Statistics for Emotions & Media (7)

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Answer Stats

HintAnswer% Correct
Media-Mediated Empathy: ___ towards media figuresaffective disposition
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AD: Research on 3. what about non-mainstream characters like ___?anti-heroes
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AD Classic Study (Sensing Heroes and Villains: Character-Schema and the Disposition Formation Process): 1. Manipulation of a virtual character's ___ matching either hero or villain schemas, 2. Viewing villain first vs. viewing hero first, 3. Participants first evaluated character and then read a story in which the character either behaved more or less ___appearance, acceptable
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ET Classic Study Results: visuals can affect the ___ of rock musicappreciation
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MD: actions of the protagonist are rationalized as ___, owed to the ___ or serving a ___appropriate, situation, good cause
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Excitation Transfer: physiological ___ as a media effect does not necessarily ___ with the "clip", but takes some time to ___arousal, fade away, decrease
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Moral Disengagement: tries to explain people's ___ to ___attachment, anti-heroes
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AD: enjoyment decreases when ___ and ___ do not matchcharacter-liking, outcome
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ET Limitations: process of emotional media experience more ___ than ET hypothesiscomplex
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MD Classic Study Results: Identified reasonings include game-reality ___, fighting ___, game violence as ___distinction, evil, self-defense
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Affective Disposition Theory: How audience members form ___ with characters, how this leads to ___ about those characters and how this leads to differing leves of ____emotional connections, hopes and fears, enjoyment
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AD: Research on 4. what other variables might lead to increase or decrease in media ___enjoyment
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AD factors: 3. Response to outcome; most often focus on ___, vary in ___ and ___enjoyment, valence, intensity
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AD Limitations: not every factor in every area was ___ examinedequally
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AD factors: 2. Emotional Reaction; emotional reactions to the events in the narrative, forming of ___ and ___expectations, anticipations
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ET: As a result, this residual arousal can affect the subsequent ___ and ___ as it is ___ attributed to the subsequent ___experience, behavior, incorrectly, situation
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ET Psycho-physiological explanation: when we are ___ to media content, different levels of the emotional ___ will adapt to new stimuli at different ___; our sympathetic excitement diminishes more ___exposed, response, speeds, slowly
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AD: Research on 2. preexisting cognitive structures that might affect the ___and maintenance of ___ towards charactersformation, disposition
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AD: enjoyment increases the more ___ characters experience positive situtaions and ___ characters negative situationsliked, disliked
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ET Typical Methodology: experiments investigating the effect of different kinds of emotional ___ on the emotional ___ of a subsequent emotional ___media stimuli, experience, media stimuli
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MD Mechanisms: ___ justification, advantageous ___, diffusion of ___, attribution of ___moral, comparison, responsibility, blame
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ET Classic Study: Experimental stimuli were altered ___ watched and rated by participants regarding music, lyrics and visualsmusic videos
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MD Limitations: effects may be ___overestimated
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AD Classic Study Results: Expectations shade subsequent ___ of a character's behaviorsperception
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AD Classic Study DV: person-___ and character ___perception, morality
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AD Limitations: suggests that people can only enjoy characters because they have a ___ emotional connection and can expect a ___ --> hardly any enjoyment possible with ___ narrativespositive, happy ending, anti-hero
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ET Classic Study (Image Effects in the Appreciation of Video Rock): Experimental study investigating the effect of ___ content on the ___ of rock-music videossexual / violent, enjoyment
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MD Typical Methodology: usually investigated as a ___, i.e. a situational mental ___state, condition
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AD: Research on 1. effects of various audience member ___ on the development of ___traits, dispositions
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AD factors: 1. Dispositional component; disposition towards media characters, vary in ___ and ___valence, intensity
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MD Classic Study (How players manage moral concerns to make video game violence enjoyable): Participants in interviews talked about their favorite video games and their thoughts on ___ in gamesviolent actions
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