Bartels & Herman (2019). Media research: Is violent media making us more aggressive? - Article summary
The general aggression model states that violent video games produce aggressive thoughts, feelings and increased arousal. It suggests that exposure to video game violence influences behaviour and personality over time by increasing the accessibility of violent scripts or mental representations for how to act in a situation, and increasingly insensitivity to violence. This model assumes a causal role of violent video games in violence. However, this model is not greatly supported.
The catalyst model takes one’s predisposition to aggression and violence into account. It states that individuals genetically predisposed to aggression and violence will be more likely to consume violent media and will be more easily provoked to violence when experiencing environmental stress. This model does not assume a causal role of violent video games in violence.
It appears as if competitiveness and not violence plays an important role in the relationship between violent videogames and aggression. The hot-sauce paradigm and the noise-blast paradigm have been used in order to measure aggression. However, there may be several flaws of the noise-blast paradigm:
- The participants in the lab might not act aggressively but competitively.
- The measure might not be valid due to a failure to correlate with other measures of aggression.
- This measure might not be externally valid.
- The results might not be consistent with a theory.
- The behaviour might not be ecologically valid.
Trends in crime rates do not coincide with trends in violent media exposure. A good theory is comprehensive (1), consistent with other theories (2), precise (3), falsifiable (4) and has practical application (5).
There are several fallacies in a politically charged debate:
- Confirmation bias
This is the selective and convenient use of information that aligns with one’s beliefs. - Availability heuristic
This is the tendency to overestimate the likelihood of easily accessible information. - Ad hominem attacks
This is using personal attacks in order to disregard the person’s argument without adequately evaluating it. - Straw man
This is purposefully distorting an argument in order to make them easier to refute. - False dilemma
This is suggesting that there are only two, mutually exclusive sides in a debate. - Golden mean fallacy
This is suggesting that the truth may be a compromise between two conflicting sides. - Assimilation bias
This is the tendency to interpret inconclusive research as providing support for one’s position.
Psychological reactance refers to the feeling that one’s freedom of choice might be restricted or infringed upon. This influences attitudes. The third-person effect refers to the belief that something has an effect on others but not on oneself.
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Psychology and the New Media - Article Summary [UNIVERSITY OF AMSTERDAM]
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Psychology and the New Media - Course summary [UNIVERSITY OF AMSTERDAM]
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Psychology and the New Media - Article Summary [UNIVERSITY OF AMSTERDAM]
- Bartels & Herman (2019). Media research: Is violent media making us more aggressive? - Article summary
- Brewer (2011). Media violence. - Article summary
- Giles (2010). History of the mass media. - Article summary
- Behm-Morawitz & Ortiz (2013).” Race, ethnicity, and the media. - Article summary
- Heath (2011). Portrayal of crime. - Article summary
- Scharrer (2013). Representations of gender in the media. - Article summary
- Nabi & Moyer-Guse (2013). The psychology underlying media-based persuasion. - Article summary
- Roozenbeek & Van der Linden (2018). The fake news game: Actively inoculating against the risk of misinformation. - Article summary
- Shrum & Lee (2012). The stories TV tells: How fictional TV narratives shape normative perceptions and personal values. - Article summary
- Finkel et al. (2012). Online dating: A critical analysis from the perspective of psychological science - Article summary
- Malamuth, Linz, & Weber (2013). The internet and aggression: Motivation, disinhibitory, and opportunity aspects. - Article summary
- Nguyen, Bin, & Campbell (2012). Comparing online and offline self-disclosure: A systematic review. - Article summary
- Rieger (2017). Between surveillance and sexting. - Article summary
- Acquisiti, Brandenmarten, & Loewenstein (2015).” Privacy and human behavior in the age of information. - Article summary
- Amichai-Hamburger & Hayat (2013). “Internet and personality. - Article summary
- Segovia & Bailenson (2013). Identity manipulation: What happens when identity presentation is not truthful. - Article summary
- Toma & Hancock (2013). Self-affirmation underlies Facebook use. - Article summary
- Adjerdid & Kelly (2018). Big data in psychology: A framework research advancement. - Article summary
- Boyd & Crawford (2012). Critical questions for big data. - Article summary
- DeStefano & LeFevre (2007). Cognitive load in hypertext reading: A review. - Article summary
- Sparrow & Chatman (2013). Social cognition in the internet age: Same as it ever was? - Article summary
- Blumberg et al. (2013). Serious games: What are they? What do they do? Why should we play them? - Article summary
- Klimmt & Brand (2017). Permanence of online access and internet addiction. - Article summary
- Wallace (2015). Game mechanics and human behavior. - Article summary
- Wallace (2015). The internet as a time sink. - Article summary
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Psychology and the New Media - Article Summary [UNIVERSITY OF AMSTERDAM]
This bundle contains a summary of all the articles for the course "Psychology and the New Media" given at the "University of Amsterdam". It includes the following articles:
- “Bartels & Herman (2019). Media research: Is
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