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Psychology of Popular Media Culture
Number of Followers: 6  
 
  Full-text available via subscription Subscription journal
ISSN (Print) 2160-4134 - ISSN (Online) 2160-4142
Published by APA Homepage  [90 journals]
  • U.S. newspaper reports of “alternative” birth healthcare 1989–2014:
           A content analysis using framing and narrative structure.
    • Abstract: News stories are a means to create and reinforce cultural norms, such as an understanding of birth. Midwives and doulas provide care for women that fosters safe births, yet their practices remain relatively little known to the public. Using narrative structure and framing as theoretical bases, 185 newspaper articles published in the United States were analyzed to determine how midwives, doulas, and expectant parents were portrayed. Results showed that doulas were represented in stories more often than midwives and with greater explanation of their services. Midwives were described performing a variety of duties without a clear picture of their clinical expertise, whereas doulas were portrayed distinctly in supportive roles. Expectant parents were overwhelmingly depicted in a position of choice, power, and satisfaction. Implications for de-emphasizing midwives, shaping public awareness about birth healthcare providers, and providing women with information about birth healthcare provider choices are discussed. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Thu, 25 Jul 2019 04:00:00 GMT
       
  • Help a fan out' Effects of fandom type and task type on people’s
           behavioral intentions toward different types of fans in a collaborative
           effort.
    • Abstract: There is mounting evidence that fans of science fiction/fantasy media texts are more likely to be socially stigmatized than sports fans, but the implications of this stigma for social interaction have not been established. To examine the roles of fandom community membership and social context in causing social perceptions of, and behavioral intentions toward, popular media culture fandom community members, we conducted a 2 (Partner Fandom Type: Science Fiction/Fantasy vs. Sports) × 2 (Task Type: Social Task vs. Technical Task) between-subjects experiment. Results reveal that the science fiction/fantasy fan was perceived as less physically attractive and more task attractive compared with the sports fan. Participants’ own science fiction/fantasy fandom interacted with partner fandom type in predicting social attraction, such that for those who were told they would be partnered with the science fiction/fantasy fan, there was a positive linear association between the participant’s own fandom and social attraction. This finding did not hold for the sports fan condition. Social and task attraction, but not physical attraction, predicted behavioral intentions toward the fans. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Thu, 25 Jul 2019 04:00:00 GMT
       
  • Recognition as a measure of television exposure: Multiple measures and
           their relationship to theory of mind.
    • Abstract: The purpose of this research was to develop a test, similar to the Author Recognition Test (Stanovich & West, 1989), to assess exposure to popular and award-winning fictional TV shows airing, across platforms, in the past decade. Three versions of the TV Recognition Test were developed for this purpose. The first, featured in Studies 1 and 2, asked participants to choose which of 66 names (including 30 foils) they could identify as belonging to TV show characters. In Study 3, two alternative methods of measuring fictional TV exposure were assessed: one presented participants with character names accompanied by pictures; the second presented participants with a list of show titles. Recognition of TV show titles, but not characters, was related to performance on a theory of mind task. Further analyses revealed that this effect was stronger for award-winning TV shows, and limited to men, for whom the relation between the theory of mind task and show titles was only significant for award-winning shows. These findings are discussed as a guidepost for future research. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Thu, 18 Jul 2019 04:00:00 GMT
       
  • Facebook-based social support and health: A systematic review.
    • Abstract: The rise of social networking sites have provided a new avenue for interpersonal communication. Facebook, as the largest social networking site targeted at providing access to interpersonal social networks, has been found to be a source of social support. Facebook-based social support has been found to be beneficial across a number of health outcomes; however, no systematic evaluation of these effects, and the factors that influence them, has been conducted. A systematic review has been conducted to examine the effects of Facebook-based social support on health. A total of 27 studies met selection criteria and were included in the final review. Facebook-based social support was found to impact health across three major domains: general health, mental illness, and well-being. Facebook-based social support was found to improve general physical and mental health, as well as well-being. It was also found reduce to symptomology associated with mental illness, including depression, anxiety, online victimization, and loneliness. There were a number of behavioral factors that influenced these outcomes, including social comparison, communication competence, and self-disclosure. Although the effects of Facebook-based social support was found to be generally positive, future research is required to explore how best to maximize this new form of social support. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Thu, 23 May 2019 04:00:00 GMT
       
  • Lack of consensus among scholars on the issue of video game
           “addiction”.
    • Abstract: Whether pathological video game overuse constitutes a distinct mental disorder remains an issue of controversy among scholars. Both empirical data and scholarly opinions differ regarding the status of pathological gaming and whether “addiction” is the best frame by which to understand video game use. The current study sought to examine the status of scholarly opinions in a survey of 214 scholars to examine their opinion of possible behavioral effects of games. Results indicated a variance of opinions. About 60.8% of scholars agreed pathological gaming could be a mental health problem, whereas 30.4% were skeptical. However, only 49.7% believed the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for “internet gaming disorder” were valid, with slightly higher numbers, 56.5%, supporting the World Health Organization (WHO) “gaming disorder” diagnosis. More scholars worried about both the DSM and WHO criteria overpathologizing normal youth than those who were not worried about the same. Scholars were likewise split over whether the DSM/WHO had precipitated moral panics over video games. Belief in pathological gaming was positively predicted by hostile attitudes toward children and negatively by participants’ experience with games. Overall results indicated continued significant disagreements among scholars related to pathological gaming. Claims of consensus are, at this juncture, likely premature. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Thu, 23 May 2019 04:00:00 GMT
       
  • Cognitive abilities of action video game and role-playing video game
           players: Data from a massive open online course.
    • Abstract: Numerous studies have demonstrated that regularly playing action video games (AVGPs) is associated with increased cognitive performance. Individuals who play role-playing video games (RPGs) have usually been excluded from these studies. This is because RPGs traditionally contained no action components and were thus not expected to influence cognitive performance. However, modern RPGs increasingly include numerous action-like components. We therefore examined whether current RPG players (RPGPs) perform similar to action video game players (AVGPs) or nonvideo game players (NVGPs) on two cognitive tasks. Self-identified AVGPs (N = 76), NVGPs (N = 77), and RPGPs (N = 23) completed two online cognitive tasks: A useful field of view (UFOV) task and a multiple-object tracking task (MOT). The UFOV task measures the ability to deploy visuospatial attention over a large field of view while dividing one’s attention between a central and a peripheral task. The MOT task measures the ability to use attentional control to dynamically refresh information in working memory. RPGPs performed similar to AVGPs and better than NVGPs on both tasks. However, patterns of covariation (e.g., gender and age) presented obstacles to interpretation in some cases. Our study is the first to demonstrate that RPGPs show similar cognitive performance to AVGPs. These findings suggest that regularly playing modern RPGs may enhance visuospatial abilities. However, because the current study was purely cross-sectional, intervention studies will be needed to assess causation. We discuss the implications of this finding, as well as considerations for how gamers are classified going forward. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Thu, 02 May 2019 04:00:00 GMT
       
  • Discovering hidden digital producers: Understanding motivation and
           creativity in social media production.
    • Abstract: Social media production is digital production activity in social media, and many young people have partaken in this everyday practice to creatively craft their messages. Applying self-determination theory and the four C model of creativity, this study examines young people’s content creation process by conceptualizing social media production as four types of activities (i.e., text, photo, graphic, and video production) and using these activities to unravel the relationships between motivation and creativity. Using an online survey of young digital producers (N = 545), findings indicated that text production was considered not-creative, whereas video production was matched with the highest level of creativity (i.e., Pro-c). Also, both intrinsic and extrinsic motivation have affected creativity and young people’s participation, as they produced outcomes of creative self-efficacy and social media production skills. Overall, this study makes theoretical contributions to understand the complexity in social media participation and the significance of various digital production activities in social media. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Thu, 25 Apr 2019 04:00:00 GMT
       
  • Sorority see, sorority do: How social identity and media engagement relate
           to in-group stereotyping and self-stereotyping.
    • Abstract: The present study sought to examine how social identity and engagement with media that includes stereotypical depictions of an individual’s in-group may play a role in the extent to which individuals assign those stereotypes to their group and themselves, using sorority women as the population and social group of interest. Results revealed that the more sorority women identified with their group membership, the more likely they were to engage with media that often includes stereotypical depictions of sorority women. Greater engagement with such media was then related to a greater likelihood of self-stereotyping, mediated in part by a greater likelihood to also attribute those stereotypes to their group. These findings provide support for the reinforcing spirals model and differential susceptibility of media effects model, such that individual dispositional factors can play a role in one’s media use, particularly when those factors are related to personal or social identity and then relate to how individuals incorporate relevant beliefs (e.g., stereotyping) endorsed in respective media. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Mon, 25 Mar 2019 04:00:00 GMT
       
  • How audience involvement and social norms foster vulnerability to
           celebrity-based dietary misinformation.
    • Abstract: Entertainment media often connect celebrities to potentially dangerous dietary advice that is explicitly at odds with medical opinions about achieving a healthy weight. Despite concern from federal officials about the amount of misleading dietary claims in popular media, many individuals believe and even take up this celebrity-based bad advice. A survey with manipulated stimuli (N = 466) builds upon social–cognitive theory and the appraisal theory of emotions to test a proposed conceptual model whereby audience involvement processes (i.e., identification, parasocial relationships, and liking) and social norm perceptions shape subsequent emotional and social–cognitive reactions, which in turn influence openness to celebrity-based nutrition misinformation. The results partially support the proposed model, indicating that pop culture media can influence audience vulnerability to diet-related misinformation. The findings presented here also offer guidance on ways to potentially mitigate celebrity-based misinformation by utilizing other relatable celebrities to deliver inspiring and accurate messages. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
      PubDate: Mon, 28 Jan 2019 05:00:00 GMT
       
 
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