Week Three – “Contemporary Media Research”, which will bring our understanding of media psychology into the domain of Zillmann and Bryant – the pioneers of the modern study of media influence – and take us to the current state of the field. Here, we will discuss research on media violence, aggression, sexuality and racism in the media to understand how we currently see the relationship between media, the individual, and society. Notably, we will study the influence of this early scholarship on the specific study of entertainment and society.
1. MEDIA PSYCHOLOGY
AND INFLUENCE
Week Three – Contemporary Media
Research
2. PreDay: Let‟s look at your
Models
Media Psychology and Influence
SPICE 2012 (Erfurt)
ND Bowman PhD, Instructor
3.
4. Day One: The Bad Things
Media Psychology and Influence
SPICE 2012 (Erfurt)
ND Bowman PhD, Instructor
5. Outline
“The Bad”
Sex In Media
Violence in Media
Body Image in Media
Racism in Media
6. Sex in the Media
Why should we care?
Kaiser Family Fund reports that
sex is learned from:
Friends (64%)
TV or Movies (61%)
School and Teachers (44%)
Internet searches (40%)
Mothers and family (38%)
Other studies show teens learning
sexual behavior from [violent]
pornographic media
(magazines, videos)
7. What sort of Sex?
Lots of labels, including
erotic, pornographic, X-
rated and sexually
explicit
Big. Business. (also
drives tech innovation)
Distinctions made
between violence and
nonviolent
But, nonviolence can
have other effects
(submission)
8. What sort of Sex?
Importantly, it‟s not all porn and it‟s not all video
Sex in literature goes back to Classics
Overall, broadcast media has been far more
conservative in portraying sex, even cross-culturally
(WHY?)
Televised representations:
56% contain some form of sex content
54% contain talk about sex
23% contain sexual behavior
6:1 ratio of affairs to married sex (as high as 24:1 in
soaps)
In general, trends to increased sex over time
9. Effects of sexual media
Arousal effects, much
greater on males
What explains this?
What has been
found to moderate
this (suppression)?
The Catharsis
Legend
10. Effects of sexual media
Attitudinal Effects
Less satisfaction with
own partners
More support of rape
myth
Viewing of “out of
context” women as
sexual persons
Increased salience of
„nasty heuristics‟
Effects not necessarily
tied to explicit material
11. Effects of sexual media
Behavioral Effects
Learning new behaviors
Disinhibiting effects What Theory Might Explain
This?
Enactment of sex; crimes
Sexual Violence: More than sum of parts
Gender (Sex?)
Media Content
Sexual
Thoughts
Context
Else?
12. Sex in the Media
Why should we care?
750K (40-50 per 1000) annual US teen
pregnancies (highest in modern world); rate lower
in Germany (10 per 1000) [birth rates]
Germany and US, over 80% of teenagers have
had intercourse
In US, 1:5 chance that your partner has an STD
an estimated 10M new STD cases among 15-24
Every hour, 2 Americans under 20 are infected with
HIV
Rates much lower in Germany WHY?
13. Defining Pornography
I shall not today attempt
further to define the kinds of
material I understand to be
embraced within that
shorthand description ["hard-
core pornography"]; and
perhaps I could never
succeed in intelligibly doing
so. But I know it when I see
it, and the motion picture
involved in this case is not
that.
14. Sex in the Media – They‟re
affected
General Public Hollywood Elite
76% feel that TV 37% feel that TV
contributes to teen contributes to teen
pregnancy pregnancy
84% see link to affairs 43% see link to affairs
83% link to 56% link to
promiscuity promiscuity
90% link to teen sex 63% link to teen sex
84% link to violence 61% link to violence
against women against women
15. Sex in the Media – They‟re
affected
Why the
disagreement?
A Third Person Effect
could be at play here
General notion that
others are affected by
mass messages more
than we are
Davison, W. (1983).
"The third-person effect
in
communication". Public
Opinion
Quarterly 47 (1): 1-15.
16. Violence, or Aggression?
As much as we study media‟s effect on violent
actions, we see fewer acts of widespread
violence…
…but, we might argue that aggressive
thought is the media effect!
17. General Aggression Model
What is Aggression?
Evolutionary:mate selection, protection, survival
As society developed, aggression becomes
(became) increasingly maladaptive…
…yet, may be primed from our (media)
environment
18. General Aggression Model
Main components
1. Person and
Situation Inputs
2. Present Internal
States
3. Outcomes qua
appraisal and
decision
19. General Aggression Model
Violence influences:
Short-term –
aggressive thoughts
primed
Long-term – overall
desensitization to
violence; accessibility
of violent scripts
20. Body Image and the Media
Internalization of Thin
Body Ideal (Hour-
Glass)
Media Exposure Eating Disorders
21. Body Image and the Media
Harrison and Hefner (2005) argue that these
mediating effects might be happening as
young as pre-adolescent girls…
…in fact, given few counterfactuals, effects
might be stronger!
Internalization of Thin
Body Ideal (Hour-
Glass)
Media Exposure Eating Disorders
Counterfactuals
(real-world
22. Body Image and the Media
Self-Concept
Age
Media
Exposure Thin
Body
Ideal
Peer Pressure
Maternal
Pressure
23. Body Image and the Media
Body Images are not just in “adult” media
24. Body Image and the Media
Current body image, or future body image?
More likely to see older “thin” women in media, so we might study “Grown
Up Ideal”
25. Body Image and the Media
Food for Thought: How was the
proposed mediator (internalization of
thin body ideal) assessed in this
model?
26. Minorities in the Mass Media
In mid-2011, a story on minority optimism in
the face of US economic downturn received
little press, angering many including Fox
News‟ Juan Williams
If there is a story about black poverty, police
brutality or a drug-related shooting spree in a
Hispanic neighborhood, the big papers will
feature it with Page One coverage. Those
stories fit old racial stereotypes. But when
there is good news on race relations and
refreshing evidence of blacks and Latinos
leading the way by showing faith in
America‟s future, the big media is just not
that into it.
27. Minorities in the Mass Media
Greenberg and colleagues wrote on the topic
in three sections:
1. Content analysis
2. Usage patterns What Perspective Does This
Sound Like?
3. Observed effects
28. Minorities in the Mass Media
Real-World Demographics
Prime-Time Television (2000)
(2010)
76% White 72% White
18% African- 13% African-
American American
2% Latino 16% Latino
2% Asian-American 5% Asian-American
0.2% Native 1% Native
29. Minorities in the Mass Media
1. Absent
2. Comic Relief
3. Justice and Stability
4. Normal
30. Minorities in the Mass Media
Usage Patterns
Overall, Blacks watch far more television than
Whites
Latino youth seem to „look up‟ to same-race
portrayals and use targeted media; Latino elders
are more negative
Little research on Asian- and Native-American
specific media usage
FOOD FOR THOUGHT: Concerns about
Cultural Proximity and political/social
involvement?
Effects largely rooted in Cultivation Theory
31. Day Two: Bad Content, Good
Effect
Media Psychology and Influence
SPICE 2012 (Erfurt)
ND Bowman PhD, Instructor
32. Outline
“spill-over from yesterday”
Appreciation as Media Effect
Disinterest in Media Portrayals
Media as Emotional Control
33. Appreciation for Media
Enjoyment has been a central (almost myopic)
focus in entertainment research
Enjoyment tends to focus on:
Positive feelings
Arousal (rooted in hedonism)
Maximizing pleasure
Distraction from reality
35. Appreciation for Media
Why does entertainment media have to be
enjoyable?
Seems short-sighted, given the plethora of
motivations for media usage
Enjoyment is not always adaptive
Negative emotion can lead to empathy, perspective-
taking, etc.
Does not explain the paradox of sad film
(Oliver, 1993)
36. Appreciation for Media
Eudaimonic motivations for media
consumption also exist to drive
meaningfulness and insight
Where do we think
Eudaimonia fits in
Maslow‟s Hierarchy
of Needs?
37. Appreciation for Media
Hedonic Happiness Eudianomic Happiness
Pleasure Self-expression
Arousal Self-realization
Positive feeling Personal
Maximizing pleasure development
Contemplation
38. Appreciation for Media
Media can result in the satisfaction of needs
that are not self-gratifications…
…but in fact, more “meaning-of-life” questions
Inspiration
Compassion
Introspection
Note that hedonism
and eudianomia are
orthogonal, but can
occur concurrently!
39. Appreciation for Media
These data show
consistent
patterns that
distinguish
hedonism from
eudianomia, but
what are some
limitations to this
study?
• Student
Sample
• US Sample
• Trait-Based
• OTHERS?
42. Disinterest in Action
Do we always enact what we see on screen?
No, and perhaps we are turned away from it
A murder simulator
ought to revile us, the
more the better. If
anything, trivializing
death and torture
through abstraction is
far more troublesome
What is Bogost
than attenuating it
through ghastly referring to here?
representation.
43. Disinterest in Action
Consider NRA Gun Club
What does our
game “reviewer”
think of the game?
44. Disinterest in Action
Disinterest likely
requires:
1. Exposure to script
2. Retention of script
What Theory Might Explain
3. Learning of script This?
4. (de)motivation to
enact script
You need 1-3 +
[what] in order to
get 4!
45. Gaming and Control
Video games provide us with “virtual realities”
…
…which might provide escapes and
experiences far beyond that of „traditional
media‟
46. Gaming and Control
Unlike films, video games require us to be in
the perceptual (violent?) space, which might
provide a different sort of perspective
Video games instill a sense of:
Presence (vividness + interactivity)
Narrative transportation
Flow
47. Presence
A sense of “being there”
Characteristics
Continuum, not categorical
Psychological, not technological
Dynamic, not static
Combination of
Content
Channel
User
48. Flow
Flow
Understood as “being in the moment”
Skills vs. Challenge – a balance
Flow results in:
• Clarity of goal
• Concentration
• Loss of
awareness
• Distorted sense
of time
• Feedback
• Balance
• Control
• Autotelic
* • absorption
49. Coping in video games
Consider our daily lives, which Grodal argues
involve (among others):
Empathy
Cooperation
Compromise
These are all adaptive!
Aversion
Assertiveness
Confrontation
51. Emotions, Real and Mediated
Emotional responses – good or bad – require
a meaningful stimulus + response
Emotions are “modes of relational action
readiness”(Fridja, 1986)
In a video
game, your
reaction here
might be more
“real”…why?
52. Video games vs. films
Some differences might be:
Attention controls perception
Mental maps of virtual space
Coordination of visual
attention and motor action
Emotional significance of in-
game events
(continual) satisfaction
Player-driven, not game-
driven
54. Gaming and Control
1. Interaction between player and game
transforms coping reactions to coping
procedures; video games are output-
driven, so players need to master the inputs
2. Games provide mastery over emotions; serve
as our mood managers
3. Point-of-View activations go beyond mere
perspective; allow us to internalize
4. Game violence is similar (enacted) to real-
world violence; but takes place in a fantasy
55. Day Three: Media as
Functional
Media Psychology and Influence
SPICE 2012 (Erfurt)
ND Bowman PhD, Instructor
56. Outline
Selective Exposure and Mood Management
Media and Need Satisfaction
Vitality and Restoration
57. Selective Exposure Theory
People select media to:
Dissipate noxious mood
states
Ruminate pleasant mood
states
Media selection determined
by mood
Not a (necessarily)
cognitive process
58. SET and the Big Four
Media Factors
Arousal regulation
Motivated to sustain
an optimal level of
arousal
Excitatory
Homeostasis
Some media more
arousing than others
Intervention
potential
Some media more
absorbing than
59. SET and the Big Four
Content Factors
Hedonic valence
Theoverall
pleasant/unpleasant
form of the narrative
Behavioral affinity
How similar the
media narrative is to
the cause of one‟s
current mood
62. Self-Determination Theory
These are not hedonic needs (the “other 51%”)
Media usage is functional (satisfies our
needs)…
But our needs are not always hedonic!
Autonomy – sense of volition and willingness
Competence – sense of challenge and
effectiveness
Relatedness – sense of connection with
others
Each of the above are needed for
psychological growth and happiness
63. Self-Determination Theory
Can media provide for these feelings?
Enjoyment then might be the result of this
need satisfaction
Autotelism
66. Media and Vitality
Media use is often
considered distracting
(displacement
hypothesis)
Particularly in the
workplace:
$175M “lost” for each
March Madness
weekend
$1.5B “lost” by
employees playing
67. Media and Vitality
But, is there more going on here?
Distraction is not always a bad
thing, particularly as it can aid in recovery
(restoration of vitality)
Psychological detachment
What Theory Might Explain
Relocation This?
Mastery experiences
Control
68. Media and Vitality
Studies show play can help with recovery
Play in general enhances all four recovery
experiences, but digital games play might be
easier to do at work
Video games are:
Easy to access via computer
Immersive
Absorbing
Transporting
Provide for control
OTHERS?
70. BONUS: Moral Foundations
Theory
Morality is intuitive, not cognitive
In line with cognitive miser ideal
Five moral foundations
1. Harm/care
2. Fairness/reciprocity Enjoyment
3. In-group/loyalty comes from the
satisfaction of
4. Authority/respect
salient moral
5. Purity/sanctity foundations
71. Support for MFT
Conservatives and Liberals
– harm/care and fairness
Liberals
Conservatives – equal weight
Heroes and villains
dispositions toward characters can be
determined by how they (characters) violate or
uphold moral foundations
72. Support for MFT
Conservatives and Liberals
– harm/care and fairness
Liberals
Conservatives – equal weight
Heroes and villains
dispositions toward characters can be
determined by how they (characters) violate or
uphold moral foundations
73. Digital Natives
Digital Natives = born into technology
Adjusted to social mores of Internet, gaming
Morality is “under (social) construction”
Germany US
Salience % Violation Salience % Violation
Harm/ care 4.44 (.98) 30% 4.47 (.99) 64%
Fairness/ reciprocity 4.37 (.95) 12% 4.36 (.91) 24%
Authority/ respect 3.89 (.96) 57% 4.27 (.95) 63%
In-group/ loyalty 3.88 (.85) 38% 4.33 (.94) 48%
Purity/ sanctity 3.61 (.92) 54% 3.97 (.99) 40%
74. Digital Immigrants
Digital Immigrants = still adopting technology
Still learning customs of technology
Well-established sense of mores and customs
Germany US
Salience % Violation Salience % Violation
Harm/ care 5.2 (.6) 25% 4.9 (.7) 10%
Fairness/ reciprocity 5.0 (.6) 9% 4.7 (.6) 5%
Authority/ respect 3.7 (.9) 72% 4.5 (.8) 34%
In-group/ loyalty 4.1 (.8) 67% 4.3 (.9) 45%
Purity/ sanctity 3.8 (1.0) 65% 4.0 (1.2) 32%
Notas del editor
For our German children, we saw their moral salience scores fall in line with what we might expect from a German population. Harm/Care and Fairness/Reciprocity were rated as most salient, and significantly more so than the other moral modules. As well, Germany children chose not to violate Harm/Care and Fairness/Reciprocity, in line with theory (“gut” decisions). For the other moral modules, violations were observed at random (“game” decisions). The story in the US was a bit different. First, we really didn’t find stark differences in moral salience patterns in the US as would have been expected (the increased salience of Authority/Respect, In-group/Loyalty, and Purity/Sanctity). However, this might not be surprising as moral foundations develop through the life-span and might not have been salient just yet (this is why we have the Elderly sample in the study). The fairness/reciprocity effect was replicated in the US children (again, not surprising as Fairness/Reciprocity importance has been found in children as young as three – it is often thought to be the module that develops first). Particularly troubling is the Harm/Care finding – that decisions to violate were random but trended toward violation even though this was the most salient module for US (and for that matter, Germans). But I think we can explain this:Methodologically, the Harm/Care scenario was “first” in the video game. We noticed in at least two experimental sessions with US participants that 100% of all participants in the study that the children chose violation. This could merely be a procedural artifact as it was the first “option” in the game (as well as in the study). We are not sure why this didn’t happen in the German sample (maybe they listen to instructions better *wink*)We found spatial presence scores to be significantly higher in the US children than the German children. This is interesting because it might suggest that US respondents approached the game as just that, a game. Approaching the simulation as a game might have given them license to violate Harm/Care, or moreover they might have tapped into a “learned expectation” regarding video game play as inherently violent – in other words, they behaved more violently because in video games, this sort of behavior is okay; they were in the “magic circle” of the video game where real-world social mores do not apply. This effect should be studied in replication.
With the digital immigrants, we saw the most important modules (Harm/Care and Fairness/Reciprocity) to be the least violated, both between and across nations. Our German respondents’ moral salience was right in line with earlier surveys (Harm/Care and Fairness/Reciprocity being most salient). For the us, module salience didn’t differ significantly in that all scores hovered around 4.5 on our 6.0 scale; perhaps not surprising in that our sample was a bit more liberal than the “typical” American sample – for purposes of our study, they (the US elderly) behaved more German! ODD FINDING: German participants seemed to violate morality much more overall. Presence for the German elderly was low, which suggests that they might have merely been playing around with the game and it’s options. This runs counter to our discussion above about US children having high presence and therefore making “game” reactions more, but with one key difference – in the Germans, there were not likely any learned expectations about technology. We have some anecdotal evidence to suggest that they weren’t taking the study very seriously and might have been goofing around. In other words, not playing the game for “gaming” sake but playing around to finish the study. We’re also considering measuring technophobia or other related measures to see how they are approaching games differently from other populations.