PSYC 325 Mid 1

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1
What is socialization?
lifelong process through which people learn the norms, values, behaviors, and social roles of their society
2
What is media?
An intermediary to transmit info beyond one person
3
Which of the following is not a form of media?
  • Newsletters
  • Private therapy
  • Radio
  • Doctor consoltation
  • Voice
4
Define social media
Internet platforms/sites that allow users to create, share, exchange their own content
5
What do Modeling behaviours, Emotions, Arousal, Cognitions, and Identity have in common?
They are mechanisms (routes) by which the media might engage with that might impact us
6
What is the hypodermic needle theory?
There is a direct relationship between media consumption and behaviour
7
Is everyone impacted the same way by the hypothermic needle theory?
yes
8
What are the limitations of the hypothermic needle theory?
lack of evidence
believes the audience is passive, no response to media
does not take into account how people personally respond to media
9
What is the Cultivation theory?
Media gradually cultivates certain views in the audience over time
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There are differeing impacts impacts of cultivation thoeyr based on what?
Different impacts based on amount of use and on resonance:*\
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What is resonance?
The similarity between media and an individual's circumstances (What you see fits with what you experience)
12
What is mainstreaming?
Heavy exposure to TV leads to homoginization of perspective across viewers
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According to mainstreaming, as we consume more media, we reach...
we reach the main idea that the media is trying to push
14
What is social learning theory?
Learning behaviour by observing the behaviours of others (IRL or through a screen)
15
What is the Uses and Gratifications Theory?
Individuals are driven to the media for many reasons.
i.e. Why did we turn the TV on? Why did I Turn on my phone?
16
What impacts the influence of media according to the uses and gratifications theory?
Motivations for consumption may impact media influences
17
What is Self Determination Theory?
Media use meets needs of competence, autonomy, and relatedness
18
What is competence
Feeling effective at what you are doing
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What is autonomy
having a choice, being able to be yourself
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Relatedness
feeling connected to others (sense of belonging)
21
Motivation and engagement enhances performance and well being, so media use that meets needs leads to greater well being

How do playing video games meet your needs?
Competence: you feel good at the game
Autonomy: play how you want, choices in the game
Relatedness: gaming community
22
Motivation and engagement enhances performance and well being, so media use that meets needs leads to greater well being

How does listening to music meet your needs?
Autonomy: picking your own music you like
Relatedness: community/fanbase, relating to artist or their lyrics
23
Motivation and engagement enhances performance and well being, so media use that thwarts needs leads to lower well being

How does social media thwarts your needs?
Competence: unrealistic standards that make you feel worse/incompetent
Autonomy: addiction to social media, can you actually stop?
Relatedness: being a sheep to trends
24
In the quote "The Medium is the Message", what is the Medium and what is the Message?
Medium = extension of individual
‘Light bulb’ - tech that's an extension of individual

Message = change to human society
- What it does (impact of the tech) changes how the world works
25
Medium and message cannot be separated. Why is this?
The tech, content, and the impact of the tech are intertwined
26
What is the Agenda Setting Theory?
Media doesn't tell us what to think, but it influences what to think about by highlighting certain issues
27
What is Reinforcing Spirals mode?
Media effects are ongoing and mutually reinforcing through audience choices and media exposure
28
What is Elaboration Likelihood theory?
Persuasion occurs through two routes: central (deep, thoughtful processing) and peripheral (superficial cues).
29
What is Mood Management Theory?
People select media content to regulate their emotional states
30
What is Evolutionary Theory?
Media effects are rooted in evolutionary adaptations related to survival and reproduction
31
Who takes in overall media the best and why?
  • Infant
  • Adulthood
  • Childhood
32
Who takes in social media the best and why?
Adulthood
33
Who takes in social media the worst and why?
childhood
34
Social media use spikes when?
during teenager years
35
Younger kids prefer what type of media?
TV
36
At 0-3 (Infancy), what is preferred within media?
Little storyline
bright colours, striking features/shapes, loud noises

cartoons, educational content most popular
37
At 3-12 (Childhood), what is preferred within media?
More complex and less educational content

more comedy and genderstereotyped content
38
Why do 3-12 year olds stop liking eduacational content
they realize that it is learning
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At 12-18 (Adolesence), what is preferred within media?
speed and variety
realisticeality content
social media
40
What is the video deficit found in infants (hint: until 2.5 - 3.5 y/o)
Until 2.5-3.5 y/o, infants less likely to learn from screen than from live interaction
41
What is symbolic representation and how may it explain the video deficit
Symbolic representation: symbol is something that stands for something other than itself

We understand pixels on a screen in the shape or form of something from the real world represents that thing in the real world (we see bee on TV, understand that its a bee even if there is no "real" bee there). Babies are unable to do this
42
If you disguise a TV as _____, babies will understand the content shown
window
43
Children initially struggle to understand relationship between media and reality, but graudally come to grapst distinctions (Understanding of TV vs reality correlated with age (older age = higher understanding)). Why?
Initially, understanding based on perceptual reality (What looks real? What has more real world features -- looks like human = is human).

by 8-9, children use content to judge realism (focus on what is POSSIBLE). Is flying, laserbeams, godzilla real?
44
What type of processing do younger children focus on?
Perceptual processing

Perceptually salient features (how things look, sound)
45
For children under 6-7, if there were 2 glasses of same amount of water, pour one into one that's taller (same amount of water), which one would they pick?
taller one (looks larger)
46
For children under 6-7, if there were 2 photos, one of a person who looks nice that was hitting someone; and a mean looking person shopping, which one would they pick when asked who is nicer?
the one who looks nice despite doing an unnice action
47
When does the ability to infer meaning/morality (inference) appear?
6-8+
48
What is an important hallmark for adolesence?
searching for identity and self
49
How does use of social media establish identity?
Choose what to post, say; choose how to portray yourself
50
True or False: 50% of 9-18 year olds have pretended to be someone else on the internet
True
51
What is "imaginary audience"
belief that others are paying attention to you
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what is "personal fable"?
the belief that you and your experiences are unique
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In adolesence, there is an increased interest in...
risky media content (horror movies)

risky media use (sexting)

sexual content
54
What is sexual content used for by adolescents
develop and understand sexuality
55
What is Catharsis (old ass theory)
Violent impulses can be purged through consuming violent media (seeing someone else be violent allows us to purge our own violent urges)
56
What is the social cognition theory
Observational learning; we mimic behaviour we see
57
What is priming?
violence stimuli activate aggrssive thoughts --> can "prime" other related thoughts
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if we see violent stimuli, what happens?
it activates violent idea
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What is script theory?
personal "screenplays" of how interactions are expected to be
60
How are the personal "screenplays" of script theory made?
observation and experience
61
What is excitation theory?
Consuming certain types of media lead to physiological arousal in our body; mind interprets that arousal
62
What is Desentisization?
Repeated exposure to media violence would lead to lessened reaction to violence
63
What is general aggression model?
input variables determine an individuals likelihood to act
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What are the 2 input factors of general aggression model?
Person
Situations
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How is 'person' a factor?w
if you are highly aggressive or not; genetics; upbringing; experience
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How is 'sitaution' a factor?e
being in a war vs being in a rugby match vs being in a lecture hall; have you been exposed to violent media or not?
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Input variables impact routes to aggressive behaviour. How?
By influencing the internal state
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Situation is then appraised. What is the outcome?
Decide whether to be aggressive or not
69
What is the feedback loop (reinforcement or punishment for action)?
Outcome helps determine how you act (aggressively) next time
70
What is a content analysis
designs that involve analyzing content of media
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What is a correlational design?
examining relationship between 2 variables
72
Advantages and disadvantages of correlational design
Pros:
- cheap
- easy
Cons:
- no causation
73
What is a longitudinal design?
Same participants tested repeatedly over time
74
Advantages and disadvantages of longitudinal design
Pros:
- cause and effect (one comes before the other)
Cons:
- Attrition/takes time
75
What is an experimental design?
Participants randomly assigned to different groups; IV or control (IV manipulated; DV measured)
76
Advantages and disadvantages of experimental design
Pros:
high control
replicable
Cons:
time and money consuming
ethics
77
What is a natural experiment?
naturally occuring circumstances "randomly" create differences between individualsroups
78
What is a metaanalysis
summary of studies already done on a topic
79
pros and cons of meta analysis
pros:
- more informational than single study
cons:
- needs already conducted studies
- can have no consensus
80
According to meta analysis... how much of aggressive behaviour explained by violent media consumption?
2-10%
81
What counts as violence in the media?
Anything done with intent of harming someone/something else
82
Natural study: Geography limited access to TV in one town, but not others. Went to towns, looked at the families, the childrens, etc. and studied what happens when people get TV, compared with towns who already had TV
During 2 years (from no tv to tv) what happened?
Aggression, gender stereotypes increased
Reading, creative thinking increased
Change not seen in other towns, only town that did not initially had no TV
83
Factors that might influence effects: Gender. Men more likely to...
Men more likely to engage with physical aggression
Men more likely to identify with violent content/media
Men more likely to be reinforced for violent action
Men more likely to like violent media
84
Factors that might influence effects: Culture. Some cultures...
Some cultures more controlling on aggression, others more lenient
Some cultures allow more media usage, others less
Some cultures punish children to differing degrees
Different content allowed on media
Upbringing different; some people raised in more violent households
85
Why is age hard to study in terms of media violence effects?
violent games not appropriate for young children

younger vs older children think different games are stimulationgealistic

using different games cannot tell you if it is a age difference for aggression or a difference in media
86
What type (personality) of person is more impacted by violent media?
Highly aggressive
87
What type of bias makes you more likely to make you more impacted by violent media?
hostile attribution bias
88
you are more likely to behave aggressively after exposure to media violence when feeling...
feeling angry or frustrated
89
What is similarity identification?
See yourself as similar to person/character (doing violent thing)
90
What is wishful identification?
wanting to be like person/character
91
How can modern (violent) video games provide a boost in prosocial behaviour?
collaberative games --> working together, sharing, cooperation
92
Prosocial behaviour more common after what type of video game play?
Prosocial behaviour more common after cooperative video game play (Even more so for violent games)
93
Why do violent collaberative video games lead to prosocial behaviour?
Psychological needs satisfaction → violent collaborative play linked more to feelings of competence, relatedness, enjoyment, positive emotions
94
What was the main research question of "Shoshani & Krauskopf (2021). The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children’s basic psychological needs and prosocial behaviour"?
Whether playing a violent multiplayer online game cooperatively increases children’s prosocial behaviors compared to playing sol
95
What variables did the Fortnite study manipulate?
Game content (violent vs. neutral) and game mode (single vs. co-player)
96
What activities did children do after gameplay (fortnite study)
They completed measures of psychological needs satisfaction and performed prosocial tasks (donation and helping intentions)
97
What were the main findings regarding prosocial behavior? (fortnite study)
Children in co-play conditions showed more prosocial behaviors than those in single-player; violent co-play led to even more helping than neutral co-play
98
What mediated the relationship between gameplay and prosocial behavior?
Satisfaction of psychological needs—namely competence, relatedness, and positive emotions.
99
Which factor was more influential in promoting prosocial behavior: game content or social context (fortnite study)
  • game
  • social
100
What implications do the fortnite study’s findings have?
Cooperative violent games can promote positive social behaviors, suggesting social and emotional experiences are key in social development through gaming
101
What was the main research question of the "I wish I was a warrior" study
Whether violent video games increase aggression in adolescent boys, especially when players wishfully identify with violent characters
102
Why focus on adolescent boys with lower educational ability?
They are more likely to consume violent media, engage in aggression, and are underrepresented in prior research (which mostly used college students).
103
What were the independent variables (IVs)?

Type of game; Game realism; Player factors
- Type of game: violent vs. nonviolent
- Game realism: realistic vs. fantasy
- Player factors: wishful identification, immersion, trait aggressiveness, sensation seeking, habitual game exposure
104
What was the dependent variable (DV)/What was measured?
Aggression, measured by the intensity of noise blasts participants set for an ostensible partner in a reaction-time task (Levels 0–10, with 8–10 said to cause hearing damage).
105
What was the key finding about violence and wishful identification?
A Violence × Wishful Identification interaction
- In violent games, higher wishful identification predicted greater aggression (noise blasts often above the “hearing damage” threshold).
- In nonviolent games, wishful identification did not predict aggression
106
Did realism and immersion affect aggression directly?
No. But they increased wishful identification, which in turn predicted aggression
107
What are the theoretical implications?
- Supports social learning theory: adolescents imitate admired, powerful models.
- Shows that wishful identification is a key mechanism linking violent games to aggression.
- Realism and immersion amplify identification, making violent characters more influential
108
What are the practical implications?
- Adolescents who admire violent game characters are at higher risk of aggressive behavior.
109
What is the reduction hypothesis?
consuming high amounts of (screen) media leads to poor cognition and academic coorelation
110
Proposed mechanisms for reduction hypothesis (MAYBE DONT STUDY IDK NOT REAL)
Time displacement: media displaces other media use, sleep, social activities (displace things that are useful for our learning)
Mental effort: media use is passive --> passive thinking becomes the norm
Attention and impulsivity: idea media use shortens attention spans, increase impulsive behaviours
111
What is educational media?
Educational objectives

distinct from media used formally within school to teach
112
True or False: (WAtched by 2-3 year old kids) More entertainment media leads to worse educational skills 3 years later, while educational media leaads to increase in educational skills
TRUE
113
most research backed success comes from shows with explicit educational curriculum. What type of skills are the most successfully taught?
vocab, spelling/literary skills, prosocial,and cognitive skills
114
What are features of educational media?
moderate discrepancy
repition
interaction/particpiation cues
115
What is moderate discrepancy?
children attend to and learn fro media that differs modeately from what they know and understand
116
how do characters effect learning in educational media?
familiarity/identification/parasocial relationships with characters lead to more successful leaarning
117
Humans have limited cognitive resources (working memory - how many things you can keep in your mind at one time). With this in mind, what is the capacity model?
Attending to both narrative and educational content of educational media will compete for resources (memory)
118
How does the distance of narrative and educational content matter?
If there is distance, we lose educational content because narrative content is more interesting
119
What are characteristics of the TV program that help/hinder working memory?
How easy or hard it is to understand/follow along
Previews: allows easier recall
120
What are characteristics of the viewer that help/hinder working memory?
More words you know, easier for you to understand
Prior knowledge
How interested you are
121
True or False: According to Alade and Nathanson,verbal ability, short term memory, prior knowledge all related to comprehension, BUT interest not related
TRUE
122
For educational games, what is success in learning based on?
Success in learning can vary based on interactivity, rewards, narrative content, gameplay
123
If gameplay is more integrated into education, it is easier to learn. What is an example of this
Jump twice, count 2, jump twice, count 4, etc
- learn to count in 2s/evens
124
How do entertainment games help learning?
problem solving (strategy games)
persistence
creativity
125
What was the main research question of the "What Preschoolers Bring to the Show" study?
How preschoolers’ viewer characteristics (prior knowledge, interest, verbal ability, short-term memory) influence comprehension of narrative and educational content in educational TV
126
Which theoretical model guided the "Preschool" study?
Fisch’s capacity model
127
Who participated in the preschool study and what did they watch?
78 preschoolers (ages 3–5.5 years) watched an episode of The Cat in The Hat
128
What are the key implications for the preschool study
- Supports the capacity model: narrative dominates, and educational learning depends on narrative comprehension.
- Viewer characteristics (prior knowledge, verbal ability, memory) shape comprehension.
- Interest, surprisingly, did not play the predicted role.
129
Advantages of learning from AI
interactivity/engagemet: personalized tutors/teachers; talking about ideas

dialogic readings: conversations while reading
130
What are some ethical concerns of AI in learning?
Privacy (who owns the conversations)
Intellectual property (who owns what is imported into AI)
Environmental impact
Equity
131
What are some flaws of AI in learning?
not 100% accurate
Biased
reduces learning enjoyment
132
What was the main research question of Generative AI without guardrails can harm learning (Bastani et al., 2025)?
How does access to generative AI (GPT‑4) affect student learning in math, and does the design of the AI tutor (with vs. without guardrails) change outcomes?
133
What was the study design of the AI learning study??
A randomized controlled trial (RCT) with ~1,000 Turkish high school students across three conditions: Control, GPT Base (standard ChatGPT-like), and GPT Tutor (guardrails - no answers - + teacher-designed hints).
134
What was the procedure of the AI learnign study?
- Teacher-led review.
- Assisted practice (AI intervention applied here).
- Unassisted exam (no AI allowed).
135
What was measured in the AI learning study?
Performance on practice problems (with AI) and exam problems (without AI).
136
What were the practice session results of the AI learning study??
- GPT Base → +48% improvement vs. control.
- GPT Tutor → +127% improvement vs. control.
137
What were the exam results (no AI)?
- GPT Base → –17% compared to control (students did worse).
- GPT Tutor → No significant difference from control (negative effect mitigated)
138
What mechanism explained the negative effect of GPT Base?
Students used GPT Base as a “crutch”—copying answers instead of practicing skills—leading to weaker independent performance
139
What are the key implications of the AI learning study??
- Generative AI can boost short-term performance but undermine long-term learning if unrestricted.
- Guardrails (hints, scaffolding, teacher input) preserve learning.
- AI must prioritize actual learning, not just short term productivity
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