Slightly reduced Theories of Media Effects

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Last updated 3:55 PM on 6/13/26
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43 Terms

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The "I" vs. the "Me" (James)

The "I" is the knowing ontological self, while the "me" is the empirical self that can be the object of perception.

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The Empirical Self (James)

Composed of the Material self (body/possessions), Social self (perceptions by others), and Spiritual self (psychological feelings and attitudes).

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Working Self-Concept (Marku)

The specific characteristics of the self active in an individual's mind at a given moment.

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Self-Discrepancy Theory (Higgins)

Explains motivations based on gaps between the Actual self, Ideal self (who we want to be), and Ought self (who we think others expect us to be).

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Possible Selves (Markus)

Future-oriented goals that media characters can help viewers "try on" or develop.

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Objective Self-Awareness (Duval)

A state where the self is the center of attention; social media profiles can act as a source of self-affirmation rather than self-evaluation.

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Identification (Cohen)

An imaginative process where a viewer takes on the perspective and goals of a character, allowing for vicarious experimentation.

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TEBOTS (Temporarily Expanded Boundaries of the Self) (Slater)

Proposes that we seek stories to escape the limitations and stresses of our fixed identity, which can reduce social distance with outgroups [647-649].

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Mediated Wisdom of Experience (MWOE) (Slater)

The idea that eudaimonic narratives allow viewers to vicariously encounter life's "verities" (loss, transience).

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Intervening Processes (Potter)

Mental and physical activity occurring between media exposure and behavioral response.

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Triangulation

Combining physiological measures, self-reports, and behavioral observations for a complete picture of effects.

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Peripheral Nervous System (PNS) Measures

Includes Heart Rate (cognitive-resource allocation) and Skin Conductance (sympathetic arousal/emotional intensity) [699-701, 703].

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Central Nervous System (CNS) Measures

Includes EEG (real-time cortical activity/attention) and fMRI (mapping active brain regions via the BOLD effect) [706, 708-710, 712].

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General Aggression Model (GAM) (Anderson)

Identifies how personal/situational factors influence cognition, affect, and arousal to drive behavior; repeated exposure builds hostile knowledge structures [754-756].

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DSMM (Differential Susceptibility to Media Effects Model) (Valkenburg & Peter)

Nuanced model explaining why effects vary based on Developmental, Dispositional, and Social factors.

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Desensitization Theory

Repeated exposure leads to emotional habituation, making viewers indifferent to real-world violence.

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Excitation Transfer Theory (Zillmann)

Physiological arousal from media can be misattributed to later provocations.

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

Media serves as a source for sexual scripts (guidelines for behavior).

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Specific vs. Abstract Scripting

Learning specific behaviors vs. general principles from media portrayals.

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Sexual Objectification

Viewing others (or self) primarily as sex objects; common in social media research.

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Prosocial Effects

Exposure to sympathetic cinematic depictions or pornography can increase tolerance for gay men and lesbian women.

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Non-recognition Stage (Clark)

When a minority group barely appears in the media environment.

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Priming and Cognitive Accessibility

Short-term activation of stereotypical links used for quick, heuristic judgments.

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Chronic Accessibility and Cultivation

Long-term shaping of social reality through repeated activation of stereotypes.

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Social Identity Theory (Tajfel)

Strong group identity leads to ingroup favoritism and perceiving outgroups as threats.

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Appreciation (Oliver)

Serious, pensive reactions to meaningful media.

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Affective Components

Includes Mixed Affect (poignancy), Elevation (moral beauty), Awe (perceptual vastness), and Hope [933-937].

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Meaning-Making

Cognitive contemplation of challenging or painful aspects of the human condition.

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Advertising Effectiveness

Reaching specific goals like brand awareness or sales.

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AIDA Model

Classic sequence of Attention, Interest, Desire, Action.

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Psychological Reactance (Brehm)

Resisting ads as a threat to one's freedom to consume content.

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Persuasion Knowledge Model (PKM) (Friestad)

Consumers act as "sentries" using knowledge of tactics to resist persuasion.

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Goal Impediment Theory

Resentment and avoidance caused when ads interrupt a user's task

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Video Deficit Effect (Barr)

Infants (under two) learn less from screens than from live interaction.

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AIME (Amount of Invested Mental Effort) (Salomon)

Purposeful mental energy expended based on perceived medium difficulty.

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Capacity Model (Fisch)

Learning is best when educational content is tightly woven into the narrative.

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Health Belief Model (HBM)

Behavior is predicted by perceived threat, benefits, barriers, and self-efficacy.

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Extended Parallel Process Model (EPPM) (Witte)

Fear appeal processing where individuals engage in Danger Control (adaptive) or Fear Control (maladaptive).

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Self-Determination Theory (Ryan)

Enjoyment via satisfaction of Autonomy, Competence, and Relatedness.

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Racing-Game Effect

High correspondence to real-world tasks increases risk-taking inclinations.

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CASA (Computers Are Social Actors) (Reeves)

Applying human social rules to machines.

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Types of Interactivity (Sundar)

Modality (swiping/zooming), Message (contingent threading), and Source (customization/creation).

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TIME (Theory of Interactive Media Effects) (Sundar)

Differentiates the Action route (engagement) from the Cue route (heuristics).