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289974
Media influences on social behaviour
Descrição
Mapa Mental sobre Media influences on social behaviour, criado por Florence Neyroud em 20-10-2013.
Mapa Mental por
Florence Neyroud
, atualizado more than 1 year ago
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Criado por
Florence Neyroud
mais de 10 anos atrás
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Resumo de Recurso
Media influences on social behaviour
Media influences on prosocial behaviours
Explanations for media influences
Equivalent number of prosocial and antisocial acts on children's TV.
Prosocial TV reflects prosocial norms - prosocial behaviours are therefore reinforced
Younger children are less able to understand prosocial messages
Effective parental mediation - discussing programmes with child
Research studies
Mare (1996) meta-analysis - children exposed to prosocial content:
- Behaved more altruistically
- showed higher levels of social control
- Prosocial effects from other forms of media e.g. children's stories
- Acted more positively towards each other
- Became less stereotyped in attitudes and beliefs
Evaluation
TV for pre-schoolers contained few prosocial lessons
Post-viewing discussion may enhance prosocial norms, but does not always work
Zimmerman et al. (2007) Baby einstein DVDs may lead to poorer outcomes
Mixing prosocial and antisocial messages reduces the effectiveness of the prosocial message
Strongest effects on pre-schoolers, weakest on adolescents
Prosocial depictions more effective when concrete than abstract
'instructive mediation' is effective, 'social co-viewing' is not
Real-world application - Sesame street is more effective for children of higher socioeconomic class
Media influence on antisocial behaviour
Observational learning
children observe actions of models and may later imitate them
More likely to be imitated if perceived as real
Bandura (1963) - artificial situation, little evidence of real-world 'copycat' violence
St Helena - no increases in aggression after introduction of TV
Cognitive priming
Activation of existing aggressive thoughts and feelings
Frequent exposure leads to stored scripts for violent behaviour
Josephson (1987) - walkie talkie acted as a cue for aggression
Desensitisation
Media violence desensitises children to its effect
Media violence represents violent behaviour as 'normal'
Cumberbatch (2001) - fact that chidden get used to screen violence doesn't mean they get used to real-life violence
Lowered physiological arousal
Catharsis - Watching violence causes a real ease of emotions
Excitation-transfer - violence creates readiness to agress
Don't react in normal way to violence and less inhibited about using it
Heavy TV violence viewers - lower arousal levels to scenes of violence
Justification
Violent TV may justify what is acceptable behaviour
Unpunished TV violence decreases concerns about own behaviour
Negative effects of exposure to violent characters on TV supports justification model
Belson (1978) - unpredictable link between violent TV and aggression
Computers and video games
Positive effects of game play
Playing prosocial game can increase helping behaviour (Greitemeyer and osswald, 2010)
Multiplayer games and social issues (Kahne) and social commitment (Lenhart)
Greitemeyer and Osswald (2010) - video game industry less likely to produce altruistic games as less likely to sell
Methodological limitations of surveys
Therapeutic applications of video games for post traumatic stress
Negative effects of computers
Karpinski study doesn't indicate causal relationship
Link between Facebook use and stress supported in real life study (D'Amanto et al., 2010)
Greenfield (2009) - Facebook 'infantilises' the brain
Charles (2001) - anxiety linked to their use of social networking site Facebook
Karpinski (2009) - link between lower grades among students and Facebook use
Positive effects of computers
Gonzales and Hancock (2011) - Facebook walls can have a positive influence on self-esteem
Hyperpersonal Model (Walther, 1996) explains relationship between Facebook use and positive self-esteem
Negative effects of game play
Increases in aggression and white noise blast
Longitudinal studies - high exposure to violent video games, more aggression
Consistent link between violent game play and aggression
'Bi-directional model' explains link between game play and aggression
Longitudinal studies - participants exposed to other forms of media violence
Researchers cannot measure 'real-life' aggression
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