Media Effects Myths and Realities

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Questions and Answers

What did Erikson suggest about adolescents who explore alternative roles and identities?

  • They are more likely to be satisfied with their identity. (correct)
  • They typically experience identity diffusion.
  • They are likely to have a static identity.
  • They struggle with commitment to their choices.

Which identity status characterizes an adolescent who has made commitments without exploration?

  • Moratorium
  • Identity diffusion
  • Foreclosed identity (correct)
  • Identity achievement

What is the main focus of the exploration phase in Marcia's identity status model?

  • Trying out new roles and decision-making processes. (correct)
  • Seeking to establish firm commitments.
  • Achieving a predetermined identity set by authority.
  • Avoiding peer influence and external validation.

Which of the following is TRUE about identity diffusion?

<p>They are influenced heavily by peers without firm commitments. (D)</p> Signup and view all the answers

What is the characteristic of adolescents in the moratorium identity status?

<p>They are exploring new roles but are not committed. (A)</p> Signup and view all the answers

How does peer influence generally affect adolescent identity development?

<p>It can create conflict and hinder identity stability. (A)</p> Signup and view all the answers

Which identity status does NOT include exploration according to Marcia's model?

<p>Foreclosed identity (D)</p> Signup and view all the answers

What do adolescents who achieve identity tend to experience?

<p>Positive self-image and independence. (C)</p> Signup and view all the answers

What defines a foreclosed identity in adolescents?

<p>Identity is chosen without any crisis or exploration. (A)</p> Signup and view all the answers

How can online environments assist adolescents in a moratorium state?

<p>By allowing them to explore and experiment with their identity. (C)</p> Signup and view all the answers

Which of the following describes a diffused identity?

<p>Low self-confidence and challenges in social relationships. (B)</p> Signup and view all the answers

What is a potential negative consequence of creating fragmented virtual identities, according to Reid?

<p>It prevents the development of a flexible and complete personality. (A)</p> Signup and view all the answers

In what context may teens find racial discussions online beneficial?

<p>To learn about different ethnic experiences and oppression. (D)</p> Signup and view all the answers

What is a common misconception regarding adolescents pretending to be someone else online?

<p>They also engage in identity experimentation offline as well. (B)</p> Signup and view all the answers

What role do social networking sites play in ethnic identity construction?

<p>They provide opportunities for safe ethnic expression. (D)</p> Signup and view all the answers

What is a key characteristic of identity achievement among adolescents?

<p>Experiencing an identity crisis followed by commitment. (B)</p> Signup and view all the answers

What is expected of students in Domain A regarding digital systems?

<p>Understand how digital systems function. (B)</p> Signup and view all the answers

Which objective is part of Domain B that focuses on design and creation?

<p>Create digital products using digital technology. (A)</p> Signup and view all the answers

What does Domain C explore in relation to digital technology?

<p>Influence on well-being and societal impact. (B)</p> Signup and view all the answers

What process was involved in developing the digital literacy curriculum?

<p>An iterative process with expert consultations. (C)</p> Signup and view all the answers

Which of the following is NOT one of the guiding principles for the DL curriculum?

<p>Emphasis on technical skills only. (D)</p> Signup and view all the answers

How does the curriculum aim to promote equality of opportunity?

<p>By ensuring all students develop essential digital literacy skills. (C)</p> Signup and view all the answers

What societal challenges related to digital technologies does the curriculum address?

<p>Ethics, AI, data privacy, and online behavior. (A)</p> Signup and view all the answers

What reflective component is included in the curriculum?

<p>Critical thinking about social implications of technology. (C)</p> Signup and view all the answers

What is meant by hazardous alcohol use?

<p>A pattern of alcohol consumption that carries the risk of harmful consequences. (A)</p> Signup and view all the answers

Which of the following correctly differentiates user-oriented social media from content-oriented social media?

<p>User-oriented emphasizes relationships among users while content-oriented is usually anonymous. (B)</p> Signup and view all the answers

What is a primary focus for future research suggested in the content?

<p>The differences in social media use and its effects. (D)</p> Signup and view all the answers

Which of the following factors is NOT mentioned as influencing the relationship between social media use and hazardous drinking?

<p>Peer pressure (C)</p> Signup and view all the answers

What does compulsive internet use refer to?

<p>An excessive internet use associated with harmful behaviors. (A)</p> Signup and view all the answers

How does uploading pictures to social media potentially affect alcohol consumption among youth?

<p>It serves as a mediator in the relationship with drinking behavior. (A)</p> Signup and view all the answers

The AUDIT-C scale is used to measure what specific aspect?

<p>Patterns of hazardous alcohol use. (B)</p> Signup and view all the answers

Which social media platforms are included as examples of user-oriented social media?

<p>Facebook and Instagram. (A)</p> Signup and view all the answers

What is a primary focus of gambling communities as opposed to gaming communities?

<p>Discussing gambling experiences and strategies (C)</p> Signup and view all the answers

What type of rewards provides players with a chance of obtaining rare items, thereby creating a sense of gambling?

<p>Variable ratio schedules rewards (C)</p> Signup and view all the answers

Which factor is NOT mentioned as a behavioral factor associated with participation in online gambling or gaming communities?

<p>Social media engagement (D)</p> Signup and view all the answers

What role does identification with virtual communities play in gambling behavior?

<p>It influences behavior through social norms and community feedback. (C)</p> Signup and view all the answers

Which reward type focuses on encouraging consistent engagement with the game, such as through log-in bonuses?

<p>Contingencies rewards (B)</p> Signup and view all the answers

How do gaming communities primarily influence behavior compared to gambling communities?

<p>They solely motivate gaming behavior and purchase intentions. (A)</p> Signup and view all the answers

What are the three components considered in the differential susceptibility to media effects model?

<p>Dispositional, developmental, social (C)</p> Signup and view all the answers

Which motivational need of gamers refers to their desire for freedom of choice and interaction?

<p>Autonomy (C)</p> Signup and view all the answers

What characteristic differentiates gaming communities from gambling communities?

<p>Embedding within the gaming experience itself (B)</p> Signup and view all the answers

Which of the following is true about the interaction among users in online gambling communities?

<p>Interactions often involve sharing experiences and tips. (A)</p> Signup and view all the answers

Players with issues regarding social competencies are more sensitive to which type of gaming effects?

<p>Social rewards (C)</p> Signup and view all the answers

Which of the following factors does NOT significantly influence the individual responses to media effects according to the differential susceptibility model?

<p>Personal interests (B)</p> Signup and view all the answers

What is one conclusion derived from the research on online gambling communities regarding excessive gambling?

<p>Gambling communities may protect against excessive gambling habits. (D)</p> Signup and view all the answers

What kind of impact can gaming rewards have on individuals with low self-regulation?

<p>Increased risk of problematic gaming behavior (A)</p> Signup and view all the answers

What specific aspect excludes studies from the research on online gaming and gambling communities?

<p>Theoretical discussions on gambling behaviors. (C)</p> Signup and view all the answers

What research aim is highlighted regarding the relationship between gaming rewards and young adolescents?

<p>Researching the association between rewarding elements and problematic gaming behavior (A)</p> Signup and view all the answers

Flashcards

Identity Formation

The process of figuring out who you are and what matters to you, often involving exploring different roles and beliefs.

Foreclosed Identity

A stage in identity formation where a person has made strong commitments to values and goals without much exploration.

Identity Diffusion

A stage in identity formation where a person hasn't committed to a sense of self and hasn't actively explored different possibilities.

Moratorium

A stage in identity formation where a person is actively exploring different roles and values but hasn't yet made firm commitments.

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Identity Achievement

A stage in identity formation where a person has both explored different possibilities and made strong commitments to their values and goals.

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Social Influences on Identity

People and groups whose opinions and actions significantly influence an adolescent's identity development.

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Resilience

A strong sense of self that helps individuals cope with challenges and bounce back from setbacks.

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Online Identity

A strong sense of self that helps individuals navigate online spaces authentically and responsibly.

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Virtual Gambling Communities

Online spaces where people share and discuss gambling experiences, strategies, and tips.

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Virtual Gaming Communities

A type of virtual community focused on online games.

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Role of Virtual Communities in Gambling

The impact of virtual communities on the way people gamble.

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Role of Virtual Communities in Monetary Gaming

The impact of virtual communities on the way people play games involving money.

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Qualitative Differences Between Virtual Gambling and Gaming Communities

Significant differences between virtual gambling and gaming communities in their core values, purpose, and influence.

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Identification with Virtual Communities

When people feel like they belong to a virtual community and identify with it.

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Perceived Norms in Virtual Communities

Opinions and behaviors within a virtual community that influence members.

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Social Influence in Virtual Communities

The tendency for virtual community members to influence each other's behavior.

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Diffused Identity

Individuals with low self-confidence, struggling with relationships, and finding comfort in online spaces.

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Ethnic Identity Online

The construction and expression of one's ethnicity within online spaces.

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Virtual Identity

Individuals who create multiple online personas, often influenced by cultural trends and social norms.

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Identity Experimentation Online

The act of pretending to be someone else online, often to improve one's social image.

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Virtual Identity's Potential Drawback

The potential drawback of creating fragmented virtual identities, hindering the development of a cohesive personality.

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Digital Literacy: Skills & Critical Thinking

The curriculum emphasizes the importance of both technical skills and critical thinking about the social and cultural implications of digital technology.

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Digital Literacy for All

The curriculum aims to ensure that all students, regardless of their socio-economic background, develop essential digital literacy skills.

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Addressing Societal Challenges

The curriculum addresses the need for students to learn about current societal challenges related to digital technologies, including the human-machine relationship, ethics, AI, data privacy, and online behavior.

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Importance of Digital Literacy Curriculum

The successful development of the DL curriculum marks a significant step towards compulsory digital literacy education in the Netherlands.

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Iterative Curriculum Development

The curriculum development process was iterative, involving reviews of existing frameworks, consultations with experts, and feedback from internal and external stakeholders.

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Domain A: Digital Systems & Concepts

Students are expected to understand how digital systems function, navigate digital media for information, understand security risks, explore data use, and explore how AI systems work.

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Domain B: Designing & Making

Students are expected to experiment with digital tools to express ideas, design digital products, and program computers using computational thinking.

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Domain C: Digital Technology & Society

Students are expected to make well-considered choices when using digital technology and media, explore the influence of technology on well-being, and explore the reciprocal relationship between technology and society.

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Hazardous alcohol use

A pattern of alcohol use with a high risk of negative effects for the drinker.

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User-oriented social media

Social media platforms where users share content mainly with other users, often having visible identities and relationships.

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Content-oriented social media

Social media platforms where content is shared around shared interests, and users are mostly anonymous.

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Compulsive internet use

Excessive internet use associated with harmful behaviors, potentially including alcohol use.

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Offline belonging

The strength of an individual's real-life social connections, encompassing family, friends, and school or workplace communities.

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How does social media use influence use differently?

Focuses on understanding how the type of social media platform used impacts alcohol consumption in young people.

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What is the aim of the article?

This research aims to examine the relationship between daily social media use and how much young people drink across four countries.

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Focus on the different ways of using social media.

Focuses on investigating different ways people use social media, even beyond the type of platform.

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Variable Ratio Schedules Rewards

A type of reward in video games where the chance of getting a desired item is low, creating a sense of gambling. It makes players eager to try again for a chance at a rare item.

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Contingencies Rewards

Rewards in video games that are given for consistent engagement, like daily login bonuses. These rewards encourage players to keep coming back to the game.

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Meta-Achievements

Rewards in video games that track a player's progress and show them how far they've come. This can motivate players to complete the game and keep playing.

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Social Rewards

Rewards in video games that encourage social interaction among players. This can be achieved through features like guilds or online communities, making players feel connected to others. Social rewards can be very addictive, making players feel like they belong.

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ADHD and Problematic Gaming

Players with ADHD or high impulsivity are more likely to display problematic gaming behavior because they may struggle with self-control and impulse management.

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Social Competency and Gaming

Individuals with difficulties in social situations may find games particularly appealing due to the reduced social demands, increased social connection, and sense of mastery they offer.

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Differential Susceptibility to Media Effects

A research model which suggests that individuals respond differently to media effects based on their personality, developmental stage, and social environment. This can explain why some people are more susceptible to problematic gaming behavior than others.

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Association between Game Rewards and Problematic Gaming

A research study aiming to explore the link between rewarding elements in video games and problematic gaming behavior, considering individual vulnerabilities like ADHD and perceived social competence, in young adolescents.

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Study Notes

Introduction

  • Developmental approaches in understanding media effects are nuanced, avoiding simplistic over-simplifications.
  • Seven myths about media effects are explored. These include the idea that media effects are simple and direct, severe in the case of violence, obvious, and affect everyone the same way.
  • Media effects are more subtle and cumulative.

Media Effects - Myths Debunked

  • Media effects are mostly subtle and build up over time.
  • The pervasive effects of media violence aren't always about the violent acts themselves; they form a broader "culture of disrespect" encompassing behavior like bullying.
  • Positive media effects, such as excitement, are often overlooked in the discussion of violent media.
  • Media effects often accumulate over time, rather than being immediately obvious, therefore it is easy to underestimate the impact.
  • Different individuals may react to media in diverse ways.

Four Main Effects of Violent Media

  • Aggressor effect: Increased aggression, meanness, and violence in consumers after exposure.
  • Victim effect: Seeing the world as more dangerous and adopting protective behaviors.
  • Bystander effect: Desensitization, callousness, and decreased empathy towards victims of violence.
  • Appetite effect: Increased desire to consume more violent media.

Causality in Media Effects

  • Causality in violent behavior is multifaceted, not solely attributable to media.

  • Media effects often take time to manifest fully. The impact of media violence on aggression may not become readily apparent for 15 years after exposure.

  • Large-scale media effects are still impactful even if they only account for a small portion of overall behavior.

Developmental Tasks Approach

  • Developmental tasks represent capacities or skills crucial for adaptation.
  • Judgments of adaptation are based on the presence of these capacities.
  • This framework helps understand the progression of development through childhood. Factors such as attachment to caregivers or emotional self-control are categorized according to developmental stages.

Risk and Resilience Approach to Development

  • Media violence is a risk factor influencing all children, but their experiences and protective factors may vary.
  • Cumulative risk model: Children encountering multiple risk factors are more likely to experience difficulties in later life.
  • Resilience: This focuses on personal factors that help children overcome adversity.

Constructing Identity Online

  • Identity exploration is a crucial developmental task for adolescents.
  • Online contexts provide opportunities for testing and exploring identity, often in more flexible and less pressured ways compared with real-life interactions.
  • Marcia’s identity statuses (including foreclosure, identity diffusion, moratorium, and identity achievement) guide the exploration of adolescent identity development. Online platforms can complement or even substitute certain offline social scenarios.

Tools for Online Self-Presentation

  • Young people tend to utilize various features like nicknames, avatars, photos/videos in their online interactions, and this is closely linked to how they construct their identity.

Media Effects Theories

  • Mass communication theories began in the 1920's.
  • These theories examine how media impacts individuals.
  • Multiple theories, such as cultivation theory, agenda-setting theory, diffusion of innovations theory, uses and gratifications theory, social cognition theory, and media systems dependency theory are evergreen.

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