entertainment media
Which of the following is an example of absolute realism? a. A movie about an astronaut looking for life on Mars b. A movie about a robot that can fall in love with a human c. A TV show about a person getting super powers from radioactive waste d. A TV show about vampires living peacefully in the same world as humans e. A movie about a woman who struggles to fight breast cancer
Answer: E. We often judge media entertainment by how closely the people and events are like the everyday world. This is called absolute realism.
Melodramas often elicit emotional responses and encourage audience members to be more insightful and to take time to self-reflect. Which of the following is the best label for this motivation? a. Hedonic motivation b. Eudaimonic motivation c. Psychological motivation d. Media motivation e. Sensation seeking motivation
Answer B. On slide 56 in the "Mastery of mood and emotion," Eudaimonic is defined as a motivation that encourages humans to think more deeply (greater insight), self-reflect, and find deeper meaning. Hedonic motivation, on the other hand, is a motivation for pleasure seeking.
Bill Board was the head of research for Isabelle, Ringing, Orr, Knott advertising agency. Bill designed three versions of an ad, one fast paced (lots of unrelated cuts), one medium paced and one slow paced (few unrelated cuts). As he expected, the fast paced ad was better remembered than the other two ads. Then the client, the "Curl up and Dye" chain of hair salons, decided to add a very sexually arousing couple to the ad. For the new ads, Bill found that the slow and medium paced ads were better remembered in the new ads than in the old ads. However, now memory for the fast paced ad was much lower than the slow and medium paced ads. Use the equation for available resources that we discussed in class to explain these results.
Answer: Available resources = resources allocated - resources required. The more available resources, the better memory performance. In the first set of ads it appears as pace increased more resources were allocated, but since performance increased as pace increased, that indicates more resources were able to be allocated than resources required so there were always available resources (available resources are positive). The memory results after the arousing couple was introduced show that for the fast paced ads + arousing couple resources required must have exceeded resources allocated. That indicates that enough resources were required to process the arousing couple that the resources required exceeded the resources required to process the fast pace + arousing couple ad. Available resources was negative in that condition.
According to what we talked about in class, how is the video game Star Trek different from the movie Star Trek? a. The video game's outcome is determined by the user, but the movie outcome is not. b. The movie is constrained by the "molecular world" whereas the video game is not. c. The movie allows you to make different choices whereas the video game does not. d. The video game can't have a narrative structure, but the movie does. e. The movie includes multiple characters whereas the video game only has one character.
Answer: A. B is wrong because neither the movie nor the video game is constrained by the molecular world (warp drives and transporters don't exist). C is wrong because video games but not movies can provide choices. D & E are wrong because both the movie and the video game can have narrative structures and may involve multiple characters.
Little Ariel Payne Diaz (4 years old) and her older brother Royal (14 years old) are watching the film Bazinga, a giant monster from Texas that looks something like a snake grafted onto a pink lizard. Based on what we discussed in class, which of the following statements is most likely to be true? a. Little Ariel is more frightened by Bazinga than brother Royal because Bazinga looks real to Ariel. b. Little Ariel is less frightened by Bazinga than brother Royal because young children are not influenced by perceptual elements. c. Little Ariel is less frightened by Bazinga than brother Royal because young children can't understand whether it is a good or bad character. d. Little Ariel is more frightened by Bazinga than brother Royal because young children have more imagination. e. Little Ariel is more frightened by Bazinga than brother Royal because young children pay more attention to hidden characteristics.
Answer: A. Young children are more influenced by perceptual elements. Young children tend to think what looks real (and scary) is real.
In designing a male oriented game, which of the following elements would be most likely to draw on male's typical skills? a. Speed matching based on visual cues b. Target directed motor skills c. Object displacement d. Landmark memory e. Challenging puzzle
Answer: B. Females are better at landmark memory, object displacement and speed matching based on visual cues. Males are better at mental rotation of 3D objects, navigation through route or maze and target directed motor skills.
Barbara Seville is playing a new video game that requires players to choose a fantasy character. Barbara chose to be a tall wood nymph. Although Barbara is a shy person who tends to maintain distance from people in face-to-face contexts, as a wood nymph (her avatar) she acts more like a tall person. Based on our discussion about stereotypes within video games and virtual reality, what is this most likely an example of? a. Priming b. Proteus effect c. Behavioral contrast d. Foot-in-the-door e. Assimilation effect
Answer: B. The proteus effect suggests that we often behave the way we look. Since Barbara is playing a tall wood nymph, she behaved differently than she normally would because she adopted the stereotypes of how a tall person would behave.
Bernice Documents, an accounting major at Yale, is playing a fantasy video game that includes characters who can do magic. Based on what we talked about in class, how does Bernice make judgments about how realistic the game is even if she doesn't believe in magic in real life? a. The game has to be factual in order for Bernice to make realism judgments. b. She can make inferences about realism based on imagining such a world. c. Only the perceptual elements of the game have to be convincing. d. It won't matter if the story appears to take place in real life. e. She will not be able to make realism judgments unless she knows someone who can do magic in the real world.
Answer: B. We are able to judge realism for situations we have not experienced, even if a scene is not factual. We can judge whether the game is plausible, typical, perceptually persuasive, and has narrative consistency based on imagining what it would be like.
Self-determination theory focuses on people's motives, including their motives for playing video games. Which of the following is the best example of autonomy? a. Evaluations of how well the player did in the game b. Gold received after each level is complete c. Choosing an identity and activity to play to feel more connected to playing the game d. Competition between players to make sure you are not the worst player e. An extra life was given because you were the best player on the previous level
Answer: C. Answer C is an example of autonomy, an intrinsic motivation to play video games. According to Rigby and Ryan (p. 39-40), the feeling of autonomy satisfies an intrinsic need because it gives players a sense of freedom that inherently energizes and motivates people. Without this sense of freedom, players may not feel as connected to the game. Answers B & E are examples of rewards (extrinsic motivation), answer A was an example of evaluation (extrinsic motivation), and answer D was an example of extrinsic motivation to avoid a bad end state. This can also be found on slides 15-18 in the "Motivations to play video games" powerpoint.
According to the concept of _________ (1) , violence is appealing because it provides relief from pent-up fears. However, this concept has received little support from empirical research. In comparison, the concept of___________ (2) suggests that some individuals perceive violence as more attractive, novel, or arousing than other individuals. (1) (2) a. Desensitization Mastery of emotion b. Mastery of emotion Disposition theory c. Catharsis Sensation seeking d. Desensitization Sensation seeking e. Catharsis Disposition theory
Answer: Choice C (catharsis and sensation seeking) is the correct answer. Desensitization suggests that repeated exposure to violent material would reduce one's emotional responses to violence over time. Disposition theory explains how people attach moral judgments to characters and how this guides our enjoyment of the media experience.
According to the Shapiro and Kim (2012) study we discussed in class, which of the following descriptions is most likely to be true when audiences make realism judgments about, Orange is the New Black, a crime comedy-drama that depicts a woman's experience in women's prison? a. Audiences who have no prior experience in prison cannot make realism judgments automatically. b. If audiences don't have enough mental resources, people tend not to make any realism judgments and just enjoy watching the drama. c. Given that audiences make judgments automatically, the drama producer doesn't need to worry about whether audiences have enough mental resources to process realism cues. d. If audiences have enough mental resources, people can adjust their realism judgments as they process cues provided in the drama. e. If audiences don't like the drama, their initial realism judgments tend to be relative rather than absolute.
Answer: D. As described on a lecture slide, people have initial judgments about how realistic a message is likely to be based on prior experience. If resources are available, people adjust from that initial value based on processing cues in the story. If resources are low, people tend to stay with initial realism judgment.
Lois Steem is extremely afraid of snakes. To prepare herself for a field trip to a forest that is likely to have snakes, she goes to a clinic that uses virtual reality to slowly expose her to snakes. If the treatment is successful, which of the following is most likely to describe how Lois would react to snakes over time?
Answer: The answer is E. Controlled repeated exposure to stressful stimulus may gradually reduce the fear associated with that stimulus and can be used to treat phobias.
In the 1997 film Good Will Hunting, the protagonist Will Hunting is a 21-year-old who is a self-taught genius although he works as a janitor at the Massachusetts Institute of Technology. Early in the story, he surprises a math professor by solving a very difficult math problem posted by the professor to challenge his students. Suppose a researcher randomly assigns Cornell students to see either Good Will Hunting or to see an equally entertaining nature film about snails called The Real Snails of Tompkins County. The participants are then all given a test of general knowledge. A graduate student looks at the results and says "we got an assimilation effect." What is an assimilation effect, what result on the test of general knowledge did the graduate student see that told her it was assimilation, and what does that mean for how viewers related (on average) to Will.
Answer: Will was perceived as being similar to the self, producing an assimilation effect, making the student's behavior more similar to the character. In this case becoming more similar to Will made them smarter, so they did better on the test than those who saw the nature film.
Based on what we discussed in class about humor and implicit attitudes, who would be most likely to consider this joke to be funny? a. Someone who unconsciously stereotypes women. b. Someone who believes the driver is dislikable. c. Someone who sees this as a violation of norms. d. Those with a weak commitment to the norm. e. No one laughs at these jokes
Answer: a is the correct answer. Unconscious processes also can influence how someone interprets a joke. People who tend to be unconsciously sexist will be more likely to laugh at jokes stereotyping women. The other answers are irrelevant to an implicit attitudes explanation.
According to what we discussed in class, which of the following explains how pornographic narratives influence viewers? a. Viewing the idealized sexual narratives makes it more likely viewers will think that's what sex should be like. b. Viewing the idealized sexual narratives enhances eudaimonic realism. c. Viewing the idealized sexual narratives makes it more likely viewers will be satisfied with real-life romantic relationships. d. Viewing the idealized sexual narratives activates the aversive motivational system. e. Viewing the idealized sexual narratives makes it more likely viewers will judge these narratives unrealistic.
Answer: a. All the other answers are wrong. Viewing idealized sexual narratives may lead to hedonic realism, less satisfaction of real-life romantic relationship, changes viewers' notion of what is typical and perceive extreme material as realistic, and activates appetitive motivational system (sexual arousal).
Which of the following is most true about automatic attention? a. It is a reflexive response to changes in the environment a. It provides unlimited attentional capacity b. It is an effortful, conscious response c. It is a conscious response to changes in the environment d. It is a form of strategic attention
Answer: a. Automatic attention is a reflexive response. The response is most likely an outcome of evolution.
Which of the following statements is true about the influence of pornography? a. Watching pornography makes people more concerned about the victimization of women. b. Watching pornography makes people more likely to disapprove of sexual permissiveness. c. Watching pornography makes people more likely to act aggressively. d. Watching pornography makes men have greater esteem about their bodies. e. Watching pornography increases people's trust in romantic partners. Answer: c. All the other answers are wrong. Watching pornography desensitizes people to victimization of women, leads to greater acceptance of sexual permissiveness, reduces men's esteem about their bodies, and decreases trust in romantic partners.
Answer: c. All the other answers are wrong. Watching pornography desensitizes people to victimization of women, leads to greater acceptance of sexual permissiveness, reduces men's esteem about their bodies, and decreases trust in romantic partners.
Which of the following is a potential benefit of presenting morally distinct (extremely good or bad) TV characters? a. It may enhance audience members' realism perception of TV characters b. It may prevent habituation c. It may help young children develop empathic sensitivity d. It may lead audience members to be apathetic to vulnerable victims e. It may lead to affective confusion
Answer: c. Morally distinct portrayals (presenting extremely good or bad characters) may be good for developing empathic sensitivity for children. However, increasing extremity may lead to moral callousness, or habituation (so B is wrong). D is wrong because it may be one of the negative consequences instead of benefits. A is irrelevant here, if anything, it should decrease audience members' realism perception. E is the negative consequence of rapid exposure to disconnected extreme emotions.
Sue Flocky is the director of a martial arts action movie. Based on what we talked about in class, which of the following is true about movie edits and cuts? a. An edit is a scene change from one location to another. b. Processing edits requires more mental resources than processing unrelated cuts. c. Processing related cuts requires fewer resources than unrelated cuts. d. Edits increase autonomic arousal but not cortical arousal. e. Increasing edits generally decreases audience's memory for the central information.
Answer: c. Related cuts introduce less new information than unrelated cuts and therefore related cuts require fewer resources. An edit is a change of camera angle or viewpoint within the same location. It is logically connected and within same scene, so it introduces much less new information than cuts. Increasing edits increases arousal, attention and encoding, but without much increase in resources required to process the material. Therefore, increasing edits generally increases a viewer's performance on memory tasks.
1. Betty Bayh saw a funny commercial for Pasta La Vista brand spaghetti. Which of the following would be an example of a sleeper effect? a. Immediately after watching the commercial Betty bought a package of that brand in a convenience store. b. Immediately after the commercial Betty fell asleep and dreamed about eating spaghetti. c. One week after watching the commercial Betty could recall the details of the ad and thought it was funny but not credible. d. Immediately after watching the commercial Betty was unconvinced, but a couple weeks later she switched brands and bought a package of Pasta LaVista. e. Immediately after the commercial Betty switched brands and started buying Pasta La Vista and bought it again a week later.
Answer: d is the correct answer. A Sleeper effect is when a persuasive message is paired with a discounting cue—such as humor—and this causes an individual to be more persuaded by the message over time. Considerable evidence indicates this is because people forget the discounting cue over time. In the correct answer Betty is initially unconvinced, but eventually switches brands. None of the other answers follow the pattern of a sleeper effect.
1. Sara Bellum is watching a horror movie as part of an experiment. The investigators are monitoring her heart rate and her skin conductance. Suddenly and unexpectedly someone behind Sara screams. Sara reflexively turns toward the scream. The heart rate monitor shows her heart rate changing a little and then recovering. Skin conductance shows an increase in arousal. Based on our discussion about attention, which of the following descriptions is most likely to be true? a. The unexpected scream caused a voluntary call for attention. b. Sara's reflexive response to the scream lasts for 5 minutes. c. Sara allocates more resources to events in the movie when the scream happened. d. Sara is reflexively gathering information about unexpected novelty. e. Sara responds reflexively to think about why the person screamed.
Answer: d. Sara's behavior is an orienting response. It is an involuntary call for attention caused by novel or signal stimuli in the environment. Therefore, a, b and e are wrong. In this case the OR interrupts current processing and allocates resources to another mental task. So c is wrong.
Monica has been strongly for the death penalty. But after she watches the movie Dead Man Walking (a movie about a nun who counsels a condemned murderer), Monica's empathic responses to Matthew Poncelet, the main character who is sentenced to death and is eventually executed, caused her to reconsider her support for the death penalty. Which of the following best describes Monica's process of change? a. Top down belief corrections b. Bottom-up empathetic reinforcement c. Top down sympathetic enhancement d. Bottom-up belief corrections e. Top down empathetic suppression
Answer: d. There are two ways to explain the relationship between empathy and moral judgments. Bottom-up belief corrections take place when empathetic response is so strong that a previously held moral belief is reconsidered, which is the case for this question. Top-down empathetic suppression takes place when the moral principle or belief is so strong that empathy for a character is suppressed.
A man walks into the bar with a duck on a leash. The bartender says, "Where'd you get the pig?" The man says, "This is not a pig. It's a duck." The bartender says, "I was talking to the duck." Which of the following can best explain what makes the above joke funny? a. Elaboration likelihood model b. Cognitive response model c. Conflicting norms d. Dual processing theory e. Frame shift
Answer: e is the correct answer. The joke is funny because it starts out by framing the world in an expected way, then shifts the frame of reference. This incongruity creates interesting mental work. Other choices don't explain this joke as well or at all.
Adrian and Eva are typical 5-year-old children and are watching a TV program targeting 4 to 6-year-old children. Adrian is watching the program in a room with toys whereas Eva is watching the same program in a room without toys. Based on what we talked about in class, which of the following is most likely to be true? a. Adrian (with toys) watches the screen most when he understands the TV show. b. Adrian (with toys) will watch the screen more than Eva (w/o toys). c. Adrian (with toys) is likely to comprehend more than Eva (w/o toys). d. Adrian (with toys) is likely to allocate more attention to familiar material than unfamiliar material. e. Adrian (with toys) mostly looks at the screen to fill gaps in understanding.
Answer: e. According to Lorch and Anderson's study. Children in the no toy condition spend about twice as much time with eyes on screen, but children in the no toy condition did not differ in comprehension from children in the toy condition. This is because Adrian's attention is strategic, mostly paying attention to things he does not understand.
Mario and Peach are in a committed relationship. Based on the studies discussed in class about how pornography affects relationships, what is more likely to occur if one partner frequently watches pornography? a. The person who watched pornography is less likely to think alternatives (other possible people) to his/her relationship are attractive b. The person who watched pornography is more likely to value monogamy c. The couple's relationship satisfaction with the relationship will most likely increase d. The person who watched pornography is more likely to be satisfied with his/her body e. The person who watched pornography is more likely to cheat on the relationship
Answer: e. Studies have found that if a partner watches porn, they are more likely to cheat on their significant other.
Diana Boredom recently read a news story that Rollen Rock the owner of a local liquor store was arrested for selling an alcoholic beverage to an underage teenage customer. Rock claims the teen had a convincing fake ID. Diana knows and likes the owner of the liquor store, and believes Rock's story. According to Lee & Shapiro (2014), (1) which sequence (rationalist sequence or intuitionist sequence) did Diana probably use to assess the liquor shop owner's morality, and (2) how does that explain why she believes the owner?
Because she starts with an affective disposition toward the person she is most likely to follow the intuitionist sequence. Given that sequence she is likely to try to make the owner's intentionality congruent with her prior liking—which would mean she would believe the owner when the owner said he didn't know—that is he did not believe his action would result in underage drinking.
Happy farm is a social network game which allows players to grow crops, trade with others, sell produce, identify what is needed and what is valuable in other's farms and give presents to or steal from their neighbors. A slogan on their website says, "Everything in Happy Farm grows, including friendship. Come and satisfy all your farming needs!" According to Hartmann & Klimmt (2006) and what we learned in class, briefly explain why females would or would not be attracted to this game.
Hartmann and Klimmt (2006) suggest that males and females have different motivations for video games, so they are attracted to different types of games. They found (1) social interaction with characters in the game seemed to be the best predictor of women's attraction to a game; (2) violent and competitive games did not attract women. This game encourages females' play because it enhances social interaction by involving multiplayers, cooperative tasks, and relationship building. At the same time, it reduces competitiveness and violence.
Valerie is watching her favorite television show about two bandmates, Melody and Josie, trying to be successful in New York City. In one episode Josie is severely injured when a car hits her while she is loading her tambourine in their car. Melody will not leave Josie's side in the hospital. Watching this, Valerie begins to think about what she would do if she were in Melody's position. In class we discussed two kinds of perspective taking. Describe how Valerie's thinking about this episode would be different for each kind of perspective taking?
Imagine-self perspective taking focuses on how the viewer would think in the situation. Therefore, if Valerie took an imagine-self perspective, she would think of herself in the hospital with Josie and how she (Valerie) would think and feel in Melody's position. However, imagine-other perspective taking focuses on the viewer imagining the character from the character's viewpoint. In this case, Valerie would try to imagine how Melody must feel and what she is experiencing.
Short essay: Catherin and her boyfriend Andrew are watching a horror movie together. Catherin is frightened by the movie and shouts aloud several times. Andrew appears to master his fear. Based on our discussion of mastery of emotions, briefly explain why Catherin might find Andrew more attractive than if he reacted differently to the movie?
Males and females are expected to master different emotions. In this case, Andrew is expected to master the emotion of fear. This reinforces the "traditional" social role of male as protector. Performing traditional sex roles can increase attractiveness.
Michael De Santa plays the popular video game World of Warcraft (WoW) at least 4 hours a day. Michael spends his time refining his character, gathering resources, finding difficult to locate objects, chatting with other players, and exploring and interacting with the world to gain experience and treasures. He builds armor, and creates and executes battle plans for quests with his Guild members. The game is challenging, but Michael is frequently rewarded for his efforts. Michael compares WoW with his real job—"When I play, I know if I have a few hours I'll be rewarded. With real world jobs it's always been up in the air with the amount of work I put in and whether or not I'm rewarded. I may not see much for my effort for months or even years." Rigby and Ryan identify three characteristics of video games (not PENS motivations for playing) that may encourage addiction. Please name two of the three characteristics and show how Michael De Santa's experience illustrates those characteristics of a game.
Rigby and Ryan claim that immediacy, consistency, and density can encourage videogame addiction. Immediacy suggests that it is a lot easier and quicker to satisfy needs in game than in real life. Michael exhibits this because he builds skills on how to play this videogame such as developing strategic battle plans. Because he develops this skill and receives positive reinforcement from the game, he often receives rewards in the game. Consistency suggests the rewards are relatively predictable and consistent. Compared to real jobs which Michael devotes a lot of time and effort to but without knowing whether he will be rewarded or not; rewards in video games are relatively predictable and consistently offered to players as long as they follow the rules of the video games. Density suggests that rewards in video games are early and often. When playing video games, players do not need to wait for months or years to get rewarded. They will be rewarded frequently and in a timely way while playing the game.
1. Ivan Ulose was watching his favorite hockey team, The Detroit Red Wings, play against their rival team, the Tampa Bay Lightning. The Red Wings were at least one goal down throughout the game. The referees seemed to miss several obvious Lighting penalties, and Tampa's 6 foot 7 goalie seemed unbeatable, blocking what seemed like sure goals again and again. With two minutes left in the game and down by one goal, the Wings did what seemed impossible and scored twice winning the game. According to disposition theory in sports, briefly explain why Ivan might find this game more enjoyable to watch than if the Red Wings had lost or if they had won easily.
Since Ivan has an affective attachment to the Detroit Red Wings, he wants the liked team to win. Because Ivan perceives the two teams as rivals, this increases Ivan's desire to see Tampa Bay lose and the Detroit Red Wings win and his arousal as his team hangs on the edge of defeat. Since the score is so close and the liked team is losing, the tension of the close game increases Ivan's arousal. That arousal amplifies his positive mood when his team snatches victory from defeat in the final moments. This arousal and positive mood combine to cause Ivan to feel he enjoyed the game. He would not have been as aroused if his team had won easily. He would not have a positive mood if his team lost.
According to a disposition theory of humor who is most likely to perceive the above cartoon funny? a. An employee who dislikes his/her boss. b. An employee who likes his/her boss. c. A boss who dislikes his/her subordinates. d. A person who works for a company in a different industry. e. A boss who likes his/her subordinates.
The answer is A. Based on disposition theory and experimental evidence, people find things funny to the extent that we dislike the victim and like the person who plays the joke. A is correct because an employee who dislikes his/her boss is most likely to identify with the person who plays the joke and dislike the target who is disparaged in the joke.
3. In a new TV show, Anita Hammer gains superhero powers after being bitten by an android cockroach that escaped a KGB lab. In the first season she faces, a mind-controlling villain named Victor Analysis. Anita tries a number of tricks to trap Victor instead of killing him, but fails again and again. She realizes she has to kill him to stop him from hurting and killing people. Based on what we discussed in class, which of the following is the most likely reason audience members might think it is moral for Anita to kill Victor? a. The audience would consider Anita's behavior moral because there is a social expectation/norm that people will prevent bad events and there was no other way to stop Victor. b. The audience would not find Anita's behavior moral for killing someone because she intentionally killed Victor. Intentional immoral behavior can never be justified. c. The audience would find Anita's behavior moral because she had both the ability and the skill to kill Victor. d. Anita's behavior is moral because she enjoyed killing Victor and the audience can relate to enjoying killing a villain. e. Audiences would not find Anita's behavior moral because she thought her actions would have no consequence. Since She did not create a plan that anticipated the consequences, her actions were intentional and emotional, which we cannot justify.
The answer is A. Even though Anita tried to find another way to stop Victor without killing him, she could not find another method that would prevent him from harming others, and there is a social norm that we should prevent harm is we can. Therefore, answer A is correct. See Slide 28 in "Making Moral Judgments" powerpoint and page 152 in the Lee and Shapiro paper
2. Miranda Priestly in the movie The Devil Wears Prada was characterized as a demanding and tyrannical boss such that she always got what she wanted in a subtle but terrorizing way. Nevertheless, she loved her twin daughters and devoted all her life to her job being the editor of a fashion magazine. Which of the following has been proposed as a potential explanation for why audiences may find morally ambiguous characters like Miranda Priestly interesting? a. Morally ambiguous characters are less cognitive engaging, so it's easy to process and understand Miranda's behaviors. b. Morally ambiguous characters are often cognitively engaging, intrinsically motivating viewers to understand the character's goals and intensions c. Audiences enjoy antiheros when they have affective confusion. d. Audiences have to endorse Miranda's behavior to enjoy watching the movie. e. Audiences only make moral judgments about characters they like and they tend to ignore the immoral actions of antiheros.
The answer is B. In lecture, we discussed how morally ambiguous characters are often cognitively engaging. There is no support for any of the other answers. See Slides 16 and 26 in "Intersubjectivity" powerpoint.
1. In the movies, Spiderman and Spiderman 3, Peter Parker's uncle dies after being shot by a criminal. Without her husband Peter's aunt relied on Peter to make enough money to survive. Peter had to juggle work, family, friends, and school. One day, Peter Parker gained superpowers after being bitten by a spider. Peter, now Spiderman, eventually tracked down his uncle's killer (The Sandman) and confronted him in a battle in downtown Manhattan. But even with his spider powers Peter was badly beaten by the Sandman's giant sand fist. It will only take one more blow to permanently squash Spiderman. Suddenly, Peter's friend, Harry Osborn, appears with a group of New York firefighters who dissolve the Sandman's fist by spraying it with hundreds of fire hoses. Spiderman can now defeat his uncle's killer and put him in jail. These events are best described by which of the following? a. Moral complexity b. Justice sequence c. Sensation seeking d. Affective disposition e. Catharsis
The answer is B. Justice sequence is correct because this example gave a specific sequence where the bad guy does something bad, the good person/people suffer from the bad guy, the hero goes through a series of trials, and then finally the bad guy receives justice. Sensation seeking is when people are attracted to violence due to novelty and arousal. There is little moral complexity in this example. Answer can be found on slide 11 on "Violence" Powerpoint.
According to the Dimensions of Moral Judgments we discussed in class, people often use multiple dimensions in judging morality; however, some people weigh some dimensions more than others. According to what we discussed in class, when liberals make moral judgments, what dimensions do they tend to use? a. Ingroup/loyalty and authority/respect b. Binding foundations c. Harm/care and fairness/reciprocity d. Liberals tend to use all dimensions equally e. Purity/sanctity and harm/care
The answer is C. Binding foundations includes ingroup/loyalty, authority/respect, and purity/sanctity; therefore answer B is incorrect. Answer D is incorrect because conservatives tend to use all dimensions equally; liberals tend to put more weight on harm/care and fairness/reciprocity.
In March of 2011, a severe tsunami hit Japan. Many were dead, injured, or lost homes. Based on construal-level theory, when would the following joke be funny and not funny over time in Japan? Give a brief explanation why the humor changes. "Q:What detergent do Tsunami victims use? A: Tide!"
This joke depends in part on being a violation—a little edgy. According to construal-level theory, psychological distance, including spatial, social, temporal, or hypothetical distance, can influence the processing of a joke—in general the more distant the more abstract, the closer the more concrete. As something becomes more abstract, it reduces perceived threat and makes a joke seem funnier. However, if there is too much distance between the listener and the joke, then the joke is not perceived as funny. In this example, this joke would be funny when people feel that a tsunami is no longer a perceived threat but close enough to still be relevant and funny. It is a violation, but not too close for comfort. However, immediately after the incident it is psychologically too close to be funny. Too far after the event it is too distant to be a violation.
1. In a random assignment experiment participants watch several hours of sex-role stereotyped music videos. Then, participants watch a job interview in which the interviewer makes a sexual advance. Female interviewees who then flirt with the interviewer are seen as more competent than those who refuse the interviewer's advances. Which of the following best explains this result? a. A sex-role stereotyped schema motivates participants to think about women's competence. b. Non-stereotyped schemas for women (e.g., being competent or equal to men) are not available in subjects' minds. c. The percentage of males is higher than the percentage of females in the experimental subjects. d. A sex-role stereotyped schema about women becomes more accessible in subjects' minds. e. A sex-role stereotyped schema about women is suppressed in subjects' minds.
a. A sex-role stereotyped schema about women becomes more accessible in subjects' minds.
Which of the following statements is true about random assignment? a. The goal of random assignment is to give all participants an equal chance to be in each experimental condition b. The goal of random assignment is to select a representative set of cases from the population c. Drawing 100 names of subjects out of a hat that contain all the names of a population is an example of random assignment d. Dividing the group by gender and assign them to two different conditions is an example of random assignment e. Choosing the first 100 subjects who arrive at the lab is an example of random assignment
a. The goal of random assignment is to give all participants an equal chance to be in each experimental condition
Susie is a regular viewer of the fantasy drama, Game of Thrones. Susie is shocked and upset when her favorite character, Jon Snow, dies after being betrayed by people he thought were friends. Susie's reaction is an example of which concept? a. Media equation b. Affordance c. Technological dispersion d. Media autonomy e. Molecular world
answer is A, media equation. Many media psychologists assume that even though humans know media and the real world are different, we still use the same social and psychological tools to process media. This means that we still often react to media similarly to how we react to real world events. This can be found on slides 8 and 9 on the "Media equation" powerpoint.
Which one of the following graphs best describes a characteristic of pornography that is associated with addiction?
b. is the correct answer. The characteristics of addiction are fast reinforcement and short-lived effect. In the case of pornography arousal—one of the attractions of pornography-- goes up during viewing but returns to previous levels or below soon after watching.
Among the following statements about the "door in the face" strategy, which is most correct? a. In the "door in the face" effect the race of the person asking the favor matters because people label themselves as helpful. b. In the "door in the face" effect the race of the person asking the favor doesn't matter because of the norm of attitude-behavior consistency. c. In the "door in the face" effect the race of the person asking the favor matters because people feel more social obligation to in-group members. d. In the "door in the face" effect the race of the person asking the favor matters because of the effectiveness heuristic. e. In the "door in the face" effect the race of the person asking the favor doesn't matter because of perceived social responsibility.
c. In the "door in the face" effect the race of the person asking the favor matters because people feel more social obligation to in-group members.
A popular video game in the 1970s called, Pong, (a game developed in the 1970s that had the player hit a digital ball back and forth on a rectangular paddle. As the player plays the game longer, the speed of the ball gets faster and the paddle gets smaller) is an example of which need that is being satisfied? a. Relationships b. Social interaction c. Fantasy d. Competence e. Autonomy
d. Competence
Which of the following is the best example of message-behavioral affinity? a. Saying hello to the robot tour guide who politely greets you and bows in a museum. b. Loving Sponge Bob so much that you buy all kinds of products with his image. c. Watching Jersey Shore, a reality show, because your real life is not dramatic enough. d. Turning off a movie because it reminds you of your own romantic relationship ending. e. Playing a video game and choosing the avatar that looks similar to yourself.
d. Turning off a movie because it reminds you of your own romantic relationship ending.
3. Intersubjectivity is a. the objective study of people without being influenced by one's existing attitudes b. the ability to not become emotionally involved with strangers c. the ability to monitor the environment from different visual perspectives d. the tendency to suspend moral judgment of antiheros or ambiguous characters e. the ability to share meanings and maintain your own viewpoint
e. the ability to share meanings and maintain your own viewpoint