Theories of Media Effects Final

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Last updated 6:53 AM on 6/12/26
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55 Terms

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The "I" vs. the "Me" (William James, 1890/1981)

The "I" represents the knowing self, while the "me" encompasses all objective aspects of the self, such as roles and feelings.

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Working Self-Concept (Markus & Kunda, 1986)

The specific set of self-characteristics that are active or accessible in a person's mind at a given moment.

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Ideal Self and Ought Self (Strauman, 1996)

The ideal self is who we want to be, while the ought self is who we believe others expect us to be.

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Self-Discrepancy Theory (Higgins, 1987)

Explains how gaps between the actual self and the ideal or ought selves lead to negative emotions like anxiety.

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Possible Selves (Markus & Nurius, 1986)

Future-oriented goals or representations of what individuals might become.

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Objective Self-Awareness (Duval & Wicklund, 1972)

A state where the self becomes the center of attention, often leading to self-evaluation.

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Looking Glass Self (Cooley, 1902)

The idea that our self-image is shaped by our perception of how others see us.

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Social Comparison Theory (Festinger, 1954)

The process of judging oneself against targets (upward or downward) to gauge status or desirability.

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Social Identity Theory (Tajfel & Turner, 1979)

Suggests that the social groups an individual identifies with provide a framework for defining the self.

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Identification (Cohen, 2001)

An imaginative process where an audience member merges with a character, taking on their perspective and goals.

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Temporarily Expanded Boundaries of the Self (TEBOTS) (Slater et al., 2014)

A model proposing that humans seek stories to temporarily escape the limitations and stresses of their individual identity.

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Mediated Wisdom of Experience (MWOE) (Slater, Oliver, & Appel, 2016)

The idea that meaningful narratives allow viewers to encounter "life's verities" (like loss and change) vicariously.

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Media Psychophysiology (Potter & Bolls, 2012)

The application of brain science and physiological indicators to study how individuals process media.

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Intervening Processes (Potter & Bolls, 2012)

Mental and physiological activity that occurs between media exposure and a behavioral response.

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Triangulation

The process of using physiological measures, self-reports, and behavioral observations together to gain a complete picture of media effects.

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Skin Conductance (Electrodermal Activity)

A measure of sweat gland activity used as a reliable indicator of sympathetic arousal and emotional intensity.

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Facial Electromyography (Facial EMG) (Fridlund & Cacioppo, 1986)

Electrodes placed on facial muscles to detect minute contractions that reveal emotional valence (positive or negative).

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Functional Magnetic Resonance Imaging (fMRI)

A brain imaging technique that utilizes the BOLD (blood oxygen level dependent) effect to map active brain regions.

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Social Cognitive Theory (Bandura, 2009)

Posits that individuals learn aggressive behaviors through observational learning and reinforcement.

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Desensitization Theory

Suggests that repeated exposure to media violence leads to emotional and cognitive habituation, making viewers indifferent to real-world aggression.

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Priming Theory (Jo & Berkowitz, 1994)

The process where media content activates violent schemata (mental frameworks) or scripts in the brain, making them temporarily more accessible.

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General Aggression Model (GAM) (Anderson & Bushman, 2002/2018)

A unified framework identifying how personal and situational factors influence cognitive, affective, and arousal routes to aggression

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Sexual Script Acquisition, Activation, Application Model (3AM) (Wright, 2011)

A model explaining how media serves as a source for guidelines (sexual scripts) that dictate sexual behavior.

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Sexual Objectification

The portrayal or perception of individuals as sexual objects rather than whole human beings.

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Non-recognition Stage (Clark, 1973)

A stage in representation models where a social group (such as Asian Americans) appears so infrequently it barely registers in studies.

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Chronic Accessibility

The result of repeated activation of a stereotype over time, leading to long-term shaping of social reality (cultivation).

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Intergroup Emotions (Atwell Seate & Mastro, 2017)

The theory that individuals with high group identification will experience collective emotions when exposed to mediated threats.

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Eudaimonia

A term derived from Aristotle referring to happiness rooted in personal growth, meaning, and connection to the human experience.

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Appreciation (Oliver & Bartsch, 2010)

A term for serious, pensive reactions to meaningful media, as opposed to hedonic "enjoyment".

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Elevation (Haidt, 2003)

A self-transcendent emotion triggered by witnessing moral beauty or virtue, motivating individuals to be better people.

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Awe (Keltner & Haidt, 2003)

Amazement elicited by perceptually vast stimuli, such as natural landscapes or symbolic greatness.

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Kama Muta (Zickfeld et al., 2019)

A concept referring to the physical and emotional state of being "moved" or "touched" by displays of love or communal connection.

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Advertising Effectiveness

A microscopic, advertiser-centered view measuring how well a campaign met marketing goals like sales or brand awareness.

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AIDA Model (Lewis, late 1800s; Strong, 1925)

The classic hierarchy of effects: Attention, Interest, Desire, Action.

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Rational Appeals (Hard-sell) and Emotional Appeals (Soft-sell)

Messaging strategies focusing on functional benefits versus emotional triggers like humor or fear.

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Persuasion Knowledge Model (PKM) (Friestad & Wright, 1994)

Suggests that consumers act as "sentries" who use their knowledge of marketing tactics to resist persuasion.

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Transfer Deficit (or Video Deficit) (Barr, 2013)

The difficulty young children (under two) have in applying information learned from a 2D screen to the 3D world.

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Amount of Invested Mental Effort (AIME) (Salomon, 1981)

The purposeful mental energy a child expends to process content.

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Theory of Mind (ToM)

The developmental ability to understand that others have distinct mental states, intentions, and beliefs.

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Capacity Model (Fisch, 2000)

Argues that children learn best when educational content is "tightly woven" into a story's narrative, as they have limited cognitive resources.

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Extended Parallel Process Model (EPPM) (Witte, 1992)

A fear-appeal model where audiences balance threat appraisals with efficacy appraisals.

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Danger Control vs. Fear Control

Adaptive responses to efficacy (danger control) versus maladaptive reactions like denial (fear control).

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Risk Convergence Model (So & Nabi, 2013)

Explains how identification with narrative characters can reduce social distance and increase personal risk perceptions.

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Mood Management Theory (MMT) (Zillmann, 1988)

Explains how individuals select media to regulate their internal states, seeking to prolong positive moods and disrupt negative ones.

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Affective Disposition Theory (ADT) (Zillmann & Cantor, 1976)

Contends that enjoyment is a function of "moral monitoring," where we cheer for liked characters and wish for the downfall of disliked ones.

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Interactive Storytelling (Murray, 1997)

The integration of narrative messages with user interactivity, allowing players to co-create the content.

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Spatial Presence

The feeling of "being there" in the virtual environment.

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Downward Spiral Model (Slater et al., 2003)

Combines selection and media effects to explain how aggressive individuals seek violent content, which then increases their aggression.

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Computers Are Social Actors (CASA) (Reeves & Nass, 1996)

The paradigm that users apply social rules of human interaction to computers and machines.

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MAIN Model (Modality-Agency-Interactivity-Navigability) (Sundar, 2008a)

Explains how specific interface features trigger heuristics (mental shortcuts) that influence credibility judgments.

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Theory of Interactive Media Effects (TIME) (Sundar et al., 2015)

Differentiates between the cue route (heuristics based on affordances) and the action route (engagement based on physical interaction).

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Affordances (Gibson, 1979)

The inherent action possibilities provided by a technology (e.g., swiping, sharing, visibility).

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Context Collapse (Marwick & boyd, 2011)

The flattening of multiple social audiences (friends, bosses, parents) into a single digital space.

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Privacy Paradox (Barnes, 2006)

The discrepancy between a user's stated concerns about privacy and their actual self-disclosure behaviors.

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Warranting Theory (Walther & Parks, 2002)

Suggests users seek information that cannot be easily manipulated by the source to judge a person's true identity.