Psych Quizzes

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Attention 26. For a study, Harvard Prof. Royal Payne Diaz randomly assigned middle schools students in an American History class into two groups. Before the study, Dr. Diaz measured students' knowledge on American history and confirmed that both groups had high levels of knowledge of American history. Participants in the first group were asked to text their friends while watching a television show about George Washington; participants in the second group just watched the show. As expected the texting group spent less time watching the show. To his surprise Dr. Diaz found participants in the two groups did not differ in their comprehension of the video clip. Explain to the Harvard Prof. why he got that result.

+ of the groups were able to comprehend the video clip due to the fact that while those in the nontexting group focused on the screen much more than those in the nontexting group, participants in the textinggroup mostly paid attention the clip when they did not understand the content to fill in gaps in knowledge, so they were able to comprehend the clip. Participants in the nontexting group paid attention to parts of the clip they did not understand as well as parts that they already did understand.

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?

-Frame shift 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.

4. 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?

-Justice sequence 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.

Fantasy and Realism 16. According to Hall people make realism judgment based on several different criteria. Please use any two of those criteria to briefly explain why people sometimes find Homer Simpson realistic.

. Adults use the following criteria to judge realism: plausibility (happens in real life), typicality (typical or representative of people or events), factuality (actually happened), involvement (ability to relate to media characters and their emotions), narrative consistency (consistent within its own assumptions), and perceptual persuasiveness (looks and sounds realistic). Based on this, people could find Homer Simpson realistic due to the narrative consistency of the Simpsons and involvement. In other words, Homer Simpson is realistic because his behavior makes sense within context of the Simpsons world, and because people are able to relate to his emotions.

Simulation 27. A video game company wants to develop a simulation game based on the book (later made into a movie) The Martian. In the book Watney is accidently stranded on Mars when his colleagues falsely think he died in an accident. Much of the book details how Watney survives and is eventually rescued by using his knowledge of science. Eventually he is able to signal earth and his former colleagues—who put together a difficult rescue mission. Describe the difference between the narrative in the book/movie and the potential of this simulation game. Provide two suggestions that this video game company can use to make the narrative into a simulation game.

27. The narrative/book version of the Martian would provide an outcome determined by the author/creator, limiting understanding to what is displayed in the text and only giving users the ability to engage in mental simulation where the individual interprets a unique understanding of the stories' events, relationships and emotions. So, a reader/viewer of the Martian story would watch Watson analyze his situation, communicate with his colleagues, and ultimately make it home. In contrast, with a game simulation, a user would be able to determine the outcome of the game according to their desires via author determination of setting, relationships and rules. A user of a Martian game would be able to make decisions regarding sustenance, communication and other strategies to find a way to successfully get back to Earth with the lingering possibility that it he or she may not make it home.

5. 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.

: 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.

6. Disposition Theory Dwight is a character in a television show who likes to act superior to his co-workers, but is actually gullible, ignorant, and a nuisance. His co-worker, Jim, who is well liked in the office often plays jokes on Dwight. Once Jim put Dwight's desk supplies in the snack machine. Another time Dwight found his stapler encased in green Jell-O. Recently Dwight found his desk in the men's room. Use disposition theory to explain why an audience of office workers would find Jim's pranks funny instead of finding them offensive?

According to Disposition Theory, an audience of office workers might find Jim's pranks on Dwight funny because of the fact that we know the situation is not to be taken too seriously. After all, these are just jokes. Once an audience is aware of this, they begin to rely on their previous moral judgments of character and tendentious humor. Audiences will usually enjoy watching people they dislike (Dwight) have bad things happen to them if they are not too serious, especially if these things are done by somebody they like and have previously judged to be good (Jim).

7. Humor Placebo Domingo had no particular attitudes towards drug legalization until he watched a program promoting drug legalization. It made reasonable arguments with clear logic. A week later, in a public policy class, he discussed the same issue. Although Placebo now feels pretty strongly that the government should legalize recreational drugs, he found that he couldn't contribute any specific reasons to the class discussion. Based on Greenwald's cognitive response model, please explain why and how Placebo formed a new attitude without remembering the specific arguments supporting that attitude?

According to Greenwald's cognitive response model, people spontaneously generate thoughts while processing persuasive messages. Many thoughts are evaluations of the message, and the online judgments, rather than memories about the specific arguments, influence their later attitude. Greenwald's idea was that while you process a message, you evaluate that message. You have thoughts (relatively conscious thoughts) that are in favor of or against arguments in that persuasive message. It is those arguments you generate yourself are generally a good predictor of if you are persuaded. Most of the time people are most persuaded by a message the more they agree with it while listening to it.

Pornography/addiction 19. During study week Mike Kroos and Jeff Klose decided to do something to relax. Mike played soccer with a bunch of friends, and Jeff watched the TV comedy How I Met Your Mother. How are the two activities likely to influence their relaxation levels after they go back to studying? How does that relate to why one of the activities might have more potential for being addictive?

Addictions have immediate effects. There are three things that make something so addicting: it reinforces behavior, it is fast reinforcement, and it has a short lived effect, so therefore tv only relaxes you in the span of your How are selfsubscribed tv addicts different from other viewers? (this is not fully answered)

3. According to a disposition theory of humor who is most likely to perceive the above cartoon funny?

An employee who dislikes his/her boss. -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.

Attention 23. Tammy was watching her favorite show, The Big Bang Theory. In a recent episode, Howard and Leonard, two professors in California, prank Sheldon, an extremely intelligent Professor of theoretical physics, by placing a goat in his office. After Howard and Leonard completed their prank, they were laughing uncontrollably until unexpected pies fly in from off screen and hit them in the face. The camera moves to Sheldon smirking with a pie bazooka in his hands. When was Tammy most likely to have an orienting response, why would that cause an orienting response, what is likely to happen to Tammy as a result of the orienting response?

An orienting response is when you shift the focus of your attention onto something else very quickly due to a change in your environment. Orienting responses interrupt your current processing, prepares you to gather information, alloc time viewing it. ates capacity to a mental task, and increases arousal (often both cortical and autonomic). Tammy most likely had an orienting response when she saw the pie flying towards her. It would cause an orienting response because our brains are wired to automatically allocate attention to things that are getting bigger. As the pie gets closer to her, it is getting bigger (and in some ways represents a potential threat). Her arousal will increase as a result of the orienting response (i.g. Her heart rate may increase)

5. 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.

Answer: 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.

1.Which of the following is most true about automatic attention

Automatic attention is a reflexive response. The response is most likely an outcome of evolution.

5. 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.

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.

5. 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.

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?

Competence

Attention 24. A Subaru ad campaign about a car driving over rough terrain has the goal of increasing arousal and attention. Compare and contrast "cuts" vs. "edits" as defined in the Limited Capacity context with regards to their use in this campaign.

Cuts are changes in location for example, the Subaru traveling on a sunny city road in one scene followed by a sudden, unexpected switch to driving in wintry terrain. The unexpected switch requires more capacity/attention to be allocated. Compare this to an edit, which is simply a change in the camera/camera angle within the same location. Edits demand less capacity as they are logically connected, and easily expected. As a result, edits are more often remembered than cuts are. However, by increasing the number of cuts and edits within the commercial, individuals will reflexively begin to allocate more resources (improving performance) and arousal will simultaneously increase.

9. Moral Judgment The popular TV series Dexter describes the double lives of Dexter Morgan, a forensic blood spatter analyst working for a police department, but also a serial killer targeting other murderers that evaded the legal system. He has two principles of killing: (1) He can only kill people after finding conclusive evidence for their guilt, and (2) he must destroy all evidence to avoid being caught. Dexter is at best morally ambiguous and a serial killer at worst. Why would the audience watch the show? Discuss reasons using what we learned from the attractiveness of morally ambiguous characters.

Dexter is a morally ambiguous character, and those characters are popular because: (1) They are cognitively engaging, (2) similarity and liking may make the audience justify immoral actions, and (3) moral disengagement cues will allow the viewers to enjoy those antiheroes. In addition we tend to monitor the environment for threats and opportunities. Characters like Dexter may represent a threat.

13. Empathy On Sesame Street, Mark Ruffalo defined empathy as being able to imagine how someone else feels. This may be an adequate definition for the target audience of Sesame Street, but we learned in class that empathy is really more complicated than that. Explain using at least two types of empathic response we discussed in class why this definition is not a complete definition of empathy. Be sure to clearly define concepts and make clear how they indicate the Ruffalo/Sesame Street definition is incomplete.

Empathy is being able to imagine how someone else feels, but there are many types of empathy. Mirror reflex is one type of empathy in which the audience mimics a characters facial expressions / posture. The audience usually feels the same emotion (emotional contagion). Perspective taking is another type of empathy. In the imagineself perspective, the audience imagines themselves in the character's situation, and what they would act/say. In the imagineother perspective, the audience imagines how the character understands and feels about their own situation. Empathy can take on many forms, many more complicated than simply being able to imagine how someone else feels.

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?

Eudaimonic motivation -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.

Fantasy and Realism 15. In a movie coming out next month a young artist, Phyllis Steen, questions whether she should continue trying to become an artist. None of her paintings have sold for much, and she hasn't had a decent paycheck in three years. In a dream one night, she is visited by Leonardo Da Vinci, Vincent Van Gough, and Claude Monet. They remind Phyllis of their struggles to be recognized and reassure her that she is talented and how much she enjoys painting. When she wakes up Phyllis decides to keep trying to be an artist. Although she never made a lot of money, she was always happy. In lecture, we discussed two categories that people tend to use when they judge the realism of the movies or television: External and narrative realism. Please describe these categories. Analyze the realism of this story based on those two categories.

External realism is the idea that a story is representative of reality and is a realistic portrayal of the real world. Narrative realism is the consistency within a story, whether the events described are continuously congruent with each other and the story makes sense. This particular story does have high external realism because many people who are artists in life struggle. It is known to be a tough career with not much profits. It is also like reality because people often have dreams about their personal problems and anxieties. In terms of narrative realism, the story is about a struggling artist and continues to be about that topic in her dream and in her decision to stay an artist. Therefore, the narrative is consistent and has narrative realism.

Presence and Telepresence 28. Usher is an extremely skilled singer and dancer, who also keeps up on the latest on psychology of entertainment. In a conversation with his producer, Usher said he has not experienced much "flow" in his music performances recently. He blamed his producer for not poor songs and weak choreography. Based on our discussion in class, what is "flow" and why is Usher blaming his producer? What happens to Usher when he experiences "flow"?

Flow is when action meets awareness. When a person experiences flow, they are experiencing intense and focused concentration on their present task and feel complete control. The experience of their task/activity is rewarding, and time passes without notice. However, people can only experience flow when they are able to demonstrate their talents in a challenging way, as flow is the interaction between ability and challenge. Because Usher is an extremely talented singer and dancer, he cannot experience flow when he is given weak choreography and unsatisfactory songs.

Stereotypes 21. Prof. Shapiro wants to examine how an avatar's appearance affects players' behaviors in a video game, in which the task is to rule other civilizations by peaceful negotiation or aggression. He designed an experiment and randomly assigned the participants into two groups. Based on what we learned in class, what choices would you make about the appearance of the game avatars to a. make peaceful negotiation more likely; b. to make aggression and conflict more likely? Use principles we discussed in class about avatars and behavior to justify your choices; be specific about the concept you used.

For the participants in the group intended to make peaceful negotiations I would suggest making the avatars attractive short. This is because a study showed that when people used attractive avatars they were more likely to disclose intimate information which I believe is beneficial to a peaceful negotiation. As for the participants in the group intended to be make aggressive negotiations. I suggest making the avatars unattractive and tall. I say tall because it has been shown that people who use tall avatars negotiate more aggressively. I would also suggest putting these avatars in black cloaks and dressing them similar to a Klan member and the putting the avatars meant to negotiate peacefully in white cloaks and dressing them like a doctor as participants using avatars cloaked in black and associated with a Klan tend to have more aggressive intent and attitude. This all has to do with behavioral assimilation which says that a person's behavior becomes more similar to the prime. So in this case the prime would be black cloaks or height and the participants' behaviors would become similar to what they stereotyped these primes as, in this case making them more aggressive.

4. Motivation to Play Games Recently, Sam developed a video game based on the movie, Gravity. In the game, players choose between Dr. Ryan Stone (a medical engineer) and astronaut Matt Kowalski. In order to complete the mission and to come back to the earth, players need to rotate 3D objects in space. Before launching the game, Sam recruited college students to play the game. Most of the male students did a pretty good job in the game and reported that they would like to play the game again; female students did not enjoy it as much and were less likely to want to play the game again. To appeal more to female players, how could Sam change the game? To answer this question, list at least three characteristics of games discussed in class or in the readings which can appeal to female students. And specifically suggest how the game needs to be changed to include those characteristics.

Generally, there are certain skills that are associated with males and other skills that are associated with women. Male characterized skill sets include mental rotation of 3D objects, target directed motor skills, and navigation in a maze. Female characterized skill sets include landmark memory, object displacement, and speed matching based on visual cues. In order to appeal to a more female audience, the game should include these characteristics. To incorporate landmark memory, the game could require players to remember the location of certain stars/planets in order to make it back home. A way to incorporate object displacement would be to require players to recognize the misplacement of an important tool (that was specified at the beginning of the game) which is important for making it back home. Finally, the game can incorporate speed matching via visual cues by matching the speed of a sister space ship to get back home (if they don't match it, their space ship will explode or there can be another negative consequence).

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.

1. Media Equation What is the difference between hedonic and eudaimonic motivations for selecting entertainment? Define each type, specify what the differences are, and give an example of a type of story that would appeal to each and say why.

Hedonic: Amusement and pleasure, mood management, and sensation seeking. Enjoyment. Example: Watching a comedy, to manage your mood, looking to laugh/watch something lighthearted. Eudaimonic/rewarding: Novelty, challenge, meaning, relationships, autonomy. Seeking rewards. Example: Playing a guitar/band video game: using novel instruments (such as a guitar) to challenge yourself to create meaningful notes to string together to create song. It is autonomous because you are often playing on your own, you have control over situation. Seeking reward of success. Relationships with other players.

14. In the movie, Pride and Prejudice, Elizabeth cries when she realizes she loves Mr. Darcy but thinks he now hates her. When Jack and Jill watched Elizabeth crying, Jack experienced emotional contagion and Jill experienced counter-empathy toward Elizabeth. Explain what that means for the emotion they each feel.

If Jack experiences emotional contagion when he sees Elizabeth crying, it means Jack imitates her emotion (which in this case is sadness) and he will also feel sad. If Jill experiences counterempathy, it means that she feels an emotion other than what the character is feeling. In this case, when Elizabeth is sad and crying, Jill may feel happy perhaps because Elizabeth finally realizes that she loves Mr.Darcy.

5. 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.

Pornography/addiction 18. Lucretia has video game addiction and porn addiction. What do video game addiction and porn addiction have in common that makes them addicting? Identify two commonalities of video game and porn 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. (this is not fully answered)

Stereotypes 20. According to Dotsch & Wigboldus (2008), in a virtual environment, Dutch participants explicitly rated a Moroccan male more likable than a White male, but in a conversation stayed further away from the Moroccan male than the White male. Based on our discussion about conscious and unconscious stereotypes, please explain the above results and provide evidence from the study that conscious and unconscious stereotypes can explain the results.

In the case of these experiment results, participants participants who explicitly rated moroccan male avatars as more likeable, but then stayed further away from them in conversation were demonstrating implicit prejudice or the unconscious effects of how we store information and stereotypes in memory. These pieces of memory we store from our environments can unconsciously activate stereotypes in certain situations, further impacting the way we behave toward different people. So when someone the study's participants had to explain the moroccan male's likeability, many boldly rated them as more likeable than White men, however in actual simulation they stood further away from them than they did from a white avatar as a result of potentially implicit prejudices he or she may have against moroccan males or minorities in general.

Fantasy and Realism 17. Lucy (3 years old) and her brother Jeff (11 years old) are watching a movie about an environmental disaster as a result of global warming. While the movie shows a few scenes of people suffering and dying in extreme weather, most of the movie focuses on the emotional stresses on a family and their neighbors because of what is going on around them. Who do you think is most likely to be upset by this movie? Explain why in terms of what we know about how realism judgments change as children mature.

Jeff (11 years old) is more likely to be upset or scared by this moving. As children age, they are frightened by things that are more conceptual rather than perceptual. Lucy is scared of things that look scary rather than things that are threatening. She is not cognitively processing the scary situation the family is in since she is too young, and since there are no visually frightening elements she will not be scared.

Attention 25. Lang and her colleagues (2005; 2008) proposed that people have two motivational systems, appetitive and aversive, and people differ in the extent to which they are motivated by these two motivational systems. Briefly (1) describe each of these motivational systems and (2) describe what type of people (high/low appetitive; high/low aversive) would be most likely to be attracted to pornography and explain why.

Lang proposed that people have two motivational systems. The first motivational system is the appetitive motivational system, in which individuals are more prone to positive and arousing stimuli; the second is the aversive, or defensive, motivational system, in which individuals avoid negative or threatening stimuli. According to this model, people with high appetitive motivational systems will be most likely to be attracted to pornography, while those with low aversive motivational systems would be least likely to be attracted to it. This is because those with active appetitive systems are considered highsensation seekers, and are thus more likely to be attracted to more stimulating material, including sexually stimulating material.

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.

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?

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.

8. Humor Nabi, Moyer-Guse, & Byrne (2007) discussed some reasons why humor might increase persuasion, as well as some reasons why it might decrease persuasion. Young (2008) suggested one way humor might decrease persuasion. Assuming the reader/viewer finds a message funny, drawing on these studies briefly explain one relatively conscious psychological mechanism that influences whether humor influences persuasion, and one relatively unconscious mechanism that explains humor's effect on persuasion.

One weakness of humor in a persuasive message is that audience members will have to mentally work harder to get the joke, leaving less resources to process the persuasive message. There is also message discounting, in which people disregard a persuasive message because it is "just a joke." However, an unconscious mechanism for processing humor in persuasive messages is the "sleeper effect," in which persuasion increases over time.

10. Moral Judgment In the first episode of a new television drama Senator Beau Socrates is found dead in his bedroom with a suicide note and a glass of scotch containing poison. His distraught wife Bella Donna is inconsolable, but is convinced by the Senator's aides to take his place in the election against Jackson Teller. Bella Donna wins the election. But later it becomes clear to audience members she is having an affair with one of Teller's aides, that a book in her library contains information about a plant that could be made into the poison used to kill her husband, and that Teller may be the financier of a drug gang that includes a chemist who would know how to make the poison. Based on what we learned about the rationalist and intuitionist sequences of moral judgment, describe how and why the audience's affective disposition toward Bella Donna might change. Be sure to specify the elements of the sequence and how they relate to the changes.

Rationalist: observe then make affective disposition // Bella Donna is distraught, so she is innocent. But then evidence comes up showing the opposite, so disposition changes to Bella Donna is guilty and was involved in the murder of her husband. Intuitionist: make disposition then interpret actions along that disposition // Bella Donna is innocent, the affair and book were unrelated to the incident, and the Teller situation happened by chance.

2. Research Methods A Harvard Professor, Shanda Lear, designs a study to see if a computer game encourages violence. Dr. Lear randomly assigns participants to play one of two games. The violent game is "Shapiro's Lab of Death" in which the goal of the game is to graduate from college while neutralizing various monsters (including the annoying roommate who blasts you with music you hate, the dreaded TA who destroys your will to live by making you rewrite assignments over and over, and the aging professor who drowns you in obscure details). The non-violent game Class Dash is one in which you graduate college by arranging your schedule despite a computer program called StudentSoft that creates impossible requirements and overlapping class times. The results of the study show that Class Dash actually produces more violent thoughts. One Harvard student explains it by saying that maybe the group that played that game had more violent thoughts in the first place. Based on what you know about research methods, what's wrong with that argument?

Research Methods Based on what we know about Research Methods, this argument is wrong because the sample was randomly assigned between the two games. Random assignment means that it is unlikely that the groups differ because of preexisting differences. Random assignment is process of being randomly assigned to treatment groups and allows you to make inferences about the treatment groups. One downside to RA is that it can only reflect what is possible in the lab. But the response by the Harvard student is wrong because random assignment should eliminate any chance for preexisting differences.

5. 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.

3. 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?

Sara is reflexively gathering information about unexpected novelty. 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.

In designing a male oriented game, which of the following elements would be most likely to draw on male's typical skills?

Target directed motor skills -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.

3. Motivation to Play Games Victor was playing the computer game Star Wars: The Empire Strikes Back, playing the game as Luke Skywalker. In the game Victor controlled his spaceship and a variety of other features of the game to explore space, land on alien planets, and battle computer generated creatures. There were a number of features of the game that became more difficult as Victor becomes more skilled at playing the game, for example flying through space required increasingly difficult navigation and avoiding more and more difficult dangerous objects like asteroids. This game currently has two of the three elements of the PENS model. How are the first two elements implemented? How can the third element be added to increase Victor's motivation to play the game? Please label which elements of the PENS model are being described.

The Star Wars game that Victor is playing currently demonstrates two of the three elements of the PENS model, competence and autonomy. Competence, or the mastery of skill, is demonstrated through the increasing difficulty and challenge offered at each successive level, corresponding with Victor's increasing skill with playing the game. The game also exhibits autonomy, another feature of the PENS model, by offering Victor choices that allowed him to control his spaceship and other features of the game. In doing so, the game enabled Victor to feel in control and command of the game's outcome. The third element that could be added to increase Victor's motivation is relatedness, or the feeling of social connectedness in the game that would enable Victor to feel that his presence in the game affects the outcome. This could be added by modifying the game narrative so that Victor's character could interact with and depend on other game characters, or enabling multiplayer experience that would allow Victor to engage with reallife gamers.

4. Which one of the following graphs best describes a characteristic of pornography that is associated with addiction?

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.

Which of the following statements is true about random assignment?

The goal of random assignment is to give all participants an equal chance to be in each experimental condition

Attention 22. Andrew is high in sensation seeking and always wants to try new and sometimes risky things, such as skydiving. In contrast, Luke is low in sensation seeking and is reluctant to engage any risky actions. Based on Lang's Limited Capacity Model of Motivated Mediated Message Processing (LC4MP), please (1) identify the two motivational systems and (2) explain why Andrew and Luke differ in how they approach positive stimuli and avoid negative stimuli.

The two motivational systems are the appetitive system and the defensive system. The appetitive system is what causes us to seek out positive stimuli and arousal. The defensive system is what keeps us from approaching negative things. Andrew and Luke differ in how they approach positive stimuli and avoid negative stimuli because it is natural for people to differing in how attracted they are to positive stimuli and negative stimuli. High sensation seekers like Andrew have a more active appetitive system and thus seek out more positive stimuli. Low sensation seeks like Luke have a more active defensive system and thus tend to avoid being over stimulated.

According to what we talked about in class, how is the video game Star Trek different from the movie Star Trek?

The video game's outcome is determined by the user, but the movie outcome is not .- A is wrong because neither the movie nor the video game is constrained by the molecular world (warp drives and transporters don't exist). B 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.

29. A game corporation, Segapiro, decides to make two versions of a battle game based on the novel Professor Goes Medieval, in which a modern day Professor of Communication is transported in time and becomes a warlord. The goal is to kill all other players (generated by artificial intelligence) in the game. The first version is a cellphone-based game, in which the players use the touchscreen to play tile-matching games to attack enemies. The second version is a virtual reality-based game, in which the players use wearable sensors to actually fight - the sensors will also simulate the hit received from enemies on the players. How would the experiences of playing these two versions differ in terms of presence? Briefly explain using at least one type of presence we discussed in class.

There are three types of presence: social/spatial/selfpresence. a. Social presence is the extent to which that you are aware of others in the environment (co presence). In the tilematching game, there may be slight social presence as you play with other people and try to defeat them by winning the puzzle. In the VR based game there would high social presence as you are able to shoot/get shot by other players in the game. the other people in the environment. b. Spatial Presence is measured by vividness/sensory realism, and interactivity. Interactivity is the ability to influence the environment. In the tilematching game, there would be no spatial presence as you do not feel embodied in the world. In the VR game there would be high spatial presence as you would be able to look and move around the environment, while interacting it. c. SelfPresence is the perception that the surrounding physical environment offers the same responses that one is accustomed to in real life. In the tilematching game, there is no selfpresence as you are not actually attacking the other player. On the other hand, in the VR game there would be high selfpresence as your movements would be the same as the avatars in the world, therefore causing high levels of social presence.

5. 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.

12. Intersubjectivity The Sopranos is a TV series that revolves around mobster Tony Soprano and the difficulties he faces as he tries to balance the conflicting requirements of his home life and the criminal organization he heads. He is a master of the corrupt world he lives in, cheats on his wife, loves his children, kills fellow mobsters (and sometimes regrets it) and visits a therapist to deal with his panic attacks. Two friends found they disagreed about the show. Adriana hates Tony and everything about the show. Meadow has no illusions about who and what Tony is, but finds the show fascinating. Based on what you know about top-down and bottom up processing, and what you know about intersubjectivity, explain at least two reasons these friends can disagree about the show.

Top down processing: belief correction - strong empathetic response overrides moral beliefs. Meadow finds the show fascinating because her empathy for Tony is stronger than any moral beliefs she holds. Bottom up processing: empathetic suppression - strong moral belief suppresses empathy for a character. Adriana hates Tony because she has strong moral beliefs that suppress her empathy for him. Intersubjectivity: meadow is aware the character and his situation is different from her own, and can evaluate her emotions objectively.

Which of the following is the best example of message-behavioral affinity?

Turning off a movie because it reminds you of your own romantic relationship ending.

5. Disposition Theory Tyler Shooze is a fan of the US soccer team. Recently, he watched two games. He watched US vs Switzerland, in which the US team won easily 3-0. He also watched US vs England, in which the US team scored the winning goal with seconds left in the game, winning 3-2. (1) Based on disposition theory, which game is Tyler likely to enjoy more? (2) Why?

With disposion theory and sports, it is more likely that Tyler will enjoy the second game where the US won with seconds le in the game. We know this because people like the drama and suspense of a just outcome, or in this case, coming out on top at the last possible second. There is also a maximum amount of enjoyment when a team that is loved beats a team that is hated.

1. According to this diagram, Maserati drivers are most likely to be stereotyped as?

a. Black, stockbroker

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. Gold received after each level is complete b. Evaluations of how well the player did in the game c. Competition between players to make sure you are not the worst player d. An extra life was given because you were the best player on the previous level E. Choosing an identity and activity to play to feel more connected to playing the game -Answer E 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 A & D are examples of rewards (extrinsic motivation), answer B was an example of evaluation (extrinsic motivation), and answer C 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.

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. - Young children are more influenced by perceptual elements. Young children tend to think what looks real (and scary) is real.

4. 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. - 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. 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. -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).

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. 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.

3. Jim Bissell is watching a movie about how one of his favorite superheroes, Ace High, fights against a super villain, the Poker Joker. Although Ace High and the Poker Joker grew up as best friends, the Poker Joker got sick of always losing to Ace High. From then on, they became enemies. Which of the following is an example of a time when Jim would experience counter-empathy?

b. Jim is happy when the villain, the Poker Joker, is enraged by Ace High's murderous betrayal. . Empathy is not just when we feel other's congruent emotion; rather, empathy can be incongruent. This is called counter-empathy. Counter-empathy suggests that sometimes we are happy when someone evil is hurt.

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?

b. Morally ambiguous characters are often cognitively engaging, intrinsically motivating viewers to understand the character's goals and intensions 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.

2. 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?

b. Proteus effect - 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.

Random Sampling

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

Some models of persuasion argue that when message arguments cause a person to generate positive evaluations that person's attitude tends to change in favor of the message. When humor is added to the persuasive message, it has mixed outcomes. Which of the following is one reason why adding a joke could lead to less persuasion?

b. The joke can distract the reader from the persuasive message -Adding a joke to a persuasive message often requires more mental resources; it is how those resources are allocated that influences persuasion. Sometimes, adding jokes can make people focus on getting the joke more than on the actual persuasive message. Answers A, B, C, & D are reasons why adding jokes can aid persuasion. Answer can be found in Nabi et al (2007) and in slide 76 of the "Humor" ppt.

3. 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?

b.She can make inferences about realism based on imagining such a world. -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.

1.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.

c. Catharsis Sensation seeking - 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.

1. 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?

c. Harm/care and fairness/reciprocity 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.

4. Among the following statements about the "door in the face" strategy, which is most correct?

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.

4. 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?

c. Processing related cuts requires fewer resources than unrelated cuts. -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.

Which of the following statements is true about the influence of pornography?

c. Watching pornography makes people more likely to act aggressively. -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.

1.Which of the following is a potential benefit of presenting morally distinct (extremely good or bad) TV characters?

c.It may help young children develop empathic sensitivity -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.

3. 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?

d. A sex-role stereotyped schema about women becomes more accessible in subjects' minds.

2. 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?

d. Bottom-up belief corrections 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.

4. 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?

d. If audiences have enough mental resources, people can adjust their realism judgments as they process cues provided in the drama. - 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.

Betty Bayh saw a funny commercial for Pasta La Vista brand spaghetti. Which of the following would be an example of a sleeper effect?

d. Immediately after watching the commercial Betty was unconvinced, but a couple weeks later she switched brands and bought a package of Pasta LaVista. -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.

Which of the following is an example of absolute realism?

e. A movie about a woman who struggles to fight breast cancer - We often judge media entertainment by how closely the people and events are like the everyday world. This is called absolute realism.

2. 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?

e. Adrian (with toys) mostly looks at the screen to fill gaps in understanding. -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.

4. Which of the following is the best example of emotional contagion?

e. If you smile I reflexively smile back. Emotional contagion is a reflexive reaction to others' emotions. For example, watching another person smile automatically triggers smile in you. A is wrong because emotional contagion is an unconscious process. C is an example of sympathy. D is an example of identification. B is an example of apathy.

3. 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?

e. The person who watched pornography is more likely to cheat on the relationship -Studies have found that if a partner watches porn, they are more likely to cheat on their significant other.

Intersubjectivity is

e. the ability to share meanings and maintain your own viewpoint

2. 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?

goes down Controlled repeated exposure to stressful stimulus may gradually reduce the fear associated with that stimulus and can be used to treat phobias.


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