{"title":"Toward a relational matrix model of avatar-mediated interactions.","authors":"J. Banks, C. Carr","doi":"10.1037/PPM0000180","DOIUrl":"https://doi.org/10.1037/PPM0000180","url":null,"abstract":"","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45643323","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christopher P. Barlett, Douglas A. Kowalewski, Sarah S. Kramer, Kaitlyn Helmstetter
{"title":"Testing the relationship between media violence exposure and cyberbullying perpetration.","authors":"Christopher P. Barlett, Douglas A. Kowalewski, Sarah S. Kramer, Kaitlyn Helmstetter","doi":"10.1037/PPM0000179","DOIUrl":"https://doi.org/10.1037/PPM0000179","url":null,"abstract":"","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-01-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42919352","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Erica K. Yuen, Erin A. Koterba, Michael J. Stasio, Renee B. Patrick, C. Gangi, Philip Ash, Kathleen Barakat, V. Greene, W. Hamilton, Briana Mansour
{"title":"The effects of Facebook on mood in emerging adults.","authors":"Erica K. Yuen, Erin A. Koterba, Michael J. Stasio, Renee B. Patrick, C. Gangi, Philip Ash, Kathleen Barakat, V. Greene, W. Hamilton, Briana Mansour","doi":"10.1037/PPM0000178","DOIUrl":"https://doi.org/10.1037/PPM0000178","url":null,"abstract":"","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44855522","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The personality disorder trait profiles of 214 professional actors were compared with a general population American sample. Both male and female actors scored significantly higher than nonactors on Antisocial, Narcissism, Histrionic, Borderline, and Obsessive–Compulsive personality disorder scales of the Coolidge Axis-II inventory (Coolidge, 2001). Male actors scored significantly higher than the male comparison group on Schizotypal, Avoidant, and Dependent personality disorder scales. Relationships between personality disorder traits in actors and their self-reported acting abilities, preferences, and success were examined. The results are discussed with reference to how heightened subclinical levels of personality disorders traits are potentially unhelpful to acting performance and managing the demands of the profession. Limitations of the study are noted.
{"title":"The Personality Disorder Profile of Professional Actors","authors":"M. Davison, A. Furnham","doi":"10.1037/ppm0000101","DOIUrl":"https://doi.org/10.1037/ppm0000101","url":null,"abstract":"The personality disorder trait profiles of 214 professional actors were compared with a general population American sample. Both male and female actors scored significantly higher than nonactors on Antisocial, Narcissism, Histrionic, Borderline, and Obsessive–Compulsive personality disorder scales of the Coolidge Axis-II inventory (Coolidge, 2001). Male actors scored significantly higher than the male comparison group on Schizotypal, Avoidant, and Dependent personality disorder scales. Relationships between personality disorder traits in actors and their self-reported acting abilities, preferences, and success were examined. The results are discussed with reference to how heightened subclinical levels of personality disorders traits are potentially unhelpful to acting performance and managing the demands of the profession. Limitations of the study are noted.","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"7 1","pages":"33–46"},"PeriodicalIF":0.0,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"57304500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study explores gender differences in memories for graphic media violence. More specifically, this project measures the level of complexity in men’s and women’s situation models for violent movies and TV programs seen in the past. Using the theory of vivid media violence, negative emotions, accessibility, and memory vividness are tested as predictors of situation model complexity. In a nationwide survey, 254 participants wrote essays describing memorable violent movies and TV programs. The essays suggest more similarities than differences among men’s and women’s situation models, although men described more details about blood and gore. Among both men and women, negative emotions at the time of exposure indirectly predicted situation model complexity as mediated by accessibility and memory vividness. Implications for scholars studying media violence effects are discussed.
{"title":"Men’s and Women’s Situation Models for Violent Movies and Television Programs","authors":"Karyn Riddle","doi":"10.1037/ppm0000110","DOIUrl":"https://doi.org/10.1037/ppm0000110","url":null,"abstract":"This study explores gender differences in memories for graphic media violence. More specifically, this project measures the level of complexity in men’s and women’s situation models for violent movies and TV programs seen in the past. Using the theory of vivid media violence, negative emotions, accessibility, and memory vividness are tested as predictors of situation model complexity. In a nationwide survey, 254 participants wrote essays describing memorable violent movies and TV programs. The essays suggest more similarities than differences among men’s and women’s situation models, although men described more details about blood and gore. Among both men and women, negative emotions at the time of exposure indirectly predicted situation model complexity as mediated by accessibility and memory vividness. Implications for scholars studying media violence effects are discussed.","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"1 1","pages":"72–86"},"PeriodicalIF":0.0,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1037/ppm0000110","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"57305017","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fan fiction has received minimal attention from psychological researchers. To begin to fill that gap, we analyzed fan fiction about the TV show Mad Men to investigate how fans use fan fiction to make meaning from the source text. A sample of fan fiction stories was coded for the presence of eudaimonic and hedonic story components, the emotions expressed in the stories, the perspectives adopted by the fan writers, and plots that function as wish fulfillment. Findings indicated that fan fiction writers’ motivations were more eudaimonic than hedonic, the stories often contained mixed or negative emotional content, the writers frequently took the perspective of a female character in their stories, and in some cases the stories enabled characters to achieve positive resolutions denied them by the source text. Taken together, the results point to the many ways in which fans engage with and make sense of a popular TV show. Future psychological research on fan fiction of additional popular culture texts would be valuable for understanding the ways fans grapple with various elements of those texts.
{"title":"Fan Fiction as a Vehicle for Meaning Making: Eudaimonic Appreciation, Hedonic Enjoyment, and Other Perspectives on Fan Engagement With Television","authors":"Cynthia Vinney, Karen E. Dill-Shackleford","doi":"10.1037/ppm0000106","DOIUrl":"https://doi.org/10.1037/ppm0000106","url":null,"abstract":"Fan fiction has received minimal attention from psychological researchers. To begin to fill that gap, we analyzed fan fiction about the TV show Mad Men to investigate how fans use fan fiction to make meaning from the source text. A sample of fan fiction stories was coded for the presence of eudaimonic and hedonic story components, the emotions expressed in the stories, the perspectives adopted by the fan writers, and plots that function as wish fulfillment. Findings indicated that fan fiction writers’ motivations were more eudaimonic than hedonic, the stories often contained mixed or negative emotional content, the writers frequently took the perspective of a female character in their stories, and in some cases the stories enabled characters to achieve positive resolutions denied them by the source text. Taken together, the results point to the many ways in which fans engage with and make sense of a popular TV show. Future psychological research on fan fiction of additional popular culture texts would be valuable for understanding the ways fans grapple with various elements of those texts.","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"7 1","pages":"18–32"},"PeriodicalIF":0.0,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"57304338","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. S. Aubrey, Melissa A. Click, Elizabeth Behm-Morawitz
In this paper, we report the results of an online survey of self-identified “Twilight Moms,” adult women who have at least 1 child and identify as fans of Twilight, the popular young-adult vampire series. In particular, we examined transportation into the Twilight narrative and parasocial interaction with Twilight characters, and their correlations with gender beliefs, feminist identity, and relational satisfaction. Results revealed that Twilight Moms who held traditional beliefs about women and who identified as nonfeminist were more able to experience transportation into the books, and dissatisfaction with their current romantic partners predicted parasocial interaction with Twilight characters. We interpret these findings in light of fan studies research as well as media entertainment theory and research.
{"title":"The Twilight of Youth: Understanding Feminism and Romance in Twilight Moms’ Connection to the Young-Adult Vampire Series","authors":"J. S. Aubrey, Melissa A. Click, Elizabeth Behm-Morawitz","doi":"10.1037/ppm0000127","DOIUrl":"https://doi.org/10.1037/ppm0000127","url":null,"abstract":"In this paper, we report the results of an online survey of self-identified “Twilight Moms,” adult women who have at least 1 child and identify as fans of Twilight, the popular young-adult vampire series. In particular, we examined transportation into the Twilight narrative and parasocial interaction with Twilight characters, and their correlations with gender beliefs, feminist identity, and relational satisfaction. Results revealed that Twilight Moms who held traditional beliefs about women and who identified as nonfeminist were more able to experience transportation into the books, and dissatisfaction with their current romantic partners predicted parasocial interaction with Twilight characters. We interpret these findings in light of fan studies research as well as media entertainment theory and research.","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"7 1","pages":"61–71"},"PeriodicalIF":0.0,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"57305566","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
More and more TV series are using cross-media extensions like smartphone applications and social networking sites to connect with the audience. Because these features facilitate the recipient’s interaction with a media persona, they can be assumed to influence the perceived parasocial interaction (PSI; Horton & Wohl, 1956). The goal of the present paper was to investigate the connection between cross-media extensions of a social TV series and the PSI with its protagonist. To this aim, a social TV series was used in which the viewer even had the possibility to add the fictitious protagonist as a Facebook friend, enabling the fictitious character to actively communicate with the audience. An online survey with 218 participants showed that, in particular, the Facebook friendship and thus the communication with a protagonist has an impact on the degree of PSI.
{"title":"The Protagonist, My Facebook Friend: How Cross-Media Extensions Are Changing the Concept of Parasocial Interaction","authors":"Elias Kyewski, Jessica M. Szczuka, N. Krämer","doi":"10.1037/ppm0000109","DOIUrl":"https://doi.org/10.1037/ppm0000109","url":null,"abstract":"More and more TV series are using cross-media extensions like smartphone applications and social networking sites to connect with the audience. Because these features facilitate the recipient’s interaction with a media persona, they can be assumed to influence the perceived parasocial interaction (PSI; Horton & Wohl, 1956). The goal of the present paper was to investigate the connection between cross-media extensions of a social TV series and the PSI with its protagonist. To this aim, a social TV series was used in which the viewer even had the possibility to add the fictitious protagonist as a Facebook friend, enabling the fictitious character to actively communicate with the audience. An online survey with 218 participants showed that, in particular, the Facebook friendship and thus the communication with a protagonist has an impact on the degree of PSI.","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"7 1","pages":"2–17"},"PeriodicalIF":0.0,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1037/ppm0000109","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"57304889","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Robert B. Lull, B. Gibson, Carlos Cruz, B. Bushman
Evolutionary theory predicts that people attend to emotionally arousing cues at the expense of less arousing cues. Violence is one emotionally arousing cue that attracts attention away from less arousing cues located in the same visual environment. Previous research has shown that violent media content attracts attention at the expense of brands advertised during violent media content. We predicted that participants who played a video game violently would recall and recognize fewer brands than participants who played the same game nonviolently. In Study 1, participants (N = 154) drove cars in the game The Getaway while real brands appeared within the city. Half of the participants played the game violently (running over characters) and half of the participants played the game nonviolently (carefully avoiding characters). Violent players recalled and recognized fewer brands than did nonviolent players. In Study 2, participants (N = 102) drove cars in the game Grand Theft Auto: San Andreas while fictitious brands were advertised on their vehicles. Half of the participants played the game violently (running over characters) and half of the participants played the game nonviolently (carefully avoiding characters). Violent players were less likely to recognize advertised brands than were nonviolent players. Not enough participants recalled brands to test whether violent players recalled fewer brands than did nonviolent players. These results across both studies suggest that within-game violence reduces the effectiveness of product placement, such that brands advertised in violent video games are less likely to be remembered than brands advertised in nonviolent video games.
{"title":"Killing Characters in Video Games Kills Memory for In-Game Ads","authors":"Robert B. Lull, B. Gibson, Carlos Cruz, B. Bushman","doi":"10.1037/ppm0000108","DOIUrl":"https://doi.org/10.1037/ppm0000108","url":null,"abstract":"Evolutionary theory predicts that people attend to emotionally arousing cues at the expense of less arousing cues. Violence is one emotionally arousing cue that attracts attention away from less arousing cues located in the same visual environment. Previous research has shown that violent media content attracts attention at the expense of brands advertised during violent media content. We predicted that participants who played a video game violently would recall and recognize fewer brands than participants who played the same game nonviolently. In Study 1, participants (N = 154) drove cars in the game The Getaway while real brands appeared within the city. Half of the participants played the game violently (running over characters) and half of the participants played the game nonviolently (carefully avoiding characters). Violent players recalled and recognized fewer brands than did nonviolent players. In Study 2, participants (N = 102) drove cars in the game Grand Theft Auto: San Andreas while fictitious brands were advertised on their vehicles. Half of the participants played the game violently (running over characters) and half of the participants played the game nonviolently (carefully avoiding characters). Violent players were less likely to recognize advertised brands than were nonviolent players. Not enough participants recalled brands to test whether violent players recalled fewer brands than did nonviolent players. These results across both studies suggest that within-game violence reduces the effectiveness of product placement, such that brands advertised in violent video games are less likely to be remembered than brands advertised in nonviolent video games.","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"7 1","pages":"87–97"},"PeriodicalIF":0.0,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"57304317","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A survey of 565 college students was conducted to examine the hypothesis that daily TV exposure is associated with scores on the Narcissistic Personality Inventory (NPI), as well as to answer the research question whether preferences for various TV genres are associated with narcissism. Additionally, effect testing was used to replicate meta-analytic evidence that narcissism has increased over time. Participants reported their daily TV exposure, preferences for specific TV genres (e.g., drama, sports), and completed the NPI. Daily TV exposure was positively associated with narcissism. Preferences for reality TV, sports, suspense/thriller/horror shows, and political talk shows were positively associated with narcissism. Preference for news was negatively associated with narcissism. Effect testing revealed that narcissism in college students has continued to increase over time. Results are interpreted according to cultivation theory, which suggests that TV is an aspect of culture that may be responsible for cultivating greater narcissism in college students.
{"title":"Does Television Cultivate Narcissism? Relationships Between Television Exposure, Preferences for Specific Genres, and Subclinical Narcissism","authors":"Robert B. Lull, Ted M. Dickinson","doi":"10.1037/ppm0000107","DOIUrl":"https://doi.org/10.1037/ppm0000107","url":null,"abstract":"A survey of 565 college students was conducted to examine the hypothesis that daily TV exposure is associated with scores on the Narcissistic Personality Inventory (NPI), as well as to answer the research question whether preferences for various TV genres are associated with narcissism. Additionally, effect testing was used to replicate meta-analytic evidence that narcissism has increased over time. Participants reported their daily TV exposure, preferences for specific TV genres (e.g., drama, sports), and completed the NPI. Daily TV exposure was positively associated with narcissism. Preferences for reality TV, sports, suspense/thriller/horror shows, and political talk shows were positively associated with narcissism. Preference for news was negatively associated with narcissism. Effect testing revealed that narcissism in college students has continued to increase over time. Results are interpreted according to cultivation theory, which suggests that TV is an aspect of culture that may be responsible for cultivating greater narcissism in college students.","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"7 1","pages":"47–60"},"PeriodicalIF":0.0,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1037/ppm0000107","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"57304485","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}