content is more likely to make us happy eudaimonia content that isnt always happy but is enjoyable law of apparent reality research on fear the more something seems like a real experience the more viewers respond even though we know it isn t real engagement transportation is most notable idea of being put into the narrative or physical space of the media becomes more in the media than the real world increases effects of media General Aggression Model 1 short term exposure to violent content affect arousal cognition 2 long term changes in aggressive behavior groups surrounding aggressive situations increase sexual uncertainty people who watch a lot of sex content become less confident bc they have been exposed to conflicting views and don t know what to do younger kids more scared by concrete ideas Catharsis and safety valve theory no evidence to support implicit memory don t fully consciously process more scary to us stored in amygdala explicit concretely formed more likely to decay more rational sored in hippocampus disposition theory we want good things to happen to good characters this yields enjoyment Why do we root for bad characters then we like them initially lower levels of empathy yields moral disengagement social learning theory we are social being we gain understanding by mirroring others learn from people in media and the real world if we see rewards we will do the same even if it is violence obscenity specific label for certain types of sexually explicit content explains why there are limited types of content some banned others not considered obscene if 3 regulated pillars met excitation transfer when we experience something intense or arousing we are not always able to say the source relate what happened to the experience as a whole why is there thin ideal media fashion designers find it convenient leads to models wanting to be thin representing an ideal type cultural considence once we say it is attractive it happens gradually changes over time media can maintain an established idea methods of collective evidence related to violence best way is to combine these 3 1 cross sectional measure exposure and attitudesbehaviors at the same time 2 longitudinal time one and time 2 measure looking for changes related to violent content use 3 experiment advantage clear causality copy cat when we see media we are driven to imitate it i will specifically do what i have seen in the media Includes both fictional and non fictional material broader idea GAM only creates ideas not specific actions body dissatisfaction i don39t like how i look body image disturbance actual feeling of negative emotions connected to how i look the mental process that goes along with body dissatisfaction priming media can create new beliefs or activate previously learned beliefs reactivate or remind us of stereotypes consequences of fear long term behaving in a way to avoid it lack of reason acting more on emotion than logic excitation transfer leads to enjoyment relief
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