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MEDIA PSYCHOLOGY
     AND INFLUENCE
Week Three – Contemporary Media
Research
PreDay: Let‟s look at your
Models
        Media Psychology and Influence
                   SPICE 2012 (Erfurt)
           ND Bowman PhD, Instructor
Day One: The Bad Things
       Media Psychology and Influence
                  SPICE 2012 (Erfurt)
          ND Bowman PhD, Instructor
Outline
   “The Bad”
     Sex  In Media
     Violence in Media

     Body Image in Media

     Racism in Media
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)
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)
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
Effects of sexual media
   Arousal effects, much
    greater on males
     What   explains this?
     What has been
      found to moderate
      this (suppression)?


   The Catharsis
    Legend
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
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?
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?
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.
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
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.
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!
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
General Aggression Model
   Main components
    1.   Person and
         Situation Inputs
    2.   Present Internal
         States
    3.   Outcomes qua
         appraisal and
         decision
General Aggression Model
   Violence influences:
     Short-term  –
      aggressive thoughts
      primed
     Long-term – overall
      desensitization to
      violence; accessibility
      of violent scripts
Body Image and the Media
             Internalization of Thin
               Body Ideal (Hour-
                     Glass)

  Media Exposure  Eating Disorders
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
Body Image and the Media
  Self-Concept


Age


Media
Exposure         Thin
                 Body
                 Ideal
Peer Pressure

  Maternal
  Pressure
Body Image and the Media
   Body Images are not just in “adult” media
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”
Body Image and the Media

              Food for Thought: How was the
              proposed mediator (internalization of
              thin body ideal) assessed in this
              model?
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.
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
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
Minorities in the Mass Media




1.   Absent
2.   Comic Relief
3.   Justice and Stability
4.   Normal
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
Day Two: Bad Content, Good
Effect
       Media Psychology and Influence
                  SPICE 2012 (Erfurt)
          ND Bowman PhD, Instructor
Outline
   “spill-over from yesterday”
   Appreciation as Media Effect
   Disinterest in Media Portrayals
   Media as Emotional Control
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
Appreciation for Media
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)
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?
Appreciation for Media

Hedonic Happiness         Eudianomic Happiness

   Pleasure                 Self-expression
   Arousal                  Self-realization
   Positive feeling         Personal
   Maximizing pleasure       development
                             Contemplation
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!
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?
Appreciation for Media
Disinterest in Action
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.
Disinterest in Action
   Consider NRA Gun Club
                            What does our
                            game “reviewer”
                            think of the game?
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!
Gaming and Control
   Video games provide us with “virtual realities”
    …
   …which might provide escapes and
    experiences far beyond that of „traditional
    media‟
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
Presence
   A sense of “being there”
   Characteristics
     Continuum, not categorical
     Psychological, not technological

     Dynamic, not static

   Combination of
     Content

     Channel

     User
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
Coping in video games
   Consider our daily lives, which Grodal argues
    involve (among others):
     Empathy

     Cooperation

     Compromise
                      These are all adaptive!
     Aversion

     Assertiveness

     Confrontation
Importance of Context
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?
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
Video games vs. films
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
Day Three: Media as
Functional
      Media Psychology and Influence
                 SPICE 2012 (Erfurt)
         ND Bowman PhD, Instructor
Outline
   Selective Exposure and Mood Management
   Media and Need Satisfaction
   Vitality and Restoration
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
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
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
Bored




Stressed
Self-Determination Theory
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
Self-Determination Theory
   Can media provide for these feelings?
   Enjoyment then might be the result of this
    need satisfaction

                       Autotelism
Evidence of SDT?
Evidence of SDT?
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
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
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?
Media and Vitality
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
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
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
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%
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%

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Week Three: Contemporary Media Research

  • 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

  1. 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.
  2. 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.