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Psychology of Popular Media Culture最新文献

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Enter the matrix: Does self-activation really matter for aggressiveness after violence exposure? 进入矩阵:自我激活真的对暴力暴露后的攻击性有影响吗?
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000198
M. Bluemke, Joerg Zumbach
Media comparisons are only valid within “zones of comparability”. Either the level of participants’ interactivity (i.e. the “syntactics” of what they do) has to be constant, while the content might vary, or the content of specific media (i.e., the “semantics” of what they encounter) has to be kept constant, while the level of interactivity with the content might vary. The present experiment varied the level of interactivity: Participants watched a violent scene from the movie “The Matrix” or re-enacted the same scene in a Matrix-inspired first-person shooter game. Using the same violent content (shooting at Matrix-guards), our results suggest: The higher the level of self-activation while being exposed to violent media content, the stronger the changes in aggressive dispositions as assessed with an aggressive self-concept Implicit Association Test. Ruling out confounders from previous research, unspecific arousal was not responsible for the obtained short-term increases in aggressive dispositions.
媒体比较只在“可比性区域”内有效。参与者的交互性水平(即他们所做的“语法”)必须保持不变,而内容可能会变化,或者特定媒体的内容(即他们所遇到的“语义”)必须保持不变,而与内容的交互性水平可能会变化。目前的实验改变了互动性的水平:参与者观看电影《黑客帝国》中的暴力场景,或者在受《黑客帝国》启发的第一人称射击游戏中重演同样的场景。使用相同的暴力内容(射击matrix -卫兵),我们的研究结果表明:暴露于暴力媒体内容时,自我激活水平越高,攻击性自我概念内隐联想测试评估的攻击性倾向变化越强。排除先前研究中的混杂因素,非特异性唤醒不是攻击性倾向短期增加的原因。
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引用次数: 1
Making a biased jury decision: Using the Steven Avery murder case to investigate potential influences in jury decision-making. 做出有偏见的陪审团裁决:利用史蒂文·艾弗里谋杀案调查陪审团决策中的潜在影响。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000192
Lourdes Rodriguez, S. Agtarap, A. Boals, Nathan T. Kearns, Lee A. Bedford
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引用次数: 4
Learning to cyberbully: An extension of the Barlett Gentile cyberbullying model. 学习网络欺凌:Barlett Gentile网络欺凌模式的延伸。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000183
Christopher P. Barlett, Douglas A. Kowalewski
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引用次数: 16
Trends in U.S. Adolescents’ media use, 1976–2016: The rise of digital media, the decline of TV, and the (near) demise of print. 1976-2016年美国青少年媒体使用趋势:数字媒体的兴起,电视的衰落,以及印刷媒体的(近乎)消亡。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000203
J. Twenge, Gabrielle N. Martin, Brian H. Spitzberg
Studies have produced conflicting results about whether digital media (the Internet, texting, social media, and gaming) displace or complement use of older legacy media (print media such as books, magazines, and newspapers; TV; and movies). Here, we examine generational/time period trends in media use in nationally representative samples of 8th, 10th, and 12th graders in the United States, 1976–2016 (N 1,021,209; 51% female). Digital media use has increased considerably, with the average 12th grader in 2016 spending more than twice as much time online as in 2006, and with time online, texting, and on social media totaling to about 6 hr a day by 2016. Whereas only half of 12th graders visited social media sites almost every day in 2008, 82% did by 2016. At the same time, iGen adolescents in the 2010s spent significantly less time on print media, TV, or movies compared with adolescents in previous decades. The percentage of 12th graders who read a book or a magazine every day declined from 60% in the late 1970s to 16% by 2016, and 8th graders spent almost an hour less time watching TV in 2016 compared with the early 1990s. Trends were fairly uniform across gender, race/ethnicity, and socioeconomic status. The rapid adoption of digital media since the 2000s has displaced the consumption of legacy media.
关于数字媒体(互联网、短信、社交媒体和游戏)是否取代或补充使用旧的传统媒体(印刷媒体,如书籍、杂志和报纸;电视;和电影)。在这里,我们研究了1976-2016年美国8年级、10年级和12年级全国代表性样本中媒体使用的代际/时间段趋势(N 1,021,209;51%的女性)。数字媒体的使用大幅增加,2016年12年级学生的平均上网时间是2006年的两倍多,到2016年,每天上网、发短信和使用社交媒体的时间总计约为6小时。2008年,只有一半的12年级学生几乎每天都访问社交媒体网站,而到2016年,这一比例达到了82%。与此同时,与前几十年的青少年相比,2010年代的iGen青少年花在印刷媒体、电视或电影上的时间明显减少。12年级学生每天阅读一本书或一本杂志的比例从20世纪70年代末的60%下降到2016年的16%,与20世纪90年代初相比,2016年8年级学生看电视的时间减少了近一个小时。性别、种族/民族和社会经济地位的趋势相当一致。自2000年代以来,数字媒体的迅速普及已经取代了传统媒体的消费。
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引用次数: 328
“Textisms”: The comfort of the recipient. “文本主义”:接受者的舒适。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000194
Flora-Jean Forbes, E. Buchanan
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引用次数: 3
Exploring the relationship between weapons desirability and media. 探讨武器可取性与媒介的关系。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000190
D. Chadee, Ray Surette
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引用次数: 2
An experimental investigation into pornography’s effect on men’s perceptions of the likelihood of women engaging in porn-like sex. 一项关于色情对男性对女性进行色情性行为可能性的看法的影响的实验性调查。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000202
Dan J. Miller, K. McBain, P. Raggatt
This experimental study investigates whether exposure to pornography affects men's perceptions of the likelihood of women engaging in, and enjoying, "porn-like" sex. Participants (N = 418) were either exposed to nonpornographic control videos or pornographic videos in which a male taxi driver has sex with a female passenger. Participants' perceptions of the likelihood of women engaging in various sexual practices commonly depicted in pornography (e.g., unprotected sex with a stranger and rough sex) were then assessed across 2 vignettes. In the first vignette, a male taxi driver propositions a female passenger. In the second, a male boss propositions a female employee. The study was administered online to maximize ecological validity. No effect was found for experimental exposure. However, an effect was detected for past exposure. Men who had viewed taxi-themed pornography in the past 6 months rated the female taxi vignette character as being more likely to engage in porn-like sex with a male taxi driver. Similarly, those who had viewed workplace-themed pornography in the past 6 months judged the female workplace vignette character as being more likely to engage in porn-like sex with a male boss. The implications of these findings for theoretical models of sexual media socialization are discussed.
这项实验研究调查了接触色情制品是否会影响男性对女性参与和享受“色情”性行为的可能性的看法。参与者(N=418)要么接触到非色情控制视频,要么接触到男性出租车司机与女性乘客发生性关系的色情视频。然后,通过两个小插曲评估参与者对女性从事色情作品中常见的各种性行为(如与陌生人发生无保护性行为和粗暴性行为)的可能性的看法。在第一个小插曲中,一名男性出租车司机向一名女性乘客求婚。在第二个案例中,男性老板向女性员工求婚。这项研究是在网上进行的,以最大限度地提高生态有效性。实验暴露未发现任何影响。然而,检测到过去暴露的影响。在过去6个月里看过出租车主题色情片的男性认为,女性出租车小插曲角色更有可能与男性出租车司机发生类似色情的性行为。同样,那些在过去6个月里看过职场主题色情作品的人认为,女性职场小插曲角色更有可能与男性老板发生类似色情的性行为。讨论了这些发现对性媒体社会化理论模型的启示。
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引用次数: 16
Camera-ready: Young women’s appearance-related social media consciousness. 镜头准备就绪:年轻女性的外表与社交媒体意识有关。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000196
Sophia Choukas-Bradley, J. Nesi, L. Widman, M. K. Higgins
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引用次数: 43
Investigating the celebrity effect: The influence of well-liked celebrities on adults’ explicit and implicit attitudes to brands and brand choice. 名人效应研究:受欢迎名人对成人外显和内隐品牌态度及品牌选择的影响。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000199
M. Rowley, H. Gilman, S. Sherman
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引用次数: 2
Video games as coping mechanisms in the etiology of video game addiction. 电子游戏在电子游戏成瘾病因学中的应对机制。
Q1 Social Sciences Pub Date : 2019-10-01 DOI: 10.1037/PPM0000186
C. Plante, D. Gentile, Christopher L. Groves, A. Modlin, Jorge A. Blanco-Herrera
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引用次数: 52
期刊
Psychology of Popular Media Culture
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