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Does Elevation Reduce Viewers’ Enjoyment of Media Violence?: Testing the Intervention Potential of Inspiring Media 海拔升高会降低观众对媒体暴力的享受吗?:启发性媒体的干预潜力测试
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2019-04-01 DOI: 10.1027/1864-1105/a000214
T. Waddell, Erica Bailey, Stefanie E. Davis
Media violence is often accompanied by moral disengagement cues that allow viewers to minimize the moral concerns that violence in real life typically evokes. What happens, however, when preceding media activate viewers’ moral emotions? Can the affective states associated with elevation decrease subsequent enjoyment of media violence? The current study examined these questions with a one-factor, between-subjects experiment that tested how prior exposure to eudaimonic media affects viewers’ violence enjoyment and prosocial attitudes. Feelings of meaningful affect elicited by eudaimonic media decreased viewers’ enjoyment of violent media and increased prosocial attitudes. Evidence for a boomerang effect through mixed affect and transportation was also found. The implications of these findings for media violence interventions and theory on enjoyment are discussed.
媒体暴力通常伴随着道德脱离线索,使观众能够最大限度地减少现实生活中暴力通常引起的道德担忧。然而,当之前的媒体激活观众的道德情感时,会发生什么呢?与提升相关的情感状态是否会减少随后对媒体暴力的享受?目前的研究通过一个单因素、受试者之间的实验来检验这些问题,该实验测试了先前接触虚假媒体是如何影响观众的暴力享受和亲社会态度的。乐观媒体所引发的有意义情感感降低了观众对暴力媒体的享受,增加了亲社会态度。还发现了通过混合影响和运输产生回巢效应的证据。这些发现对媒体暴力干预和享受理论的意义进行了讨论。
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引用次数: 7
Rational Versus Intuitive Processing: The Impact of Cognitive Load and Moral Salience on In-Game Aggression and Feelings of Guilt 理性与直觉处理:认知负荷和道德显著性对游戏内攻击性和内疚感的影响
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2019-01-01 DOI: 10.1027/1864-1105/a000215
M. Krcmar, A. Eden
This study explored two main theoretical propositions. First, we tested Hartmann’s (2011, 2012) notion that video games are processed via two separate cognitive systems: System 1, the automatic system, and System 2, the rational system. Specifically, we used a cognitive load manipulation to test if intuitive moral responses such as guilt and anthropomorphism are processed in System 1. Second, we utilized moral foundations theory to test the effect of care salience on guilt and in-game aggression. Using an experimental design (n = 94), the results indicate that under conditions of cognitive load, players had somewhat lower in-game aggression. Effects on guilt and anthropomorphism were in the same direction, albeit with small effects. In terms of moral foundations, we found that care salience was not negatively related to in-game aggression but was directly related to guilt, indicating that greater emphasis on the moral foundation of care resulted in greater guilt. Also, anthropomorphism was positively related to experienced guilt and negatively related to in-game aggression.
本研究探讨了两个主要的理论命题。首先,我们测试了Hartmann(2011年,2012年)的观点,即电子游戏是通过两个独立的认知系统进行处理的:系统1,自动系统和系统2,理性系统。具体来说,我们使用了认知负荷操作来测试直觉道德反应,如内疚和拟人化是否在系统1中被处理。其次,我们利用道德基础理论来检验关心显著性对罪恶感和游戏内攻击的影响。通过实验设计(n = 94),结果表明,在认知负荷条件下,玩家的游戏内攻击性有所降低。对内疚和拟人化的影响是相同的,尽管影响很小。在道德基础方面,我们发现关心突出性与游戏中的攻击性并无负相关,而是与负罪感直接相关,这表明更强调关心的道德基础会导致更大的负罪感。此外,拟人化与负罪感呈正相关,与游戏内攻击性呈负相关。
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引用次数: 10
They Are All Armed and Dangerous!: Biased Language Use in Crime News With Ingroup and Outgroup Perpetrators 他们都有武器,而且很危险!犯罪新闻中有偏见的语言使用与内群体和外群体犯罪者
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2019-01-01 DOI: 10.1027/1864-1105/a000216
J. Vaes, Marcella Latrofa, Caterina Suitner, L. Arcuri
The present research aims to verify the presence of linguistic biases in crime news reports (Study 1) and their role (Study 2) in activating a crime stereotype toward racial/ethnic minorities. In a first content analysis study, the natural occurrence of a set of linguistic biases was analyzed in Italian news articles that described comparable crimes committed by an in- or an outgroup aggressor. Results indicated that when the crime was committed by an outgroup (vs. ingroup) member, more aggravating and less attenuating adjectives were used. Moreover, the nationality of the perpetrator was not only mentioned more frequently, it also appeared in most cases as a noun. In Study 2, participants read a fictitious news article that either described an in- or outgroup criminal act with neutral or biased language. Their implicit associations between in- and outgroup members and weapons (vs. tools) were measured immediately afterward in the weapon paradigm. Results confirmed that a biased (vs. neutral) language use increased participants’ crime-related associations with the outgroup in general only when an outgroup criminal was staged. The role of media portrayals in determining the cognitive representations of racial/ethnic minorities is discussed.
本研究旨在验证犯罪新闻报道中语言偏见的存在(研究1)及其在激活对少数种族/民族的犯罪刻板印象中的作用(研究2)。在第一项内容分析研究中,研究人员分析了意大利新闻文章中一系列语言偏见的自然发生,这些新闻文章描述了由群体内或群体外侵略者犯下的类似罪行。结果表明,当犯罪由外群体成员实施时(与内群体成员相比),加重形容词使用较多,减轻形容词使用较少。此外,行为人的国籍不仅被更频繁地提及,而且在大多数情况下作为名词出现。在研究2中,参与者阅读了一篇虚构的新闻文章,文章用中立或有偏见的语言描述了群体内或群体外的犯罪行为。他们的内、外群体成员和武器(相对于工具)之间的内隐联系随后在武器范式中被立即测量。结果证实,有偏见(相对于中性)的语言使用通常只在上演外群体犯罪时才会增加参与者与外群体的犯罪相关联系。讨论了媒体描述在决定种族/少数民族认知表征中的作用。
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引用次数: 10
Investigating the Negation of Media Stereotypes: Ability and Motivation as Moderators 调查媒体刻板印象的否定:能力和动机作为调节因素
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2019-01-01 DOI: 10.1027/1864-1105/a000198
F. Arendt
We investigated the negation of media stereotypes. Negation refers to an internal attempt to negate stereotypic content (“No! This is not true!”). The process of negation is important because a critical assessment of stereotypic content can be beneficial for stereotype and prejudice reduction. This fact is a crucial reason why readers’ disagreement regarding simplified stereotypic depictions is of central interest for mass communication research and media literacy campaigns. Importantly, factors that can increase negation are of special interest. Although the ability and motivation to process stereotypic content can be theoretically identified as potential influencing factors, media-stereotype research has not yet tested the influence of these factors on negation. In Experiment 1 (N = 347), we manipulated the motivation to negate by presenting awareness material. We informed some of the participants that the news media often do not represent the world as it is, but sometimes do so in a stereotypic way. Analyses revealed that participants who received the awareness material before reading negated to a higher extent. In Experiment 2 (N = 223), we investigated the impact of ability by manipulating the time participants had to negate stereotypic content. The ability to negate was assumed to be higher the more time the participants had to process stereotypic information. As hypothesized, negation was higher when there was more time available. Interestingly, the increase in effect size was dampened the more time was available, which indicated a curvilinear relationship. Implications for media-literacy campaigns are discussed.
我们调查了媒体刻板印象的否定。否定指的是内心试图否定刻板印象的内容(“不!这不是真的!”)。否定的过程很重要,因为对刻板印象内容的批判性评估有助于减少刻板印象和偏见。这一事实是为什么读者不同意简化的刻板印象描述是大众传播研究和媒体扫盲运动的核心兴趣的一个重要原因。重要的是,可以增加否定的因素是我们特别感兴趣的。虽然刻板印象内容加工的能力和动机在理论上可以确定为潜在的影响因素,但媒体刻板印象研究尚未测试这些因素对否定的影响。在实验1 (N = 347)中,我们通过呈现意识材料来操纵否定动机。我们告诉一些与会者,新闻媒体往往不代表真实的世界,而有时是以一种刻板的方式来代表世界。分析显示,在阅读之前收到意识材料的参与者否定的程度更高。在实验2 (N = 223)中,我们通过操纵参与者否定刻板印象内容的时间来研究能力的影响。研究人员认为,参与者处理刻板印象信息的时间越长,否定的能力越强。正如假设的那样,时间越充裕,消极情绪越高。有趣的是,随着可用时间的增加,效应大小的增加受到抑制,这表明了一种曲线关系。讨论了对媒介扫盲运动的影响。
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引用次数: 0
Why User Comments Affect the Perceived Quality of Journalistic Content: The Role of Judgment Processes 为什么用户评论会影响新闻内容的感知质量:判断过程的作用
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2019-01-01 DOI: 10.1027/1864-1105/a000217
P. Weber, Fabian Prochazka, W. Schweiger
User comments on news websites are frequently uncivil and are not supported by reasoned argumentation. These characteristics can have negative effects on the perceived quality of the commented-on journalistic content, yet to date, it remains unclear how such effects occur. We propose three mechanisms that assume that the effect of user comments depends on how deliberately and elaborately the quality of the commented-on news item is judged. We conducted an experiment (N = 633) in which we varied the level of civility and reasoning in the comments accompanying a news article and the brand of the news website on which it was presented. The results showed that a lack of reasoning in the comments decreased the perceived quality of the news item irrespective of brand awareness, but only with high elaboration during judgment. Incivility in the comments decreased the perceived quality of the journalistic content, but only with low elaboration, and only with an unknown news brand. We discuss different psychological mechanisms that can explain this pattern of effects.
新闻网站上的用户评论经常是不文明的,并且没有合理的论据支持。这些特征可能会对被评论新闻内容的感知质量产生负面影响,但迄今为止,尚不清楚这种影响是如何发生的。我们提出了三种机制,假设用户评论的效果取决于对评论新闻项目的质量进行判断的深思熟虑和精心设计。我们进行了一项实验(N = 633),在实验中,我们改变了一篇新闻文章的评论中的礼貌和推理程度,以及发表这篇文章的新闻网站的品牌。结果表明,评论中缺乏推理会降低新闻项目的感知质量,而与品牌知名度无关,但只有在判断过程中进行了高度阐述。评论中的不文明行为降低了新闻内容的感知质量,但只是在阐述程度较低、新闻品牌不知名的情况下。我们讨论了可以解释这种效应模式的不同心理机制。
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引用次数: 19
Effects of Human vs. Computer-Controlled Characters and Social Identity Cues on Enjoyment: Mediation Effects of Presence, Similarity, and Group Identification 人与电脑控制角色和社会身份线索对快乐的影响:在场、相似性和群体认同的中介效应
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2019-01-01 DOI: 10.1027/1864-1105/a000218
Jorge Peña, Jannath Ghaznavi, Nicholas Brody, R. Prada, C. Martinho, P. A. Santos, Hugo Damas, Joana Dimas
This study explored how group identification, avatar similarity identification, and social presence mediated the effect of character type (avatars or agents) and social identity cues (presence or absence of avatars wearing participants’ school colors) on game enjoyment. Playing with teammate avatars increased enjoyment indirectly by enhancing group identification. In addition, the presence of social identity cues increased enjoyment indirectly by augmenting identification with one’s avatar. Unexpectedly, playing in multiplayer mode in the presence of social identity cues decreased enjoyment, whereas playing in multiplayer mode in the absence of social identity cues increased enjoyment. Social presence was not a reliable mediator. The findings supported media enjoyment and social identity theories, and highlighted how virtual character type and identification processes influence enjoyment.
本研究探讨了群体认同、虚拟角色相似性认同和社会存在如何中介角色类型(虚拟角色或代理人)和社会身份线索(穿着参与者学校颜色的虚拟角色的存在或不存在)对游戏乐趣的影响。与队友角色一起玩游戏可以通过增强团队认同感而间接增加乐趣。此外,社会身份线索的存在通过增加对虚拟形象的认同间接增加了乐趣。出乎意料的是,在存在社会身份线索的多人模式下玩游戏会降低乐趣,而在没有社会身份线索的多人模式下玩游戏会增加乐趣。社会存在并不是一个可靠的中介。研究结果支持了媒体享受和社会认同理论,并强调了虚拟角色类型和识别过程如何影响享受。
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引用次数: 12
The Effectiveness of Using Sexual Appeals in Advertising: Memory for Sexual and Nonsexual Visual Content Across Genders 广告中使用性吸引力的有效性:性别对性与非性视觉内容的记忆
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-10-01 DOI: 10.1027/1864-1105/a000194
Lelia Samson
This study empirically investigates the effectiveness of using visual sexual appeals on the memory of men and women. It examines memory for the commercials activated by sexual versus nonsexual visual appeals. A mixed-factorial experiment was conducted. Visual recognition and free recall were recorded in 146 participants (males = 71 and females = 75). The results substantiate the evolutionary psychology claims. Support for the motivational information-processing and the distraction hypothesis was found in male viewers. The results indicate that sexual appeals enhance memory for the advertisements themselves, but they distract men from processing brand-related information. Male participants encoded and recalled less brand-related information from advertisements with sexual appeals. The study offers guidelines for advertisers and marketing producers while also providing insight into gender/sex differences in processing sexual stimuli. It also makes a key theoretical contribution to the field by parsing out the influence of sexual versus nonsexual visual content from the confounding impact of visual sexual versus verbal nonsexual memory.
本研究实证调查了视觉性吸引力对男性和女性记忆的影响。它检查了由性和非性视觉吸引力激活的广告的记忆。进行了混合因子实验。146名参与者(男性71人,女性75人)的视觉识别和自由回忆被记录下来。研究结果证实了进化心理学的说法。在男性观众中发现了对动机信息加工和分心假说的支持。结果表明,性吸引力增强了对广告本身的记忆,但却分散了男性对品牌相关信息的处理。男性参与者编码和回忆较少的与品牌相关的性吸引力广告信息。这项研究为广告商和营销生产者提供了指导方针,同时也为处理性刺激的性别差异提供了见解。它还通过从视觉性记忆与言语非性记忆的混淆影响中解析出性与非性视觉内容的影响,为该领域做出了重要的理论贡献。
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引用次数: 19
Audience Prototypes and Asymmetric Efficacy Beliefs 受众原型与非对称效能信念
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-10-01 DOI: 10.1027/1864-1105/a000193
Sonny Rosenthal
Prior research suggests that the third-person effect is related to media schemas, for example, that general audiences are vulnerable to influence. The current study evaluates whether the effect of media schemas depends on more specific audience schemas. Participants read vignettes of four “actors” in a 2 (gullible vs. critical-minded) × 2 (heavy vs. light Internet users) repeated measures experiment and rated how much the actors can resist the influence of media and how much they benefit from censorship. For comparison, participants rated themselves on the same dependent variables. Results show that gullible heavy Internet users are perceived to have the greatest self-regulatory inefficacy and benefit the most from censorship, while the opposite outcome is true for critical-minded light Internet users. These patterns remain when evaluating self–other asymmetric efficacy beliefs, which I discuss in relation to motivational and cognitive processes underlying the third-person effect.
先前的研究表明,第三人效应与媒体图式有关,例如,普通受众容易受到影响。目前的研究评估了媒体图式的影响是否取决于更具体的受众图式。参与者在一个2(易受骗vs.批判性)2(重度vs.轻度互联网用户)重复测量实验中阅读四个“演员”的小短文,并评估演员能在多大程度上抵制媒体的影响,以及他们从审查中获益多少。为了比较,参与者根据相同的因变量给自己打分。结果表明,易受骗的重度互联网用户被认为具有最大的自我监管效率,并从审查中获益最多,而相反的结果是对于具有批判性思维的轻度互联网用户。这些模式在评估自我-他人不对称效能信念时仍然存在,我将讨论与动机和认知过程相关的第三人称效应。
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引用次数: 4
The Association Between Social Networking Sites and Alcohol Abuse Among Belgian Adolescents: The Role of Attitudes and Social Norms 比利时青少年中社交网站与酒精滥用的关系:态度和社会规范的作用
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-10-01 DOI: 10.1027/1864-1105/a000196
Femke Geusens, K. Beullens
Both consuming alcohol and using social networking sites (SNS) are popular pastimes among adolescents. The current cross-sectional study (N = 3,133) aims to explore the relation between being exposed to and displaying alcohol-related content on SNS with alcohol abuse among adolescents aged 16–20 years. First, the results support that displaying alcohol-related content on SNS is more strongly associated with alcohol abuse than exposure to this kind of content. Furthermore, the associations of both exposure to and displaying alcohol-related content on SNS with alcohol abuse are mediated through perceived social norms of friends and attitudes toward excessive alcohol consumption. Yet, whereas alcohol-related attitudes and social norms seemed to be equally important mediators in the relation between exposure to alcohol-related content on SNS and alcohol abuse, the association between displaying alcohol-related content on SNS and alcohol abuse seemed to be mediated predominantly through a change in alcohol-related attitudes. Overall, this study sheds more light on the complex relations between SNS use and risky drinking behavior among adolescents.
饮酒和使用社交网站(SNS)是青少年中流行的消遣方式。当前的横断面研究(N = 3133)旨在探讨16-20岁青少年在社交网络上接触和展示酒精相关内容与酒精滥用之间的关系。首先,研究结果表明,在社交网络上展示与酒精相关的内容与酒精滥用的关系比暴露于此类内容的关系更强。此外,在社交网络上暴露和展示酒精相关内容与酒精滥用之间的关联是通过感知到的朋友的社会规范和对过度饮酒的态度来中介的。然而,尽管与酒精相关的态度和社会规范似乎在社交网络上接触酒精相关内容与酒精滥用之间的关系中同样重要,但在社交网络上展示酒精相关内容与酒精滥用之间的联系似乎主要是通过酒精相关态度的改变来调节的。总的来说,这项研究揭示了社交网络使用与青少年危险饮酒行为之间的复杂关系。
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引用次数: 40
Application of Information Introduced to Dynamic Message Processing and Enjoyment 信息引入在动态信息处理和享受中的应用
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2018-10-01 DOI: 10.1027/1864-1105/a000195
Byungho Park, Rachel L. Bailey
In an effort to quantify message complexity in such a way that predictions regarding the moment-to-moment cognitive and emotional processing of viewers would be made, Lang and her colleagues devised the coding system information introduced (or ii). This coding system quantifies the number of structural features that are known to consume cognitive resources and considers it in combination with the number of camera changes (cc) in the video, which supply additional cognitive resources owing to their elicitation of an orienting response. This study further validates ii using psychophysiological responses that index cognitive resource allocation and recognition memory. We also pose two novel hypotheses regarding the confluence of controlled and automatic processing and the effect of cognitive overload on enjoyment of messages. Thirty television advertisements were selected from a pool of 172 (all 20 s in length) based on their ii/cc ratio and ratings for their arousing content. Heart rate change over time showed significant deceleration (indicative of increased cognitive resource allocation) for messages with greater ii/cc ratios. Further, recognition memory worsened as ii/cc increased. It was also found that message complexity increases both automatic and controlled allocations to processing, and that the most complex messages may have created a state of cognitive overload, which was received as enjoyable by the participants in this television context.
为了量化信息的复杂性,以预测观众的即时认知和情感处理,Lang和她的同事们设计了编码系统信息引入(或ii)。这个编码系统量化了已知消耗认知资源的结构特征的数量,并将其与视频中镜头变化的数量(cc)结合起来考虑。它们提供了额外的认知资源,因为它们引发了定向反应。本研究利用心理生理反应进一步验证了这一点,该反应反映了认知资源分配和识别记忆。我们还就控制加工和自动加工的融合以及认知超载对信息享受的影响提出了两个新的假设。从172个电视广告(长度均为20秒)中选出30个广告,根据广告的ii/cc比率和煽动性内容的评级。随着时间的推移,心率的变化表现出显著的减速(表明认知资源分配增加)。此外,识别记忆随着ii/cc的增加而恶化。研究还发现,信息复杂性增加了自动和受控的处理分配,而且最复杂的信息可能造成了一种认知超载的状态,而在这种电视环境下,参与者认为这是一种享受。
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引用次数: 7
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Journal of Media Psychology-Theories Methods and Applications
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