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Toward a relational matrix model of avatar-mediated interactions. 面向一个关系矩阵模型的化身介导的相互作用。
Q1 Social Sciences Pub Date : 2018-02-01 DOI: 10.1037/PPM0000180
J. Banks, C. Carr
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引用次数: 6
Testing the relationship between media violence exposure and cyberbullying perpetration. 媒体暴力暴露与网络欺凌行为的关系检验。
Q1 Social Sciences Pub Date : 2018-01-25 DOI: 10.1037/PPM0000179
Christopher P. Barlett, Douglas A. Kowalewski, Sarah S. Kramer, Kaitlyn Helmstetter
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引用次数: 11
The effects of Facebook on mood in emerging adults. Facebook对初成人情绪的影响。
Q1 Social Sciences Pub Date : 2018-01-18 DOI: 10.1037/PPM0000178
Erica K. Yuen, Erin A. Koterba, Michael J. Stasio, Renee B. Patrick, C. Gangi, Philip Ash, Kathleen Barakat, V. Greene, W. Hamilton, Briana Mansour
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引用次数: 29
The Personality Disorder Profile of Professional Actors 职业演员的人格障碍特征
Q1 Social Sciences Pub Date : 2018-01-01 DOI: 10.1037/ppm0000101
M. Davison, A. Furnham
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.
本文将214名专业演员的人格障碍特征与美国普通人群进行了比较。在柯立芝轴- ii量表的反社会、自恋、戏剧、边缘型和强迫性人格障碍量表上,男女演员的得分都明显高于非演员。男性演员在分裂型、回避型和依赖型人格障碍量表上的得分明显高于男性对照组。演员的人格障碍特征与他们自我报告的表演能力、偏好和成功之间的关系进行了研究。结果讨论了亚临床水平的人格障碍特征是如何潜在地不利于表演表现和管理职业需求的。同时指出了本研究的局限性。
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引用次数: 11
Men’s and Women’s Situation Models for Violent Movies and Television Programs 暴力电影和电视节目中的男女情境模型
Q1 Social Sciences Pub Date : 2018-01-01 DOI: 10.1037/ppm0000110
Karyn Riddle
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.
本研究探讨了图形媒体暴力记忆的性别差异。更具体地说,这个项目测量了过去看到的暴力电影和电视节目中男性和女性情境模型的复杂程度。运用生动媒体暴力理论,测试了负面情绪、可及性和记忆生动性作为情境模型复杂性的预测因子。在一项全国性调查中,254名参与者写了一篇文章,描述令人难忘的暴力电影和电视节目。这些文章表明,男性和女性在情境模式上的相似之处多于差异,尽管男性描述了更多关于血和血的细节。在男性和女性中,暴露时的负面情绪通过可及性和记忆生动性间接预测情境模型复杂性。讨论了对研究媒体暴力影响的学者的启示。
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引用次数: 0
Fan Fiction as a Vehicle for Meaning Making: Eudaimonic Appreciation, Hedonic Enjoyment, and Other Perspectives on Fan Engagement With Television 同人小说作为意义创造的载体:欣赏性欣赏、享乐性享受,以及粉丝与电视互动的其他视角
Q1 Social Sciences Pub Date : 2018-01-01 DOI: 10.1037/ppm0000106
Cynthia Vinney, Karen E. Dill-Shackleford
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.
同人小说很少受到心理学研究者的关注。为了填补这一空白,我们分析了电视剧《广告狂人》的同人小说,调查粉丝们是如何利用同人小说从原著中获取意义的。一个同人小说的样本被编码为现实和享乐故事成分的存在,故事中表达的情感,同人作家采用的观点,以及作为愿望实现的情节。研究结果表明,同人小说作者的动机更多是追求现实而非享乐,故事通常包含混合或消极的情感内容,作者经常在故事中采取女性角色的视角,在某些情况下,这些故事使角色能够实现源文本所否认的积极解决方案。综上所述,这些结果表明了粉丝参与和理解热门电视剧的多种方式。未来关于其他流行文化文本的同人小说的心理学研究对于理解粉丝如何应对这些文本的各种元素将是有价值的。
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引用次数: 7
The Twilight of Youth: Understanding Feminism and Romance in Twilight Moms’ Connection to the Young-Adult Vampire Series 青春的黄昏:从暮光母亲与青年吸血鬼系列的联系中理解女权主义和浪漫主义
Q1 Social Sciences Pub Date : 2018-01-01 DOI: 10.1037/ppm0000127
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.
在这篇论文中,我们报告了一项对自称为“暮光妈妈”的在线调查的结果,这些成年女性至少有一个孩子,并且是流行的年轻吸血鬼系列《暮光之城》的粉丝。我们特别研究了进入《暮光之城》叙事和与《暮光之城》角色的准社会互动,以及它们与性别信仰、女权主义身份和关系满意度的相关性。结果显示,那些对女性持传统观念和非女权主义者的《暮光之城》妈妈们更能体验到书中的“交通”,对现任恋人的不满预示着她们与《暮光之城》角色的准社会互动。我们从粉丝研究以及媒体娱乐理论和研究的角度来解释这些发现。
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引用次数: 4
The Protagonist, My Facebook Friend: How Cross-Media Extensions Are Changing the Concept of Parasocial Interaction 主角,我的Facebook好友:跨媒体扩展如何改变副社交互动的概念
Q1 Social Sciences Pub Date : 2018-01-01 DOI: 10.1037/ppm0000109
Elias Kyewski, Jessica M. Szczuka, N. Krämer
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.
越来越多的电视剧正在使用智能手机应用程序和社交网站等跨媒体扩展来与观众建立联系。由于这些特征促进了接受者与媒体人物的互动,因此可以假设它们影响了感知到的副社会互动(PSI;Horton & Wohl, 1956)。本论文的目的是调查社会电视剧的跨媒体扩展与主角的PSI之间的联系。为了达到这个目的,一个社交电视连续剧被使用,观众甚至可以将虚构的主角添加为Facebook好友,使虚构的角色能够积极地与观众交流。一项针对218名参与者的在线调查显示,Facebook上的友谊以及与主角的交流对PSI的程度有影响。
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引用次数: 4
Killing Characters in Video Games Kills Memory for In-Game Ads 在电子游戏中杀死角色会减少游戏内置广告的内存
Q1 Social Sciences Pub Date : 2018-01-01 DOI: 10.1037/ppm0000108
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.
进化理论预测,人们会以牺牲较少唤起情感的线索为代价来关注唤起情感的线索。暴力是一种引起情感的线索,它会把注意力从同一视觉环境中引起较少情感的线索上吸引过来。先前的研究表明,暴力媒体内容以牺牲在暴力媒体内容中做广告的品牌为代价来吸引注意力。我们预测,暴力游戏的参与者比非暴力游戏的参与者回忆和识别的品牌更少。在研究1中,参与者(N = 154)在游戏the Getaway中驾驶汽车,而真正的品牌出现在城市中。一半的参与者以暴力方式玩游戏(碾压角色),另一半的参与者以非暴力方式玩游戏(小心地避开角色)。暴力玩家比非暴力玩家回忆和认出的品牌更少。在研究2中,参与者(N = 102)驾驶着游戏《侠盗猎车手:圣安地列斯》中的汽车,而他们的汽车上则有虚构的品牌广告。一半的参与者以暴力方式玩游戏(碾压角色),另一半的参与者以非暴力方式玩游戏(小心地避开角色)。暴力玩家比非暴力玩家更不容易认出广告品牌。没有足够多的参与者回忆品牌来测试暴力玩家是否比非暴力玩家回忆更少的品牌。这两项研究的结果都表明,游戏内部的暴力会降低产品植入的效果,比如暴力电子游戏中的品牌广告比非暴力电子游戏中的品牌广告更不容易被记住。
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引用次数: 13
Does Television Cultivate Narcissism? Relationships Between Television Exposure, Preferences for Specific Genres, and Subclinical Narcissism 电视会培养自恋吗?电视曝光、特定类型偏好与亚临床自恋之间的关系
Q1 Social Sciences Pub Date : 2018-01-01 DOI: 10.1037/ppm0000107
Robert B. Lull, Ted M. Dickinson
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.
研究人员对565名大学生进行了一项调查,以检验每天看电视与自恋人格量表(NPI)得分有关的假设,并回答对各种电视类型的偏好是否与自恋有关的研究问题。此外,效应测试被用来复制元分析证据,即自恋随着时间的推移而增加。参与者报告了他们每天看电视的时间,对特定电视类型(如戏剧、体育)的偏好,并完成了NPI。每天看电视与自恋呈正相关。对真人秀、体育、悬疑/惊悚/恐怖节目和政治谈话节目的偏好与自恋呈正相关。对新闻的偏好与自恋呈负相关。效应测试显示,大学生的自恋程度随着时间的推移而持续增加。研究结果是根据培养理论来解释的,这表明电视是文化的一个方面,可能是培养大学生更自恋的原因。
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引用次数: 7
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Psychology of Popular Media Culture
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