what is media?
plural of medium, middle, intermediary
the intermediary to transmit information
means for communicating a message
mass media: beyond one-on-one communication
facilitated by technology
social media
internet platforms/sites that allow users to create, share, and exchange their own content
recipients and creators
social networking sites
allow users to meet and connect with others in a networked communication platform
content analysis
involves analyzing the content of media
ex. How much sexual content is there in TV targeted towards adolescents?
define & identify “TV targeted towards adolescents”
gather a sample of such media
define “sexual content”
analyze!
issues with content analysis
can be difficult to define aspects of content
doesn’t tell us about the effects of the content/media
correlational designs
examining the relationship between two variables
2 variables are measured
correlation ≠ causation
direction of effect?
third variables?
Is watching more sexual content associated with engaging in more sexual behaviour?
experimental designs
can examine cause and effect
participants are randomly assigned to different groups
independent variable is manipulated
participants receive different conditions
everything is identical except for the IV
dependent variable is measured
issues with experimental designs
how to measure self-report
doesn't take individual differences into consideration
possible ethical issues
generalizing
longitudinal designs
same participants are tested repeatedly over time
most commonly used with correlational designs
establishes the time-order of two variables – helps to give further support to a potential causal effect
but can also be used in experimental designs, to explore effects over time!
natural experiments
where naturally-occurring circumstances “randomly” create differences between individuals
“Notel” studies: geography limits access to TV in one town, but not others
Notel study
Notel: Town with initially no TV, then got one channel
Unitel: Town with 1 TV channel
Multitel: Town with multiple TV channels
increase in aggression & gender stereotypes
decrease in reading, creative thinking
kids without tv had broad gender roles; kids with tv had distinct gender roles
change in gender attitudes and fertility
meta-analysis
relies on studies that have already been conducted
examines the statistical effects of previous studies
synthesizes the overall pattern of results
can be more informative than a single study
media use
children’s engagement with certain types of digital devices varies widely by age
parents of an older child are more likely to say child uses social media sites
impact of covid
more in low SES POC boys
media preferences: infants (0-3)
bright colors, striking perceptual features
educational content
cartoons
media preferences: childhood (3-12)
more complex content
comedy
gender-stereotyped content
media preferences: adolescence (12-18)
speed & variety
social media
reality & realistic content
video deficit
until 2.5-3 years, infants are less likely to learn from a screen than from a live interaction
struggle over screen to imitate shaking duck which produces noise
why video deficit?
because they struggle with symbolic/dual representation or because of 2D/3D processing issues or it lacks social connection
symbolic representation
test whether kids able to learn from scale model by hiding object
fail until age 3
same outcome from screen learning
watch through window more than tv
not about tv itself
watch tv looking window = success
visual perception of 2D vs 3D
face-to-face = 3D representation
TV: 2D lacks depth/texture/context cues
brain responds differently
lack of social connection
eye contact, responsiveness, contingency
socially meaningful characters & cues (familiar)
e.g. mother hides toy vs stranger
infants and toddlers learn better from screen media when:
- it is socially contingent (video chat) \n - an adult is watching them and engaging with them \n - socially meaningful characters and cues are used (better when familiar with character)
perceptual vs conceptual processing
younger children focus on perceptually salient features (how things look/sound)
ex. Piagets centration, kids thought tall glass had more water, Frozen, grannies
vs meaning (conceptual)
understanding the message
young children often fixate on action, not on underlying motives or overarching messages
inference appears to develop later (6-8+)
reality vs fantasy
children struggle to understand relationship between media & reality (until age 4)
gradually come to grasp distinctions of media vs reality
identity
search for identity an important hallmark of adolescence
use of social media → photographs, statements, personal descriptions
50% of 9-18 year olds have pretended to be someone else on internet
imaginary audience
belief that others are paying attention to you
personal fable
belief that you & your experiences are unique
focus on peers
adolescents are heavily focused on peers & have a desire to conform to the norms of out peer groups
risk-taking
brain development in adolescence
prefrontal cortex, dopamine → increased risky behaviour
increased interest in risky media & use
increase in interest in sexual content
use media to develop & understand sexuality
hypodermic needle theory
direct relationships between media consumption and behaviour
everyone impacted the same way
intentionally designed to influence belief
war propaganda
cultivation theory
media gradually cultivates certain views in audience over time
different impacts based on amount of use
different impact based on resonance → similarity between media & individual’s circumstances
mainstreaming → idea that heavy users views will tend to homogenize (make same)
mainstreaming
lower religiosity = negative correlation: media consumption & LGBTQ+ acceptance
higher religiosity = positive correlation: media consumption & LGBTQ+ acceptance
social learning theory
learning our own behaviour from observing the behaviour of others
also impacted by mental states → motivations, emotions, self-efficacy
bandura bobo doll study
uses & gratifications theory
individuals are driven to media for various reasons and the motivations for consumption may impact media influences
companionship, escape, habit, learning, passing time, relaxation, arousal/sensation-seeking
coming to media from different places impacts
the medium is the message
what has been communicated is less important than the medium through which the message was communicated
medium itself has an impact
nature of the medium will be more impactful than the content
McLuhan: presence of cellphones impacts more than specific content on cellphone
reduction hypothesis
consuming high amounts of screen media leads to poor cognition & academic achievement
studies correlated media use with academic performance, test scores & poorer educational achievement
time displacement LIMITED
mental effort NO
attention & impulsivity MAYBE
time displacement
media takes away from intellectually beneficial activities
but also media use generally displaces other media use
exception may be svreen media displacing reading in young children, thus impacting read acquisition
mental effort
media use is passive and causes passive thinking to become the norm
not a lot of evidence, many kids watching are engaged and ask questions
attention & impulsivity
media use shortens attention spans & increases impulsive behaviour
data on this topic is a mess, with no idea of which way it goes
goldilocks theory
some studies have also suggested a curvilinear pattern between media use and academic achievement
up to a moderate amount of use, media positively correlated
heavy use, negative correlation
content matters
educational media: incorporates educational objectives, typically distinct from media used formally within schools to teach
violent content bad for girls’ academic achievement at 15 from 5 years old
informative content good for boys’ academic achievement at 15 from 5 years old
sesame street
purpose to foster intellectual & cultural developments in preschoolers
academic & social skills
focus on children from low income & marginalized backgrounds
use of research on child development
sesame street studies
linked with academic skills
school preparedness, cognitive skills, vocab
effects may persist long after viewing (high school grades in math, science, english)
population-level effects in natural experiment (differences in students in high coverage vs low coverage areas)
Mares & Pan Sesame Street
examining effects worldwide (130+ countries)
benefits seen across socioeconomic diversity?
meta analysis
study 1: 4 year olds Egypt
study 2: 3-5 year olds Vancouver
study 3: 2-4 year olds India
DATA COLLECTED BY SESAME STREET
18 internal reports + 3 additonal studies
examined cognitive outcomes, learning about world, social reasoning & attitudes
educational media
super why, blues clues, dora the explorer, between the lions, dragon tales, barney & friends, cyberchase
mostly correlational research but some experimental studies
success shown in teaching children vocab, spelling, literacy & prosocial skills
but maybe not more complex (e.g. grammar)
moderate discrepancy
children attend to & learn from media that differs moderately from what they know & understand
repetition
participatory cues
Why might infants under ~17 months-2 years not have the same positive effects of educational media
video deficit
fewer benefits in older children? → less interest, less good educational tv?
capacity model
educational media has narrative & educational content but we have limited cognitive capacity (like working memory), the bigger the distance between the narrative and educational content the harder it is for kids to learn
example: narrative: need a new leader, use game of chairs to find; educational: counting
limited cognitive resources / working memory
attending to the narrative and educational content will compete for these resources
impacted by the distance between narrative and educational content → how well they are connected
with further distance, we may struggle to learn
characteristics of viewer
memory capacity
verbal ability
prior knowledge
interest
characteristics of program
clarity
complexity
speed/organization
Alade and Nathanson (2016) is about…
How features of the view impact how well they learn from educational TV
examined prior knowledge with educational content or characters/program, interest in educational content or characters/program, verbal ability, and short-term memory)
Alade and Nathanson (2016) is found...
3-6 year olds, cat in hat sleepover + nocturnal animals, tested comprehension
verbal ability, short-term memory, and prior knowledge were related to comprehension, -
interest was not related
comprehension of narrative content mediated comprehension of educational content
viewer characteristics (verbal ability, short term memory, and prior knowledge) → narrative comprehension → educational comprehension
learning from media: gaming
educational games: goals, rewards, interactivity, narrative content
learning from entertainment games: problem solving, persistence, creativity, specific games may improve specific aspects of visual attention, cognitive processing
benefits of play
more time in strategy video games → better problem solving → academic grades
learning from media: social media
participation in online communities
connected learning → communication, collaboration, negotiation, sharing resources
other learning?
violence
act/threat of physical force against self/others
any act/threat intended to cause physical harm
act that intentionally lead yo physical/psychological harm
consuming media violence → aggression
aggression
more broad than violence, harm to social status
physical/verbal → direct
relational → indirect
factors that impact likelihood of acting aggressively
aggressive emotions
aggressive traits
physiological factors (heart rate, blood pressure)
aggressive thoughts
catharsis
violent impulses can be “purged” by consuming violent media (outlet)
little supportive evidence
social cognition theory (observational learning)
bandura bobo doll study
children imitate violence towards bobo
observational learning: reinforcements & punishment
influenced by personal factors/cognitions: interest, motivation, self-efficacy, ID
scripts
personal scripts of what is expected to happen during interactions
shaped through direct experience and observational learning
used to guide behaviour
priming
violent stimuli activate aggressive thoughts → prime other related thoughts
excitation transfer
consuming violent media leads to physiological arousal (heart rate, bp, muscle tension)
arousal may be interpreted as anger
then more likely to act aggressively
desensitization
repeated exposure to media violence would lead to lessened emotional reaction
normalize violence
What are some issues with the past definition of "violence" in media
doesn’t account for intent
too broad
general aggression model
short term: affect, cognition, arousal
violent media impacts arousal & affect, primes aggressive thoughts
long term: person, cognition, impulsive action
violent media creates more aggressive scripts, reinforced to lead to aggressive personality, lead to desensitization of violence
input variables (general aggression model)
determine likelihood to act aggressively
impact routes to aggressive behaviour by influencing internal state
given situation then appraised
feedback loop
other factors leading to aggression
abuse experience
parenting
genes
owning weapon
gender
aggressive personality
correlational research: tv violence
most studies show a positive correlation between violent tv consumption and aggressive cognitions/behaviour
willingness to use violence
perceived effectiveness of violence
more consistent with boys
correlational research: video game violence
positive correlation
lower empathy
positive attitudes towards violence
longitudinal designs for tv violence
violent TV in grade 3/4 was significant in predicting aggressive behaviour in early 20s
but aggressive behaviour in grade 3/4 has no significant relationship with violent TV in early 20s
downward spiral
since most longitudinal studies suggest that consumption of media violence can predict aggressive behaviour in the future,
this increased aggression could lead to to more selection of violent media (they compound each other causing repetition)
experimental research on tv violence
show those who watch TV violence are more likely to demonstrate aggressive cognitions/ behaviours , similar findings with video game violence
gets rid of 3rd variable problem
evaluate researcher, assign
rate more poorly & give less = high aggression
playing louder noise when wrong = high aggression
not all studies show similar findings (ex. recess toy taken study)
meta analysis findings for aggressive behaviour explained by violent media consumption
small to moderate effects
2-10% of aggressive behaviour explained by violent media consumption
the consumer
gender: larger effects of media violence for boys (BUT ONLY BOYS SAMPLED)
culture: access to weapons, japan vs usa
personality & mental state: highly aggressive individuals more likely to seek out violent media, and may be more impacted (primed), more likely to behave aggressively after exposure to media violence when feeling angry or frustrated
age: mixed evidence
ID with violent characters
children & men more likely to imitate violence
video game players more likely to show aggression after playing with personalized avatars
wishful ID
wanting to be like
konijin et al., wish i were a warrior; effects of violent video games on aggression in adolescent boys
if no wishful ID, no impact of violent media btu if wishful identification then there was an impact
media: contextual features
perpetrators are appealing (“glamourized violence”) SUPERHEROES
violence is rewarded or unpunished
violence has no consequences to the victim
violence is justified
violence is realistic
social context
video games played collaboratively
violence, but also prosociality
Fortnite social context paradox (shoshani & krauskopf)
effects of violent-cooperative multi-player video games on children’s basic psychological needs and prosocial behavior
violent co-op group most likely after playing the game to agree to donate time in the future for another study and give charity (meets needs of connectedness, when you feel good you do good)
vs solo vs 2 player, 9-12 year olds
psychological needs satisfaction
violent collaborative play linked more to feelings of competence, relatedness, enjoyment, positive
violent co-op → psyc needs → prosocial behaviour
because higher stakes invested?
medium itself? more effective playing vs watching violent video games
but meta analysis = larger effect size from tv violence vs video games
violence in media
hate speech
livestream violence
violence on news
sexual media
sexual behaviour
suggestions of sexual behaviour
sexual talk
magazines, reality tv, tv, video games
sexual talk more common than behaviour
varies across genre (more in drama/sitcoms than reality & child cartoons)
tv > movies > music
risk & responsibility
youth-oriented media often does not include messages about the risks and responsibility of sexual behaviour
most common consequences portrayed are emotional, relational– very little physical consequences
some evidence of more negative consequences for female characters vs male characters, more consequences for straight vs LGBTQ+ characters
heterosexual script
gendered sexual behaviour
men pursue sex; sex as a defining aspect of masculinity
women are pursued; women as sex objects
sexual socialization
process of sexual knowledge/values/attitudes & behaviours develop
influenced more than biology, (parents/peers/culture/media)
sexualization
person’s value comes from their sexual appeal/behaviour
person is held to a standard that equates attractiveness with being sexy
person is made into a “thing” for the sexual use of others; sexual objectification
sexuality is inappropriately imposed upon someone
third person effect
teens think that media impacts sexual development for others, but not themselves!
social cognition thoery
media consumers will observe and model sexual behaviour
learn which behaviours are appropriate; rewarded vs punished
more likely to model like-me individuals, individuals with positive traits
cultivation theory
long-term, repeated consumption of media depictions of sexual themes will shape attitudes and beliefs
influenced by amount of consumption
sexual scripts theory
sexuality and sexual behaviour determined by “scripts” used to organize and understand sexual encounters
stereotyped patterns of expectations
media practice model
assumes media use is active
media user plays a role in what effect media has
sense of self, ID, & lived experience contributes
for adolescents especially, ID development is an active process → current sense of ID will impact role of media, and media will impact ID
sexual media research
ethical issues
most correlational & survey based
most with adolescents or young adults, not children
sexual cognitions
consuming greater amounts of sexual media associated with…
more permissiveness towards sex;
positive attitudes towards sex outside of committed relationships
belief that more friends are engaging in sexual behaviour
expectations of fewer negative consequences associated with sex
beliefs of women as sex objects
positive impact: educational
greater likelihood of engaging in sexual behavour
more sexual partners
starting sexual behaviours earlier
Friends episode
sexual media as education
Collins et al. (2003): 12-17 year-old regular viewers of Friends surveyed after the episode aired
• 10% said they learned about condoms
• 10% talked w adult about condom effectiveness
viewers were more likely than non-viewers to rate condoms as 95-100% effective
sexy media matter: brown et al.
Exposure to Sexual Content in Music, Movies, Television, and Magazines Predicts Black and White Adolescents’ Sexual Behavior
longitudinal research better examines whether sexual media consumption predicts sexual behaviour
7 & 8 graders black & white
sexual media diet
sexual behaviour & first intercourse
having heavy sexual media diets predicts greater likelihood of engaging in sexual behaviour, at earlier ages
more prominent in white than black
sexual behaviour research factors
Race • sexual media consumption has less (or no) impact on sexual behaviour for Black vs White youth
Gender • mixed findings?
Age • more of an impact on sexual behaviours in early adolescence vs late adolescence/young adulthood
risky sexual behaviour (less consistent finding)
unprotected sex
teen pregnancy
sexually transmitted infections