Critical Thinking in Online Vs. Face-to-Face Higher Education

Critical Thinking in Online Vs. Face-to-Face Higher Education Abstract: This study compares critical thinking skills for adult learners in online and face-to-face liberal studies classes at a university with locations in California and Washington (N=150). In a between-subjects design, the study analyzed students’ score gains from pre- to post-tests on the California Critical Thinking Skills Test (CCTST). The study also compared students’ grades on critical thinking assignments required at the end of the course. Results showed that there were no significant differences between face-to-face and online learners for the CCTST score gains or the grades on the final assignments. Results are consistent with previous “no significant difference” studies. The research adds to the litera...

Hanging Out and Growing up with Social Media

Hanging Out and Growing up with Social Media

ABSTRACT: The relationship between human beings, their environment, and society has always been complex, intertwined, and interdependent. Some might argue the terms environment and society are one in the same. In social media, the media or utility serves as the conduit that connects the user and their worlds. Society represents the human beings using a profile or identity to create connections and shared meaning. Social media and the development of written language are similar in the construction and developmental process. Some aspects are linear and predictable, and other aspects of the developmental process and social media are unknown. In this paper, the author examines how media, and in particular, social media is a central part of many Westerner’s developmental processes by intertw...

Understanding Online Audiences

Understanding Online Audiences

ABSTRACT: Audiences research today face a large number of challenges, technological change and, probably the most important, social consequences. The contemporary audience that connects to the world and others via the web is difficult to understand using traditional approaches. The status of the World Wide Web today, forces us to think both the user and the medium. User’s activities are a fertile ground to build a more comprehensive account of audiences by focusing on what the “audience does.” Using Multidimensional scaling (MDS) and cluster analysis techniques, a study was conducted with the purpose of building a spatial map able to represent an important set of Internet activities, group them into different clusters, and identify different dimensions. This will help in underst...

Media Ethics: Coverage of Hurricane Katrina

Media Ethics: Coverage of Hurricane Katrina

ABSTRACT: Media coverage of Hurricane Katrina raises questions about accurate representation and the resultant costs in human suffering. This article elucidates some of the documented facts related to Hurricane Katrina, its comparison to 9/11, and clarifies misconceptions of the initial relief effort and impact on those impacted by the Hurricane. I question the media’s approach to New Orleans in the aftermath of Hurricane Katrina, to the exclusion of other affected areas, and examine the effect this had on the Mississippi Gulf Coast’s recovery and rebuilding effort. As a mental health professional and building contractor, I was on the Mississippi Gulf Coast for one year after the storm and was heavily involved in the recovery effort. I was witness to the efforts made by communi...

Prosocial Video Game Effects

Prosocial Video Game Effects

ABSTRACT: Violent video games are known to significantly increase aggressive thoughts, feelings and behavior (Anderson, Gentile & Buckley, 2007). The effects of a prosocial video game were examined here. here were three video game conditions: violent (killing bandits), helping (saving people from dying by administering medicine), or neutral (collecting bags of gold), and two control conditions (game expectant but no game played, and no game). In the game playing conditions, participants played ten minutes of a video game built with tools from Neverwinter Nights and tried to earn points by carrying out the assigned task. All participants then completed three stories which were scored for prosocial, aggressive and neutral responses. MANOVA analyses showed a significant effect for the help...

Cognitive Psychology and the Small Screen

Cognitive Psychology and the Small Screen

ABSTRACT: Technology is increasingly smaller and mobile. Such confines present challenges in how the material transmitted on this technology is consumed by the end user.Cognitive psychology examines information processing and offers insight into how to overcome these challenges. In this paper I will explore principles of cognitive psychology that can be useful guides in considering the production of material for the small screen.

The Social Media Mindset

The Social Media Mindset

ABSTRACT: With widespread access to a vast array of tools for creating and distributing messages across the globe, people with no special training or expertise are now empowered as participants in mass media, an arena formerly characterized by one-way messaging and dominated by an elite few. Web 2.0, a term that has been used to describe this social media environment, has established a new order based on a conversational model of two-way messaging in which the demand for authenticity has replaced blind reverence for authority. Significant evidence suggests that many public relations and marketing professionals are lagging behind the curve in adapting to the new media environment, clinging to a traditional messaging approach that is no longer viable. Narrative psychology offers...

Media Psychology Review

T

he mission of the Media Psychology Research Center is to promote the concept of media psychology as an interdisciplinary and emerging field by bridging the research-practice gap and creating a platform for international discussion that expands the frontiers of Media Psychology across traditional and emerging technologies. The journal hopes to promote the transformation of Media Psychology to a field that is cross-disciplinary in theoretical framework, approach, and application.

Scholarly materials do not always have to be in print. Because this is media psychology, we want to take advantage of digital media and web technologies. No longer bound by print traditions, we have made an interface that is more interactive and included transmedia projects and presentations. Also, we also encourage reader participation beyond the one dimensional letters-to-the-editor by using comments to the authors.

Through the submission and peer-review process, we selected articles and presentations on research and applications that help redefine the field. We publish throughout the year and welcome submissions at any time.  

Within this journal, you will find an article by leading media psychology researcher David Giles on formalizing the theoretical concept of media framing. Jim Schnell discusses the importance of the increasing emphasis on visual imagery.  Erik Gregory introduces the positive psychology of "Flow" as a framework for analyzing the engagement of video gaming as a narrative form.  His discussion has important implications for understanding the popularity of interactive media and for the development of effective educational programs and materials. I present the question of “What is Media Psychology” in a qualitative study of APA Media Psychology Division 46 members. 

Bridging the gap between theory and practice, Bonnie Buckner discusses the implications of cognitive theory for developing media for small screen platforms. Cheryl Olson and Larry Kutner explore the sophistication necessary for successful public education of science concepts using mass media. David Peck reviews the landscape of social media and its integration into daily life for younger generations. Marc Giudici raises important ethical questions about the impact of media coverage on financial resources in the recovery effort from Hurricane Katrina.

Putting theory to practice, Ellen Derwin looks at the efficacy of distance learning as it relates to critical thinking.  Leo Chan examines whether a media literacy program developed in the west will benefit an eastern population in Hong Kong. Jon Cabiria looks at the potential in virtual worlds for providing a safe harbor for identity exploration in marginalized populations. Darcia Narvaez and her research team designed and tested a prosocial video game to understand the potential for positive effects.

We are also excited to include video presentations that demonstrate fundamental issues in media psychology. Roy Eidelson’s video illustrates how media framing influences our core beliefs. Carl MacMichael presents an overview of the prosocial video article so that viewers can experience the gameplay.

We want to extend a special thanks to the contributors to our first issue for their fine work. We are excited by the diverse collection of articles. This breadth of topics, from virtual worlds to research theory, reflects the range of media psychology. Our goal is not to contribute another academic boundary but to challenge traditional beliefs. Technological innovations are changing the communications technology landscape faster than theory and methodologies are adapting. To keep up with the rapid integration of technology into daily life, scholars have to be willing to challenge their own culture, methods and perspectives. We hope to contribute to that journey.

Our journal site has some nontraditional features in addition to the videos.

This journal and site will be a work in progress as we work to understand and engage emerging technologies both as a topic of discussion and as a means of sharing information and experience.  We welcome your suggestions and feedback. Like the interaction of media and human experience, we hope the dialogue will be frequent and ongoing.

Pamela Rutledge
Editor-in-Chief

Erik Gregory
Editor

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Cognition

Topics
Feature

Understanding Video Gaming’s Engagement

Understanding Video Gaming’s Engagement

Understanding Video Gaming’s Engagement: Flow and Its Application to Interactive Media Abstract:...

Media Framing Analysis

In this paper I will outline three different strands of media psychology research that I am currently...

Defining Media Psychology

ABSTRACT: Media psychology is a new academic and applied discipline emerging in response to the proliferation...

The Emphasis on Visual Imagery

ABSTRACT: This article offers suggestions for addressing the increased emphasis on visual imagery...

Cognitive Psychology and the Small Screen

ABSTRACT: Technology is increasingly smaller and mobile. Such confines present challenges in how the...

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Social Media

Topics
Feature

Hanging Out and Growing up with Social Media

Hanging Out and Growing up with Social Media

ABSTRACT: The relationship between human beings, their environment, and society has always been complex,...

Virtual World Engagement

Virtual World Engagement

ABSTRACT: The advent of virtual worlds holds potential as a safe harbor for identity exploration, particularly...

The Social Media Mindset

ABSTRACT: With widespread access to a vast array of tools for creating and distributing...

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Education

Topics
Feature

Critical Thinking in Online Vs. Face-to-Face Higher Education

Critical Thinking in Online Vs. Face-to-Face Higher Education

Critical Thinking in Online Vs. Face-to-Face Higher Education Abstract: This study compares critical...

Using Electronic Media to Educate the Public About Science

ABSTRACT: Electronic media provide opportunities to educate the public on science concepts and the...

Applying an Attitude Change Theory in an Eastern Setting

ABSTRACT: Compared to the United States, there is a lack of media education in Asian countries (Shih,...

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Social Change

Topics
Feature

Media Ethics: Coverage of Hurricane Katrina

Media Ethics: Coverage of Hurricane Katrina

ABSTRACT: Media coverage of Hurricane Katrina raises questions about accurate representation and...

Prosocial Video Game Effects

Prosocial Video Game Effects

ABSTRACT: Violent video games are known to significantly increase aggressive thoughts, feelings and...

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Media Experience

Topics
Feature

Understanding Online Audiences

Understanding Online Audiences

ABSTRACT: Audiences research today face a large number of challenges, technological change and, probably...

Resisting the Drums of War
Roy Eidelson
Eidelson Consulting
"Resisting the Drums of War" demonstrates how images and messages are used to frame a topic to influence the viewer. (See David Giles article in this issue for a discussion on Media Framing). In this case, the video tackles the war in Iraq showing that it was promoted by targeting the audience's concerns about vulnerability, injustice, distrust, superiority, and helplessness. This video is not only an example of how media can be used to influence perceptions, but how the power of media can be used to counteract inaccuracies and political agendas.
Neverwinter Nights
The effects of a prosocial video game were examined in a study led by Darvia Narvaez and her research team. The full study is in this issue of the Media Psychology Review at Kill Bandits, Collect Gold or Save the Dying: The Effects of Playing a Prosocial Video Game. The team tested three video game conditions: violent (killing bandits), helping (saving people from dying by administering medicine), or neutral (collecting bags of gold), and two control conditions (game expectant but no game played, and no game). In the game playing conditions, participants played ten minutes of a video game built with tools from Neverwinter Nights and tried to earn points by carrying out the assigned task. All participants then completed three stories which were scored for prosocial, aggressive and neutral responses. This video presentation by Carl MacMichael gives an overview of the study and shows the game action experienced by the participants.

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