Social cognitive theory: Theory of learning through interaction with the environment that involves reciprocal causation of behavior, personal factors, and environmental events
how people (children) learned from the mass media
General aggression model (GAM): Model of human aggression that argues that cognition, affect, and arousal mediate the effects of situational and individual personal variables on aggression.
Argues that the enactment of aggression is largely based on knowledge structures created by social learning processes.
Television violence research together provide strong support for the link between television viewing and aggression.
The link between media violence and subsequent aggression has more scientific support than the relationship between self-examination and early detection of breast cancer, the amount of calcium intake and bone mass, and the use of condoms to prevent sexually transmitted disease (Bushman, Anderson 2001).
Catharsis/sublimation: The idea that viewing mediated aggression states, or reduces, people’s natural aggressive drives.
“We read it or repeat it several times. After seeing it enough times, we no longer need to continue—we have learned it… Each additional repetition of seeing something burns it deeper into the brain. If the aggression catharsis hypothesis were true, seeing the telephone number one more time should make us less likely to remember it—it should take it away from us. But in fact, repeating experiences is one of the most effective ways to learn something. . . . Therefore, if one plays a violent video game in which one practices aggressive thoughts, feelings, and responses, it cannot lead to lowered aggressive thoughts, feelings, or responses over the long term” Douglas Gentile (2013).
Imitation: Direct mechanical reproduction of behavior.
Identification: A special form of imitation that springs from wanting to be and trying to be like an observed model relative to some broader characteristics or qualities.
A particular form of imitation in which copying a model, generalized beyond specific acts, springs from wanting to be and trying to be like the model with respect to some broader quality.
Social learning: Encompasses both imitation and identification to explain how people learn through observation of others in their environments.
It’s inability to account for people’s apparent skill at learning new responses through observation rather than from actually receiving reinforcement limited its applicability to media theory.
Operant (traditional) learning theory:
People learn new behaviors when they are presented with stimuli, make a response to those stimuli, and have those responses reinforced either positively (rewarded) or negatively (punished).
Behavioral repertoire: The behaviors available to an individual in a given circumstance.
Negative reinforcer: A particular stimulus whose removal, reduction, or prevention increases the probability of a given behavior over time
Modeling: The acquisition of behaviors through observation
Observation of a behavior is sufficient for people to learn that behavior
→ Even people who have never shot an arrow from a bow, can do it.
Social cognition through the use of media representations operates in one or more of three ways:
Observational learning: When the observation of a behavior is sufficient to learn that behavior
Consumers of representations can acquire new patterns of behavior by simply watching these representations.
Inhibitory effects: The effects of seeing a model punished for a behavior, thus reducing the likelihood that the observer will engage in that behavior.
Seeing a model in a representation punished for exhibiting a certain behavior decreases the likelihood that observers will make that behavior. It is as if viewers themselves are actually punished.
Disinhibitory effects: The effects of seeing a model rewarded for their prohibited or threatening behavior, thus increasing likelihood that the observer will engage in that behavior.
A media representation that depicts reward for a threatening or prohibited behavior is often sufficient to increase the likelihood that the consumer of the representation will make that behavior.
Vicarious reinforcement: Reinforcement that is observed rather than directly experienced.
Social cognition through the mass media.
When we see a television character rewarded or punished for some action, it is as if we ourselves have actually been rewarded or punished.
Reinforcement contingencies: The value, positive or negative, associated with a given reinforcer.
Social prompting: Demonstration of previously learned behavior when it is observed as socially acceptable or without restraints.
The effect is distinguished from observational learning and disinhibition because no new behavior has been acquired and disinhibitory processes are not involved because the elicited behavior is socially acceptable and not encumbered by restraints.
Aggressive cues: Information contained in media portrayals of violence that suggests or cues the appropriateness of aggression against specific victims.
People who see mediated violence are believed to show higher levels of subsequent aggression.
Priming effects: Idea that presentations in the media heighten the likelihood that people will develop similar thoughts about those things in the real world.
Cognitive-neoassociationistic perspective: Frequent viewing of violent media portrayals primes particular constructs (e.g., aggression, hostility) and thus makes these constructs more likely to be used in behavioral decisions as well as judgments about others.
Maintains that the presentation of a certain stimulus having a particular meaning ‘primes’ other semantically related concepts, thus heightening the likelihood that thoughts with much the same meaning as the presentation stimulus will come to mind.
Desensitization: The mitigation or reduction of anxious psychological arousal in response to depictions of violence, both mediated and real-world, as the result of habitual consumption of mediated violence.
Loss of empathy is an attitudinal or emotional effect closely related.
Contextual variables: Information surrounding the presentation of mediated violence.
Seven important contextual variables (W. James Potter, 1997)
Reward/punishment: Rewarded aggression is more frequently modeled; punished aggression is less frequently modeled. We know these to be disinhibitory and inhibitory effects.
Consequences: Mediated violence is accompanied by portrayals of negative or harmful consequences produces less modeling. Again, this shows inhibitory effects at work.
Motive: Motivated media aggression produces greater levels of modeling, and unjustified media violence results in less viewer aggression. Viewers are cued to the appropriateness of using aggression.
Realism: Especially with boys, realistic media violence tends to produce more real-world aggression.
Humor: Because it reduces the seriousness of the behavior, humorously presented media violence leads to greater probability that viewers will behave aggressively in real life.
Identification with media characters: The more viewers identify with media characters, the more likely it is that they will model the behaviors demonstrated by those characters
Arousal: Potter explained, “Emotional appeals can serve to increase the dramatic nature of the narrative, and this can increase attention, . . . positive dispositions toward the characters using violence, . . . and higher levels of arousal.” This dramatically induced arousal and emotional attachment to violent characters,
according to Potter, are “likely to result in aggressive behavior”.
Active theory: View of television consumption that assumes viewer comprehension causes attention and, therefore, effects or no effects.
Viewing schema: Interpretational skills that aid people in understanding media content conventions.
Active-audience theories: Theories that focus on assessing what people do with media; audience-centered theories.
One of the most important sets of these media theories
Argues that average audience members can routinely resist the influence of media content and make it serve their own purposes.
Downward spiral model: Model of media influence suggesting that individuals tend to seek out violent media that is consonant with their aggressive tendencies.
Posits that individuals tend to seek out violent media that is consonant with their aggressive tendencies, and, by extension, reinforces and exacerbates such tendencies.
Developmental perspective: View of learning from media that specifies different intellectual and communication stages in a child’s life that influence the nature of media interaction and impact.
Assumes that children undergo extensive and varied cognitive growth between birth and adulthood that is extremely rich, complex and multifaceted.
Empowered child model: Television effects research that assumes that children eventually become competent, self-aware users of television.
Weapons effect: In single-shooter video games, the use of highly realistic gun controllers that capture players’ motions increases game realism and immerses players more fully into the action, producing increases in player aggression.
Similarity identification: Observer identifies with a character because they share some salient characteristic.
Identification as typically understood in social cognitive theory.
Wishful identification: The observer desires to emulate the character, either in general or in specific terms.
More powerful form of identification.
Orphan counties: Counties where people receive no news coverage and political advertising for their own statewide elections, irrelevant information about candidates in a neighboring state, or both.
Cultivation analysis: Theory that television “cultivates” or creates a worldview that, although possibly inaccurate, becomes the reality because people believe it to be so.
Macro-level questions about the media’s role in society.
George Gerbner 1970s-1980s
Violence Index: Annual content analysis of a sample week of network television prime-time fare demonstrating how much violence is present.
Cultural Indicators Project: In cultivation analysis, periodic examinations of television programming and the conceptions of social reality cultivated by viewing.
Ice-age analogy: In cultivation analysis: idea that the degree of television's influence is less critical than the direction of its steady contribution.
But just as an average temperature shift of a few degrees can lead to an ice age or the outcomes of elections can be determined by slight margins, so too can a relatively small but pervasive influence make a crucial difference. The ‘size’ of an ‘effect’ is far less critical than the direction of its steady contribution.
Message system analysis: Detailed content analyses of television programming to assess its most recurring and consistent presentations of images, themes, values and portrayals.
Cultivation: Television’s contribution to the creation of a culture’s frameworks or knowledge and underlying general concepts.
Mainstreaming: The process, especially for heavy viewers, by which television’s symbols monopolize and dominate other sources of information and ideas about the world
Resonance: When viewers see things on television that are most congruent with their own everyday realities.
First-order cultivation effects: Viewers’ estimates of the occurrence of some phenomenon; probability judgments.
Typical of early cultivation research.
Second-order cultivation effects: The attitudes and beliefs that are formed as a result of those judgements.
3Bs of television:
1. Television blurs traditional distinctions of people’s views of their world.
2. Television blends their realities into television’s cultural mainstream.
3. Television bends that mainstream to the institutional interests of television and
its sponsors.
Genre-specific cultivation theory: Extension of cultivation theory’s logic–message consumption “cultivates” or creates a worldview that, although possibly inaccurate, becomes the reality because people believe it to be so–to specific content genres.
SOCIAL COGNITIVE THEORY
Strengths
1. Demonstrates causal link between media and behavior
2. Applies across several viewer and viewing situations
3. Has strong explanatory power (e.g., rejects catharsis, stresses importance of environmental and content cues)
Weaknesses
1. Laboratory demonstration raises question of generalizability
2. Experimental demonstration might overestimate media power
3. Has difficulty explaining long-term effects of media consumption
4. Underestimates people’s active use of media messages
5. Focuses too narrowly on individual rather than on cultural effects
Lecture 23-10
The rise of television
1950s and -60s
Political instability → the role of media in how people thought and behaved.
Media effects on children as topic of research
Concerns started in the 1960s and ‘70s with concerns about television, moved to gaming in the 90s
Effects on mental health, brain development
Much (US) research focused on aggression
Media (TV) as topic of research
Limited effects research: effects of television are small and mainly reinforce effects of other social factors in environment
= Postpositivist (theory based on empirical observation guided by the scientific method)
Critical cultural research: Television promotes hegemonic worldview of elites, can be resisted by audiences.
Both are societal/sociological perspectives on media effects.
Psychologists → individual perspective.
Catharsis theory (Feshbach)
Viewing violence satisfies a person’s aggressive drive and therefore reduce the likelihood of aggressive behavior.
Learning through imitation
Imitative (social) learning (Dollard and Miller)
Motivation → presence of cues → performance of behavior → positive reinforcement
Based on traditional stimulus-response learning (operant learning theory)
Social cognitive theory (social learning theory) → (Bandura)
Learning from observation (observational learning)
Observe others engaging in behavior (modeling), also via media
Conclusions Bobo doll experiments
We can learn from observing others (especially behavioral models similar to us)
We don’t simply imitate everything (reward vs. punishment)
Learning also works via a screen.
Effects of observational learning
Inhibitory effects
Disinhibitory effects
By watching positive or negative reinforcement (instead of having to experience it).
We don’t simply imitate everything
7 contextual variables (Potter 1997)
reward/punishment
consequences
motive
realism
humor
identification with media character
arousal
Putting the ‘cognitive’ in SCT
People learn scripts (symbolic representations of behavior)
No direct imitation, but learning of general ideas about how behavior can solve problems
Priming:
Media content can activate cognitions that are semantically linked,
Making those cognitions, for a short time, more accessible
Therefore more likely to be used in subsequent information processing and judgment.
Priming & media
Results study:
Music videos made thoughts about sex (but not power) more accessible
Desensitization: The reduction of anxious psychological arousal in response to depictions of violence, both mediated and real-world, as the result of habitual consumption of mediated violence.
Social learning effects can be expected stronger than TV
Interactivity & involvement
Rehearsal
Realism
Identification (similarity & wishful identification)
Social cognitive theory recap
Strengths
Causal link → behavior
Wide application
Explanatory power (environmental and content cues)
Weaknesses
Mostly lab research:
Generalizability?
Overestimate media power?
Not suitable to explain long-term effects
Mostly individual effects
Underestimates active use of media
Active (audience) theory of television viewing
Sees viewers in general–and in the violence debate, particularly children–as actively and consciously working to understand television content
Depends on age (developmental perspective)
In contrast to ‘reactive theories’
Downward spiral model
Individuals tend to seek out violent media that is consonant with their aggressive tendencies, and, by extension, reinforces and exacerbates such tendencies
(selective exposure)
General aggression model (general learning model)
Specifies personal and situational factors (input) that enable aggressive behavior.
Media play a role in shaping personal and situational factors.
Active role appraisal & decision processes (outcomes).
Cultivation theory (Gerbner)
Macro-level questions about the media’s role in society.
The overall pattern of media shows us a certain reality, and this changes our view of the world.
“Television is a “message system” that “cultivates” or creates a worldview that, although possibly inaccurate, becomes the reality simply because we, as a people, believe it to be the reality and base our judgments about our own everyday worlds on that “reality.”
Context:
1970s-1980s: interest in television as social force
Limited-effects perspective was becoming less prevalent, cultural theories were receiving more attention
How does watching TV affect people?
Cultural Indicators Project
Gerbner and colleagues redefined their work as the ‘Cultural Indicator Project’
Consisting of 5 assumption:
TV is different from other mass media
Tv is the “central cultural arm” of American society
The substance of the consciousness cultivated by TV are basic assumptions about the ‘facts’ of and standards of judgment on which conclusions are based
TV’s major cultural function is to stabilize social patterns, to cultivate resistance to change
The observable, measurable, independent contributions of TV to the culture are relatively small
Cultivation research in 4 steps:
Message system analysis (content analysis)
Formulation of questions about viewer's social realities
Survey the audience, posing the questions from step two and asking them about their amount of television consumption
Comparing the social realities of light and heavy viewers.
Comparing the social realities of light and heavy viewers
Not possible to measure cause and effect: there is no ‘before’ and ‘after’ general TV viewing
Effects occur over longer periods of time with repeated exposure
Effect = the difference in the percentage believing the “TV reality” within comparable groups of:
light viewers (viewing less than 2 hours a day)
heavy viewers (viewing more than 4 hours a day)
Two kinds of effects of TV reality → view of the world
First order effects
Estimation of the probability of something occurring
⅔ of women will be victims of crime
Second order effects
The beliefs you hold about the way people are, the world works, etc, based on that probability
Women should be careful walking the streets alone
TV reality vs. the real world
Mean world syndrome: The phenomenon in which violent media content causes viewers to perceive the world as more unsafe than it actually is.
The ‘mean’ TV world replaces actual reality
Gerber’s 3 Bs of television
Television blurs traditional distinctions of people's views of their world.
Television blends their realities into television cultural mainstream.
Television bends that mainstream to the institutional interests of television and its sponsors.
Mainstreaming
Different demographic groups hold different beliefs about the world
Mainstreaming = differences disappear among heavy TV viewers
TV influence dominates over other influences
Resonance
Occurs when the TV world resembles your everyday environment and reality
→ Results in stronger cultivation effects among heavy viewers
Cultivation theory: Strengths
Comines macro- and micro-level
Empirical study of widely held assumptions
Redefines effect as more than observable behavior change
Cultivation theory: Weaknesses
Assumes homogeneity of television content and the worldview embedded in it
Initially focused on heavy users of television
Cultivation theory and the internet
“Internet-based media give us the power to shape the message system that cultivates our understanding of the social world
We’re no longer at the mercy of the big TV networks,
but that doesn’t mean that media have ceased to cultivate our understanding of ourselves and the people around us”
Ask yourself: are you ever guilty
Week 9
Adultification: when children’s value as consumers trumps their value as people, threatening their physical, psychological, social, emotional and spiritual development.
Superpeer theory: media serve as powerful best friends in sometimes making risky behaviors seem like normative behavior
Theory of mind: Children’s recognition of others’ beliefs, desires, and intentions in order to understand why they act a certain way or predict how they will act.
Self-complexity: Seeing oneself as having different self-concepts across different situations
Scope of self model: Adolescents who have heavier media diets are exposed to a constricted and simplified view of human attributes and endeavors at the expense of more robust, real life experiences, reducing their sense of self-complexity
Scripting theory: Young people learn about sex through snippets of information they collect from a variety of sources from which they piece together scripts that shape their attitudes, expectations, and behaviors surrounding sex
Objectification theory: Theory arguing that females internalize others’ perspective as a primary view of their physical selves
Early window: Idea that media allow children to see the world before they have the skill to successfully act in it
Kinderculture: The corporate construction of childhood
Brain drain hypothesis: Idea that the mere presence of one’s own smartphone occupies limited-capacity cognitive resources that might be better used on the task at hand
Nomophobia: Feelings of discomfort or anxiety caused by the non availability of a mobile device enabling habitual virtual communication
Dual-factor model of Facebook: Social networking use is primarily motivated by the need to belong and the need for self-presentation
Idealized virtual identity hypothesis: Tendency for creators of social network site profiles to display idealized characteristics that do not reflect their actual personalities
Extended real-life hypothesis: Idea that people use social networking sites to communicate their real personality
SNS addiction: Use of SNS that is habitual, excessive, or motivated by a desire for mood alteration
Social skills model of problematic SNS use: Idea that SNS users who prefer communication with others online are at greater risk of succumbing to addiction
Facebook depression: Depression that develops when preteens and teens spend a great deal of time on social media sites and then begin to exhibit classic symptoms of depression
Affective forecasting theory: Discrepancy between the expected and actual emotions generated by SNS activity
Social comparison theory: Theory that people evaluate their own opinions and abilities and reduce uncertainties by making comparative judgments of social stimuli on particular content dimensions
Lecture 30-10
The developmental perspective
Children experience extensive and varied cognitive growth between birth and adulthood
Empowered child model of television effects research: children eventually become competent self-aware users of television.
Less emphasis is placed on consequences for cognitive, emotional, and physical development.
Research suggests that media use can interfere with that development.
Child development & media
Important aspects of development:
Behavioural scripts
Theory of mind
Self-complexity
Behavioural scripts
Step-by-step mental schema of how real-world behaviours and situations unfold.
Scripts can be learned via media (SCT)
Media as “super-peer”
Theory of mind
Recognizing other people’s beliefs, desires, and intentions in order to understand why they act a certain way, or to predict how they will act
Takes quite some time to develop
Cognitive development can be influenced by screen use
Self-complexity
= seeing oneself as having different self-concepts across different situations.
Negative effects of media on self-complexity due to limiting content and interfering with real-life interactions (scope of self-model)
Gender socialization
3 explanations for an increase in gender-stereotyped behaviour and preferences:
Biology: hormones and genes
Social learning (SCT)
Positive reinforcement of gender schematic behaviour
Nature/nurture-debate
Sexual socialization
Scripting theory: learn about sex through “snippets of information” → happens a lot via media.
Form memorized ‘scripts’ that shape attitudes, behaviours, and expectations (e.g., more traditional sex and gender roles).
Objectification theory
Internalizes an observer’s perspective and treats oneself as an object to be looked at and evaluated for one’s appearance.
Constant awareness
Cognitive, emotional, and physical consequences:
Lack of attention and performance in mental activities
Reduced confidence in and comfort with one’s body
Diminished sexual health
Media as early window → media allow children to see the (adult) world before they have the skill to successfully deal with this
Adultification → When children’s value as consumers outweigh their value as people (threatening their development)
Commercialism & ‘kinder culture’
The corporate construction of childhood
A lot of media that's aimed at children is commercial (Barbie)
Children’s value as consumers trump their value as people
Advertising to children
< 8 years: no advertising literacy (don’t know what advertising is, just entertainment)
8-10 years: limited advertising literacy (understand commercials are different than other content, but not aware of companies that are selling things)
Advertisements are often food-related → link with obesity among children
Also linked to materialism, especially for children from low-SES households. Children are more likely to believe that if you buy a lot of stuff you become happier.
Lack of literacy especially for non-traditional advertising (in games, social media, films) → harder to detect for children as advertisements.
Advergames: represent the product as a valued (treasured, magical) item, and reward players for consuming the desired food item.
New technologies and digital media: affect us
Motivations for social media use
Dual-factor model of Facebook (FB) uses 2 basic social needs:
Need to belong (affiliate with others and gain social acceptance)
Need for self-presentation (impression management)
Benefits SNS (social networking service):
Building social connections and networks (“social capital”)
Stronger social bonds
More likely to socially interact face-to-face
Benefits of online media and technology:
Identity formation
Community
Building social connections and networks (“social capital”)
Civic involvement
How do we present ourselves online?
Idealized virtual identity hypothesis (People use social media to display idealized characteristics)
Extended real-life hypothesis (People use social media to communicate their real personality) → has found more support
Interpersonal communication
Difference computer-mediated and face-to-face: Non-verbal cues filtered out (lack of visual and auditory information to form an impression of someone)
Ease of communication and self-disclosure = the purposeful and voluntary sharing of personal history, attitudes, feelings, values, secrets, etc., with another person (transparency)
Basis of relationship formation → self-disclosure
Relationships via computer-mediated communication (CMC)
3 perspectives:
Impersonal
Relationships are hindered by CMC
Interpersonal (Social Information Processing) → Joseph Walther
Relationships can also exist through CMC
Hyperpersonal
Relationships get better because of CMC
Hyperpersonal model
Reasons for ease of relationship formation:
Sender: paint (too) positive picture of yourself (selective self-presentation)
Receiver: Idealize sender
Channel: Asynchronous
Optimal and desirable communication
Feedback: You start behaving according to the other person’s expectations
Self-fulfilling prophecy
Creating relationships faster and better online than offline.
Negative effects of new technologies and digital media
Social, cognitive and physiological effects
Brain drain hypothesis
the mere presence of tech devices reduces available cognitive capacity
Nomophobia
feeling of discomfort or anxiety caused by the non-availability of a mobile device enabling habitual virtual communication
Concerns about loneliness
Conversation: phones attract our constant attention and pull us away from ftf conversations
Intimacy: less closeness with a special few, and more superficial interactions with many
Empathy: can mostly be developed through ftf/eye contact
It depends....
Social media addiction depends on social skills (social skills model of problematic SNS use)
Declines in mood depends on expectations about how social media will make you feel (affective forecasting error)
Effects of social media use on loneliness and well-being depends on what you do online (active vs. passive use)
Effects on self-esteem or jealousy (‘Facebook envy’) depend on upward vs. downward comparison (social comparison theory)
What is your motivation for social media use?
Self-esteem, appearance consciousness → motivation appearance validation → social media use
Depressive feelings, body dissatisfaction → motivation social comparison → social media use
The solution to negative media effects? Media literacy.
Why media literacy?
Importance of literacy throughout history
Literacy increases people’s control over their environments and lives
Literacy can be increased via interventions
Reduce harmful effects of the media by informing the audience about harmful aspects of the media
Definitions (Alan Rubin) media literacy
The ability to access, analyze, evaluate, and communicate messages
Knowledge about how media function in society
Understanding cultural, economic, political, and technological constraints on the creation, production, and transmission of messages
“Media literacy, then, is about understanding the sources and technologies of communication, the codes that are used, the messages that are produced, and the selection, interpretation, and impact of those messages”
= a skill that can be improved
Parental mediation theory
Three types of mediation
Active mediation (talk to your child about media)
Restrictive mediation (set rules for your child on media use)
Co-viewing (sit with your child during media use)
Later added
Participatory learning (engage with your child in digital media activities)
Parental mediation of digital technology (Lim, and Julian Lin, 2017)
Discursive activities (talk to your child)
Gatekeeping activities (set rules for your child)
Diversionary activities (direct your child away from technologies)
Investigative activities (inform yourself about your child's activities)
Risks and opportunities
Negative effects of interacting with screens instead of people, on cognitive (e.g. theory of mind, self-complexity), emotional (e.g. well-being, loneliness) and physical levels (e.g. brain drain, text-neck).
The negative effects of social media are not the same for everyone and depend on various factors (e.g. social skills, expectations, active vs. passive use).
People have motivations for using social media (e.g. need to belong, self presentation), and usually give a realistic presentation of themselves there.
Positive effects of social media use include identity development, community building, and social capital building.
Logical Fallacies: Any kind of error in reasoning that renders an argument invalid.
False cause: someone indirectly .. the cause of it
Straw man: Exaggerating or twisting the argument so it can be easily refuted
someone takes an argument and miss represents it
Begging the question: circular question, use of conclusion as part of the argument
False dilemma: the situation is represented as either or when in reality there are more than 2.
Appeal to authority: its true because of the authority of the person who says it
Ad hominem: attacking the person instead of the argument
Circular reasoning: the statement is used as an argument
Red herring: Drawing attention away from the topic by introducing a second one
Faulty generalization: Generalizing based on weak premises
Lecture 5-11
Uses & gratifications
gratification
Needs of the user → media use → effect on user
1940s: needs of radio audience
1970s: revival of the U&G approach → needs of television audiences
3 reasons for revival
survey methodology
active use of media as mediator in effects
criticism on negative effects research: positive effects ignored
1980s: Rubin's typology of needs for television viewing.
Social and psychological needs
Passing time
Companionship
Escape
Enjoyment
Social interaction
Relaxation
Excitement
Information
Other social needs
Media use is often motivated by needs resulting from a social context.
Need to reduce tension
Need to seek information to solve problems
Need to substitute or supplement a lack of opportunities
Need to affirm and reinforce social values
Need to be familiar of certain media
Present day revival of the U&G approach
Social media and computer mediated communication
New ‘gratifications’
Three characteristics
Interactivity
Demassification
Asynchroneity
Needs arise from technology itself
What is active audience
Several meanings:
Utility: put media to your own use
Intentionally: media use because of prior motivations
Selectivity: media use reflects existing interest and preferences
Imperviousness of influence: people avoid certain type of influence
Activity: what the audience does
Activeness: audiences freedom and autonomy
5 basic assumptions of the U&G model (Katz et. al)
The audience is active, and its media use goal is oriented.
The initiative in linking need gratification to a specific media choice rests with the audience member.
The media compete with other sources of need satisfaction.
People are aware enough of their own media use, interests, and motives to be able to provide researchers with an accurate picture of that use.
There are different needs gratifications, for different types of media use, with different types of consequences.
Users & Gratifications
Strengths:
Focuses attention on individuals
Respect intellect and ability of media consumers
Focus on experience of media content
Role of social context
Weaknesses:
Media gratifications are often not associated with effects
Difficult to measure key concepts
Too micro-level
Entertainment theory
“Psychology of entertainment”
Sees entertainment processes are different from media processes
We voluntarily select entertainment, often because of hedonic and eudaimonic motivations, psychological processes resulting from entertainment use can be conscious and unconscious), and effect can be intended or unintended.
Mood management theory
Subtheory of entertainment theory
Sees entertainment as a way of coping with problems in our lives
Motivation to choose entertainment = create / maintain positive state
Four types of media content attributes that play a role (Knobloch-Westerwick):
Excitatory potential: get us excited or calm us down
Absorption potential: direct thoughts away from negative mood
Semantic affinity: content is similar to situation that elicits (bad) mood
Hedonic valence: potential of content to induce positive feelings
Other motivations for entertainment use
Regulate self-concept via social comparison with media characters
(SESAM, Knobloch-Westerwick & Westerwick)
Self-consistency: looking at others with the same view
Self-improvement: getting inspired by upward social comparison
Self-enhancement: feeling better by downward social comparison
Expand the boundaries, or limits, of everyday life, via identifications with characters and transportation into a story world. (slater)
Reception studies
Relates to how media content is produced and interpreted
Most media messages are polysemic: they can be interpreted in different ways.
Stuart Hall’s encoding/decoding model:
Encoding: production/creation of media content in a social and political context
Decoding: how the audience interprets a message
Operating inside the dominant code (preferred reading)
Applying a negotiable code (negotiated reading)
Substituting an oppositional code (oppositional reading)
Reception studies
Strengths:
Focuses on individuals
Respect intellect and ability of media consumers
Seeks to understand of a range of meaning and interpretations in media text
Weaknesses:
Analysis of data is subjective
Doesn’t address effects
No causal explanations
Too micro-level
Not all information-processing theory involves learning from news and advertising.
Much of this work is devoted to how people interpret and react to persuasive messages.
Elaboration likelihood model 1980 (ELM): a dual process theory describing the change of attitudes.
a model of persuasion
based on assumption for social reasons, people are motivated to hold “correct behavior”
people are “cognitive misers”
Petty and Cacioppo: There must be something more than the efficient use of cognitive capacity that motivates these different information-processing strategies
In other words, not everyone is willing or able to process information in a way that will get them to that correct attitude, at least not all the time. Sometimes they take an easier, more automatic route to their opinion. You can hear echoes of dissonance theory and social categories from our earlier discussion of attitude change.
Peripheral route: an indirect route that uses peripheral cues to associate positivity with the message.
Attractive sources
Catchy jingles
Political party labels
Heuristics: Simple decision rules that substitute for more careful analysis of persuasive messages.
Heuristic-systematic model: Dual-process model of information processing that argues for the parallel operation of systematic and heuristic processing.
Argues that people process information systematically and heuristically, but it sees these two processes as working together.
A dual processing model
→ recognizes concurrent parallel modes of information processing that are qualitatively different.
Assumes people are cognitive misers
Sufficiency principle: we will exercise only as much systematic processing as is necessary (sufficient) to meet that need.
The Elaboration Likelihood Model and The Persuasion Knowledge Model
Media user → Information processing → Persuasion effect
Persuasive communication: information that is intended to change or bolster a person’s attitude or course of action and is presented in written, audio, visual, or audiovisual form.
advertising
public service announcements
campaigns
Elaboration likelihood model 1980 (ELM)
How does attitude change take place?
The amount and nature of thinking that a person does about a persuasive message is a very important determinant.
How much people think and how they think about a specific message → thinking behavior of the receiver
Determines the route of information processing (thorough vs. superficial)
Processing routes
2 routes (= way of information processing)
Central route
Message elaboration: careful thinking about and examining information central to the topic (issue relevant thinking)
Peripheral route
Mental shortcut based on cues (heuristics)
Dual processing model
Outcome variable = attitude change
Attitude can be predictive of behavior
Attitude = Evaluative response (positive or negative) to a stimulus (the so called attitude object)
Motivation: do you want to think?
Personal relevance
Personal responsibility (characteristic of situation)
Need for cognition (characteristic of person)
Ability: Can you think
Distraction (characteristic of situation)
Prior knowledge (characteristics of person)
Processing routes & Persuasion
High motivation & motivation & ability → Central route → Persuasion = enduring attitude
Good argument quality
Initial (positive) attitude
Initial attitude
People who have given the topic a lot of thought, or who have strong prior attitudes about a topic, are often biased, which makes it difficult to persuade them if they do not agree with your message.
Even with strong arguments and high elaboration
= Biased elaboration (vs. objective elaboration)
Differences in attitude change
Strong attitude is:
accessible
persistent and stable
resists counter arguments
predicts behavior
Weak attitude is
less accessible
temporary
easy to change
less predictive of behavior
Continuum
Processing can be partly central, partly peripheral.
Low elaboration likelihood High elaboration likelihood
Peripheral processing Central processing
Research ELM
Topic: comprehensive exam at university
Manipulate “motivation” via personal relevance
Policy for next year (high personal relevance)
Policy for in 10 years (low personal relevance)
Argument quality (for central processors)
Source expertise (for peripheral processors)
ELM recap
People like to hold correct attitudes, but the extent to which they can and want to put effort in this differs per issue, situation, person
How thorough people process a message depends on their motivation & ability
Central route = attitude is relatively enduring, resistant, and predictive of behavior
Peripheral route = attitude is relatively temporary, susceptible and predictive of behavior.
Critique to ELM
What is a strong argument?
Individual differences?
Focuses on cognitive processes (thinking), not much attention for affective processes (emotions).
What is advertising?
Paid nonpersonal communication from an identified sponsor, using mass media to persuade or influence an audience.
Paid mediated form of communication from an identifiable source, designed to persuade the receiver to take some action, now or in the future.
Three dynamics that drive the evolution of advertising.
(new) media and formats
(new) “consumer” behaviors
extended effects of advertising
New definition
“brand-initiated communication intent on impacting people”
Timeline
1920 - Selling in print
1950 - Paid content, mass media, persuade an audience
- Elaboration Likelihood Model
2000 - Persuasion Knowledge Model
2020 - Brand initiated communication, impacting people
- Influencer marketing
Why is influencer marketing effective?
Include sponsorship seamlessly in their editorial content and engage their audience to interact with those contents
Build close relationships with their followers, by exposing their private lives.
Induce interactivity by engaging their followers and even responding to their followers’ comments.
Are considered experts and trustworthy sources of advice.
Parasocial relationships: are socio-emotional connections that people develop with media figures such as celebrities or fictional characters.
The bright side of influencer marketing
Can be used to stimulate behavior change for the good
Raise awareness on social issues
Propagate a healthy sustainable lifestyle
Perceived expertise
Influencers specialize themselves
Trusted sources of advise
The dark side of influencer marketing
Meet the demands of sponsor and followers
Share private information
Limited labor protection
Limited research
Fit fluencers communicate idealized body images
Children are vulnerable audiences due to limited advertising literacy
Evoke feelings of envy
Lack of transparency and improper disclosure
The role of disclosures
Influencer marketing - collaborations and sponsorships - are less clear than traditional advertising
Disclosures are recommended - or even required, but influencers are hesitant.
Activate persuasion knowledge