<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8180579119396277144</id><updated>2012-02-15T00:24:16.726-05:00</updated><category term='Sun Belt Conference'/><category term='recent publications'/><category term='neurological research'/><category term='instructional communication'/><category term='publications'/><category term='collaboration'/><category term='identification'/><category term='crisis communication'/><category term='media choice'/><category term='methodology'/><category term='moral foundations theory'/><category term='legacy media'/><category term='RMCR'/><category term='technological determinism'/><category term='debate'/><category term='character attachment'/><category term='elderly'/><category term='agenda-setting theory'/><category term='AEJMC ESIG'/><category term='Frostburg State'/><category term='publish'/><category term='new media'/><category term='AMOS'/><category term='link'/><category term='interactivity'/><category term='path modeling'/><category term='video games research'/><category term='student journalism'/><category term='narrative engagement'/><category term='paradigm'/><category term='SCT'/><category term='sports marketing'/><category term='popular reading'/><category term='University of New Orleans'/><category term='uses and gratifications'/><category term='Phlash Mobs'/><category term='online games'/><category term='Digitalengemeinschaft'/><category term='Young Harris College'/><category term='roundtable'/><category term='NCA'/><category term='NCA story'/><category term='other bloggers'/><category term='filter'/><category term='industry'/><category term='Gessellschaft'/><category term='news and information'/><category term='Speaking Center'/><category term='Osama bin Laden'/><category term='NCA DHS &apos;08'/><category term='WVU'/><category term='fantasy sports'/><category term='Japan'/><category term='sports management'/><category term='CRTNET'/><category term='experiential learning'/><category term='mental models'/><category term='design'/><category term='video games in the news...'/><category term='journalism'/><category term='CFP'/><category term='New Orleans'/><category term='religion and research'/><category term='JUCA'/><category term='Twitter'/><category term='self-determination theory'/><category term='Squidbillies'/><category term='upcoming conferences'/><category term='sports fan avidity'/><category term='arousal transfer'/><category term='mass media history'/><category term='other news'/><category term='moral reasoning'/><category term='subject recruitment'/><category term='Fourth estate'/><category term='UMass-Boston'/><category term='enjoyment'/><category term='masspersonal'/><category term='CMC'/><category term='heroes and villains'/><category term='media literacy'/><category term='civic engagement'/><category term='Shirkey'/><category term='presence'/><category term='network neutrality'/><category term='New Announcements'/><category term='ICA Boston'/><category term='headlines'/><category term='word cloud'/><category term='animation'/><category term='job searching'/><category term='tendentious humor'/><category term='entertainment media'/><category term='research thoughts'/><category term='FCC'/><category term='hyperlocal'/><category term='teaching philosophy'/><category term='Disposition theory'/><category term='communobiology'/><category term='tsunami'/><category term='Kenneth Burke'/><category term='Facebook'/><category term='Christian Science Monitor'/><category term='MIME'/><category term='SLT'/><category term='ICA Singapore'/><category term='Assistant Professor'/><category term='self-efficacy'/><category term='communication technology'/><category term='careers'/><category term='MCA'/><category term='c.v.'/><category term='Google'/><category term='television'/><category term='McLuhan'/><category term='game play motivations'/><category term='Bandura'/><category term='Gemeinschaft'/><category term='administrative'/><category term='Arab Spring'/><category term='crisis management'/><category term='MMORPG'/><category term='scale development'/><category term='Verizon'/><category term='rhetorical analysis'/><category term='player types'/><category term='Putnam'/><category term='social media'/><title type='text'>On Media Theory...</title><subtitle type='html'>A collection of mass media-related research ideas, discussions of entertainment theory and general mass media theory, and a place for discussion and collaboration among peers.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default?start-index=101&amp;max-results=100'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>160</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3542676280934355048</id><published>2012-02-08T11:10:00.002-05:00</published><updated>2012-02-08T11:11:25.556-05:00</updated><title type='text'>Motives Underlying Media Selection</title><content type='html'>&lt;i&gt;Guest post by WVU Communication Studies M.A. student &lt;a href="mailto:zgoldman@mix.wvu.edu"&gt;Zac Goldman&lt;/a&gt;. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Media scholars continue to be interested in the motivation behind the consumption and selection of media. Early researchers like Paul Lazarsfeld indicated that people sought out media to perform one of three functions: informing, transmitting, or correlating. Numerous authors since have suggested the importance of media to also be entertaining. The growing amount of research regarding entertainment as the motivating factor and use of media is generally examined from a macro-level perspective. A narrower focus of this perspective may potentially examine how entertainment, or any motivation factor, alters the effects of the media content.&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt; One frequently used approach to examining uses and needs of media is the Uses and Gratifications Theory (U&amp;amp;G). From this perspective, a generally accepted notion was constructed in that gratifications come from social and psychological needs. Although the theory has been used extensively to examine the psychological needs it has produced little predictive utility. The low predictive utility of the theory can logically be traced through the theory’s construction as it encourages recursive thinking; which brings further questions to the practicality of the theory.&lt;br /&gt;&lt;br /&gt; The predictability (or lack thereof) of U&amp;amp;G is troubling and encourages alternative considerations. Now more than ever people have become active media &lt;b&gt;users&lt;/b&gt;, rather than passive media &lt;b&gt;audiences&lt;/b&gt;; and theoretical perspectives should reflect this. &lt;br /&gt;&lt;br /&gt; The limited but powerful effects model examines media effects by reevaluating many of the previous models while incorporating key constructs which include the gratifications of social and psychological needs. Media content produces a cognitive, affective, or behavioral script (CAB) which is then received by the user. The user then internalizes this script with the psychological and societal needs in which they are facing. Only after the users complete the internalization will they determine whether to act on the script and demonstrate an CAB effect. &lt;b&gt;In other words, the media content gives the user a puppet, but it is still the user’s decision and behavior which pull the strings and demonstrate the “effect”.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt; This perspective does not inherently assume that media produces what many would classify as an “effect”. Certainly the typical behavioral-based effect is possible within this model but no assumption is made that a user will demonstrate such an effect. However, as some would argue that discrepancies in the definition of media effects exist, the conversation resorts back to a macro-level perspective. If the definition of media effects shifts from its primarily behavioral connotation, the argument could be made that by learning something (from the script) which was previously unknown, an effect not only exists but it is assumed. Admittedly, this notion of media effects seems to be unpopular throughout the field.&lt;br /&gt;&lt;br /&gt; So what are the implications? Well the importance of the user is rapidly becoming more recognized and appreciated than ever before. Previous perspectives of the media model which postulate that stimulus leads directly to response are becoming a thing of the past. The understanding of the moderator is critical in determining the importance of media effects (if any) within our society. The usage and motivation behind media consumption is arguably the starting point in conducting such research. Uses and Gratifications play a prominent role in determining the psychological needs of the user; however these needs must continue to be developed with societal needs to aid in determining their predictive utility as a moderator between the content and effects.&lt;br /&gt;&lt;br /&gt; While the content of the media arguably gives the user the “bullets,” it is up to the user whether or not to “pull the trigger” which inevitably results in the media effect.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-u8S4ipGDpOM/TzKLXY79mUI/AAAAAAAAAAM/AD1hyDWQE7A/s1600/Model.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="380" sda="true" src="http://2.bp.blogspot.com/-u8S4ipGDpOM/TzKLXY79mUI/AAAAAAAAAAM/AD1hyDWQE7A/s640/Model.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3542676280934355048?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3542676280934355048/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3542676280934355048' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3542676280934355048'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3542676280934355048'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/02/motives-underlying-media-selection.html' title='Motives Underlying Media Selection'/><author><name>Zac Goldman</name><uri>http://www.blogger.com/profile/12464580820184177579</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-u8S4ipGDpOM/TzKLXY79mUI/AAAAAAAAAAM/AD1hyDWQE7A/s72-c/Model.jpg' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4885847614280011357</id><published>2012-02-01T17:04:00.001-05:00</published><updated>2012-02-02T09:09:41.100-05:00</updated><title type='text'>How does the channel affect the symbols?</title><content type='html'>&lt;i&gt;(The following is a short post by WVU Communication Studies MA student Betsy Ditrinco, in reflection of our earlier class on media violence research)&lt;/i&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;In Albert Bandura’s chapter on the Social Cognitive Theory, he describes how mass media and the human brain interact to develop an understanding of our culture. In defining three human functions (symbolizing capability, self-regulatory capability, and self-reflective capability), Bandura explains how humans process information derived from mass media. The symbolizing capability “provides humans with a powerful tool for comprehending their environment and creating and regulating environmental events that touch virtually every aspect” of our lives (p. 122). The self-regulatory capability is the function that controls our motivation, emotion, and behavior through evaluations of our own behavior. Finally, self-reflective capability is how we cognitively verify our accurate thoughts against our flawed thoughts.&lt;br /&gt;&lt;br /&gt;When we consume different forms of media, we are constantly assigning meaning to symbols and developing an understanding of our culture. The question is if media channels affect the symbols that are sent. In the aftermath of 9/11, how did we interpret the symbols that a local TV &gt;news reporter sent differently from the messages sent by radio personalities? I would argue that radio may offer more room for visual imagination and potentially a longer connection to the image. Instead of watching the anchor tell you a story from behind a desk, you are only listening to the radio host, potentially visualizing ground-zero the entire time. There are clearly countless variances that can affect the messages sent across different forms of media; what are some that come to mind for you? Can you argue the opposite side of the radio/television example? Along these lines, there are even differences within the same medium on different channels. There are some organizations that produce extreme liberal or conservative views. Depending on the channel (or blend of channels) an individual subscribes to, this can impact the way the person views the world and verifies his or her own way of thinking. In the early 1900’s, mass media created a fear based on this idea- limited channels, limited thoughts. Now we face the reality of inconsistent symbols with varying interpretations. I would argue this leads to broader thinking and stronger critique but could you argue any negative effects?&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4885847614280011357?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4885847614280011357/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4885847614280011357' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4885847614280011357'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4885847614280011357'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/02/how-does-channel-affect-symbols.html' title='How does the channel affect the symbols?'/><author><name>Betsy</name><uri>http://www.blogger.com/profile/11159874601125558962</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/_DBlHjCFP_S4/SkkioyC4ZaI/AAAAAAAAAAM/yeFhmoGUxzA/S220/use.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-120345515088882121</id><published>2012-02-01T13:31:00.000-05:00</published><updated>2012-02-02T18:45:47.436-05:00</updated><title type='text'>Social Cognitive Theory and Media Effects</title><content type='html'>&lt;i&gt;(The following is a short post by WVU Communication Studies MA student Jennifer Seifert, in reflection of our earlier class on media violence research)&lt;/i&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;In an explanation of Social Cognitive Theory, Bandura states that “symbolic modeling is central to full understanding of the effects of mass communication.” He argues that there are four major subfunctions that govern observational learning- attentional processes, retention processes, production processes, and motivational processes. Offering a simple explanation of each, the attentional process determines what is observed, the retention process determines what is remembered, the production process determines the plan of action, and the motivational process determines the cost/benefit of enacting a behavior.&lt;br /&gt;&lt;br /&gt;It could be argued research centering on the effects of mass communication should measure outcomes or behaviors; however, this reflects a limited scope of the full effects of mass communication.&amp;nbsp; In the retention process, observers of mass communication transform the information they receive into "rules and conceptions of memory". Therefore, the effects of mass communication can precede the manifestation of behaviors. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Model of the Social Learning Process&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;span class="fullpost"&gt;&lt;a href="https://bspace.berkeley.edu/access/content/group/2e4e4e6f-465d-4def-803e-d89a7a7e9cae/Lecture%20Supplements/SocialLearning/images/Bandura19777_Fig1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="459" src="https://bspace.berkeley.edu/access/content/group/2e4e4e6f-465d-4def-803e-d89a7a7e9cae/Lecture%20Supplements/SocialLearning/images/Bandura19777_Fig1.jpg" width="1200" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-120345515088882121?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/120345515088882121/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=120345515088882121' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/120345515088882121'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/120345515088882121'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/02/social-cognitive-theory-and-media.html' title='Social Cognitive Theory and Media Effects'/><author><name>Jennifer Seifert</name><uri>http://www.blogger.com/profile/03263560689210730320</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-1194978019916744395</id><published>2012-01-31T14:56:00.001-05:00</published><updated>2012-02-01T09:04:55.016-05:00</updated><title type='text'>Cultivation Theory</title><content type='html'>&lt;i&gt;(The following is a short post by WVU Communication Studies MA student Melissa Ceo, in reflection of our earlier class on media violence research)&lt;/i&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;Gerbner and Gross developed Cultivation Theory to explain the effects that television viewing has on the general population. The basic form of the theory suggests that exposure the television’s singular messages helps develop viewer’s perceptions of reality. The main premise of the theory is that those viewers who spend more time watching television will be most likely to view the world through the “lens” of television’s repetitive messages. &lt;br /&gt;&lt;br /&gt;The researchers also introduce the concepts of mainstreaming and resonance. Mainstreaming refers to the “blending” effect that happens when viewers adopt an outlook more consistent with the messages they receive when watching television, while resonance refers to the cases when what is viewed on television actually happens in real life. Most Cultivation Theory research examines the effects of media violence on the wider population. Although the Cultivation Theory has been widely studied, it has also fallen under criticism in recent years. The main criticism that has been identified is a lack in the presence of cognition. Cultivation Theory does not account for the role that human thought plays in the effectiveness of media messages. Another broad criticism of the theory is the possible lack of a single media message. What role does Cultivation Theory play in New New Media? Does it play a significant role? &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-1194978019916744395?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/1194978019916744395/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=1194978019916744395' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1194978019916744395'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1194978019916744395'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/01/cultivation-theory.html' title='Cultivation Theory'/><author><name>Melissa Ceo</name><uri>http://www.blogger.com/profile/17768916936665649657</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3230505259326488215</id><published>2012-01-31T12:46:00.000-05:00</published><updated>2012-02-01T08:58:39.033-05:00</updated><title type='text'>Effects of viewing violent media</title><content type='html'>&lt;i&gt;(The following is a short post by WVU Communication Studies MA student Gregory Cranmer, in reflection of our earlier class on media violence research)&lt;/i&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;The negative effects associated with viewing violent media has been thoroughly studied, with numerous publications concluding that viewing violence increases an individual’s risk of behaving aggressively(Potter, 2003). So the debate is settled, viewing media violence is bad… WRONG. Some scholars suggest that it is the act of viewing violent media is good in the sense that it exposes individuals to violence and allows them todecide that the violent act is wrong. Is it possible, canviewing violence actually be positive?&lt;br /&gt;&lt;br /&gt;Yes, it is possible that some positive effects can come from viewing violence.For example,“NRA Gun Club,” a violent game about shooting guns de-glorifies gun use andpromotes gun safety. Some would point to this as a positive outcome, and even go as far to suggest that without this exposure an individual’s decision about gun use is left up to random chance.&lt;br /&gt;&lt;br /&gt;However, there are two problems with this logic. First, an individual’s decisions onanti-social behaviors will not be left up to chance without media. There are other factors, such as parenting and the already existing societal biases against certain behaviors that have influence over individuals. Second, for every exposure that may lead to a positive outcome, a negative outcome is guaranteed; desensitization to the anti-social behavior. For example, maybe exposing consumers to rape scenes will gross out the viewer and lead them to decide rape is bad. However, viewing the scenes will desensitizethe consumer to rape. It’s a possible positive, but a guaranteed negative.&lt;br /&gt;&lt;br /&gt;One has to feel that the desired message of “rape or violence is wrong” can be achieved without exposing the consumer to graphic displays.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3230505259326488215?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3230505259326488215/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3230505259326488215' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3230505259326488215'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3230505259326488215'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/01/effects-of-viewing-media.html' title='Effects of viewing violent media'/><author><name>Gregory A. Cranmer (WVU)</name><uri>http://www.blogger.com/profile/13446470489443082671</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4656857011923927932</id><published>2012-01-31T09:25:00.000-05:00</published><updated>2012-01-31T09:40:52.921-05:00</updated><title type='text'>Cultivation and New Media</title><content type='html'>&lt;i&gt;The following is a summary post by WVU MA student Zac Goldman following our discussion of Cultivation Theory on Monday night (29 January); the discussion is continued on our &lt;a href="http://www.facebook.com/groups/256600224395940/?notif_t=group_activity"&gt;course Facebook page&lt;/a&gt;.&lt;/i&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;Cultivation Theory has historically been one of media’s most explored theories. However, with the continuous emergence of new media, one must question is cultivation still relevant. The premise behind Cultivation Theory is the notion that the audience receives the same constant message and develops it primarily through mainstreaming or residence. As we move into the era were television channels range well into the thousands; it should be questioned whether cultivation is still feasible in new media as it is currently defined. To determine this, one must consider with the increase in channels, do people truly have choice? Or, are the masses merely bamboozled with an illusion of choice given to them by the network giants? It is conceivable if choice is truly present, an increasingly amount of smaller niches exist now more than ever. Within these smaller niches it would then be theoretically possible that cultivation could occur, and arguably faster within a smaller more homogenous audience. Perhaps then instead of examining choice, current evaluators of cultivation would elect to critique the role of cognition; which is merely non-existent. The idea that cultivation seemingly bypasses all cognitive function revealing a “monkey see, monkey do” reaction within the audience has been at the heart of many scholarly complaints for decades. The objective behind this blog is not to dispute or discredit one of the most popularized theories ever created. Simply, to bring to question is cultivation still relevant in new media? If yes, should necessary constructs be updated? What role might cognition currently play if an updated description of Cultivation Theory was given? These questions should be considered as we continue to determine the relationship between cultivation and new media.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4656857011923927932?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4656857011923927932/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4656857011923927932' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4656857011923927932'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4656857011923927932'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/01/cultivation-and-new-media.html' title='Cultivation and New Media'/><author><name>Zac Goldman</name><uri>http://www.blogger.com/profile/12464580820184177579</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-5446055475614739735</id><published>2012-01-26T11:44:00.003-05:00</published><updated>2012-01-31T09:39:27.625-05:00</updated><title type='text'>Transitioning from Old to New Media</title><content type='html'>Last week we reviewed the four functions of media (i.e., informative, correlational, transmittal, and entertaining) and as technology continues to accelerate, these four goals will keep emerging as questions to be answered. How has the transition from “old media” to “new media” affected the theory of the niche and the way we interact with our technology?&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;The theory of the media niche describes the media environment as an ecology of media organizations in indirect competition for finite resources, and explains how these organizations exist within a niche (i.e., using specific resources that others therefore cannot). The theory predicts that media organizations will survive if they can successfully occupy a niche and specifies the conditions by which this is possible.&lt;br /&gt;&lt;br /&gt;Old media (i.e., newspapers, radio, cable, books, photography, or the telegram) are differentiated from new media by more than the age of the technology. Some critical aspects of old media are that it is analogue (i.e., physical and not digital), degrades over time, and requires physical space.  Beyond its physical nature, old media were expensive to produce and were created to fulfill only one of the four functions of media (e.g., newspapers are informational). A lack of convergence is not the only thing that separates old and new media; Old media is not experiential or interactive.&lt;br /&gt;&lt;br /&gt;New media is becoming increasingly convergent as it fulfills all four functions of media.  As new media continues to become more convergent, it seems to be outdated to define its niche by a particular channel.  This has led to overpopulation of media organizations in any given niche.  Organizations that previously existed in different realms are now competing for the same resources (i.e., audience, content, advertising dollars, and gratification sets). To combat this potential problem, organizations that cannot stand ground in a traditional niche will attempt to identify with a smaller niche (e.g., Myspace now focusing on music-networking). New media continues to expand through a digital society as it becomes increasingly ephemeral; departing from previous forms of space consuming outlets.  The increasing amount of channels in the digital age makes it possible to prosper in smaller niches (albeit with fewer resources). As participants in the digital society ourselves, humans are often becoming unaware of how extensively they use and consume new media.  This development suggests new media is becoming more transparent; or arguably more translucent, than ever before.&lt;br /&gt;&lt;br /&gt;Transparent technology is a tool that requires no skill or knowledge to operate. On the opposite end, opaque technologies require skill and capacities, and there is a sharp distinction between the user and the tool. These tools were designed to serve a function and nothing else. While these two categories cover a wide range of tools, it should be argued that another category has emerged: translucent technology. These “translucent technologies” are not actually mapped to the human perceptual system, and therefore cannot be called true transparent technologies. However, humans have gotten so used to using these technologies that they have moved beyond the opaque category. One example of this translucent technology is the computer keyboard. Most humans can operate the keyboard without any thought; however, practice is required to get to this level. Thus they keyboard fits in neither the opaque nor the transparent categories, and a new category must be created, the translucent technology. As reported in the December 2011 issue of Wired Magazine, Masahiro Mori published an article describing the concept of the “uncanny valley” in 1970.  Mori, a robotics researcher, forwarded that even though humans would eventually be capable of producing robots with nearly human-like appearance, humans would experience significant aversion to human-like robots. Mori described that as an object looks increasingly human-like, we experience increased levels of empathy and identification with that object; however, at a certain level, our fondness dramatically declines.  Mori coined this feeling the “uncanny valley” and it is characterized by “the chilly sensation we feel when we see a robot that looks almost – but not quite – human” (Wired Magazine, 2011).&lt;br /&gt;&lt;br /&gt;Clark describes an opaque technology as one that “keeps tripping the user up” and a transparent technology as one that is integrated our “own biological capacities”. The concept of the uncanny valley would suggest that humans will view robots with near human-like appearance as onstrous, which could constitute a technology which trips the user up.  Yet, a robot with a near human-like appearance indicative of some of our biological capacities.  Given the current direction of our robotic technology and the ever developing skills of humans in relation to technology, new categories between opaque and transparent should be considered. As we have discussed, technology is changing faster than we even realize and it is the job of leaders in these media organizations to keep up. These concepts (i.e. Theory of the Niche, transparency, opaque, and translucence) are important factors to consider while working with media. What else has changed and what other variables may impact these concepts we have outlined?&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-5446055475614739735?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/5446055475614739735/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=5446055475614739735' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5446055475614739735'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5446055475614739735'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/01/transitioning-from-old-to-new-media.html' title='Transitioning from Old to New Media'/><author><name>Betsy</name><uri>http://www.blogger.com/profile/11159874601125558962</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/_DBlHjCFP_S4/SkkioyC4ZaI/AAAAAAAAAAM/yeFhmoGUxzA/S220/use.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-1638032151112118554</id><published>2012-01-11T15:58:00.001-05:00</published><updated>2012-01-31T09:39:43.924-05:00</updated><title type='text'>The History of Media - From Caveman to Current Man</title><content type='html'>In 1940, a group of French schoolchildren stumbled upon what is possibly the first known display of media: cave paintings. These cave paintings depict various important themes in early human life. To understand how these pictures are viewed as a form of media, we must first define media and its components. Media can loosely be defined as a “go-between” from the source to the senses of a receiver. Paul Lazarsfeld identified a &lt;a href="http://www.utwente.nl/cw/theorieenoverzicht/Levels%20of%20theories/macro/Two-Step%20Flow%20Theory.doc/Two-Step%20Flow%20Theory-1.png"&gt;two-step flow model of communication&lt;/a&gt;, which incorporates both the media message and an opinion leader. He also identified a normative approach to the function of media. He argued that media should be informational (we gain knowledge of events or situations), correlational (we learn how society responds to certain events), and transmittal (we learn about culture through our media). Lazarsfeld’s assessment of media was normative and as such overlooked the role of entertainment in media. Charles Wright rectified this issue by introducing entertainment as the fourth purpose of media.&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;Media has developed and expanded over time. It first appeared with the arrival of spoken language. With this development, humans were able to share their inner monologues, and better communicate with their fellow men. Media then evolved into the written word. These inner monologues could then be recorded to transcend space and time and provide the message with consistency. The next major development of media came in the form of Gutenberg’s printing press. With this invention, media transformed from a message for the select few to a message for the masses. Books became available to people of all economic statuses, and the bible was widely distributed. Thus, many humans were able to experience what had previously only been available to a select rich few. Small newspapers even distributed news and human-interest stories. After the printing press, media organizations began to form. Newspapers, telegraphs, and digital technology made space and time irrelevant in regards to the media. With this latest development, we see two distinct themes: duality and fast adoption rates. Duality of media refers to the repositioning of outdated media function and form, while fast adoption rates speeds the impact of media.&lt;br /&gt; &lt;br /&gt; No media history overview is complete without a reference to leisure. Shivers defines leisure as the “time of opportunity where the individual has the ability to create experiences that are gratifying without any redeeming quality.” Human acquired more leisure time by developing fire and organization. These two elements made it easier to hunt, which left the early human with leisure time. During this spare time, early humans developed culture and ritual. Culture and ritual led to the early cave paintings, which taught young members tribal culture. This correlates withLazarsfeld’s functions of media. The cave paintings informed and transmitted cultural and ritualistic aspects of hunting and daily life within the tribe. Thus, early cave paintings can be considered a form of media. These paintings were preserved for over 15,000 years, thus transcending space and time and giving current humans a glimpse of early life.&lt;br /&gt;&lt;br /&gt;Leisure gave man the free time to develop culture. Cavemen used precious resources to create cave paintings for secret rituals and expression. From the first form of media, humans have been using it to learn ourselves and our culture. One could even argue that media is culture. It shapes and defines who we are and gives us outlets and means of self-expression. Understanding the history of media is an important step in grasping current human society. Media has become an integral component of our daily lives, and the study of media has a pertinent and real-world application.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-1638032151112118554?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/1638032151112118554/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=1638032151112118554' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1638032151112118554'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1638032151112118554'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/01/history-of-media-from-caveman-to.html' title='The History of Media - From Caveman to Current Man'/><author><name>Melissa Ceo</name><uri>http://www.blogger.com/profile/17768916936665649657</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6677677642120799424</id><published>2012-01-10T09:33:00.001-05:00</published><updated>2012-01-31T09:39:57.226-05:00</updated><title type='text'>What are Video Games, Anways? (IJoC Book Review)</title><content type='html'>Recently, I reviewed a pair of books on video game theory and research for Dr. Larry Gross, editor of &lt;a href="http://ijoc.org/ojs/index.php/ijoc/"&gt;International Journal of Communication&lt;/a&gt;. The two books reviewed were:&lt;br /&gt;&lt;br /&gt;Ian Bogost, How To Do Things With Videogames, Minneapolis: University of Minnesota Press, 2011, 180 pp., $18.95 (paperback).&lt;br /&gt;&lt;br /&gt;Judd Ethan Ruggill and Ken S. McAllister,  Gaming Matters: Art, Science, and the Computer Game Medium, Tuscaloosa, AL: University of Alabama Press, 2011, 155 pp., $35.00 (paperback), $28.00 (eBook). &lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;The growth of the video game medium as an economic force (Shaw, 2011) and a source of cultural scrutiny (Anderson &amp; Bushman, 2001; NPR, 2011) has made the study of gaming anything but trite in academic circles. Likewise, the study of video games has proven to be increasingly complicated as the medium finds itself—as Judd Ruggill (Arizona State University) and Ken McAllister (University of Arizona) astutely point out in  Gaming Matters: Art, Science and the Computer Game Medium—at ―the nexus of engineering, mathematics, hermeneutics, logic, kinesthesia, narratology, performativity, art, and many others‖ (p. 3). The authors of both volumes attempt to navigate this nexus to explore the many dimensions of video games by offering various perspectives with which to better understand the medium. In How To Do Things With Videogames,  Ian Bogost (Georgia Institute of Technology) argues that video games are best understood in terms of their larger role, and they function in the media ecology, perhaps as an microecology or ―a small, specialized environment within a larger [media] ecosystem‖ (p. 6). Ruggill and McAllister take a different perspective in suggesting video games to be best understood as an amalgation of ―wealth and pleasure through wit and work‖ (p. 103), comparing the process of creating a video game to an alchemist’s mixing of base materials to create something greater than the sum of their parts. For Bogost, a focus on the function of video games rather than on their prominence and providence as a special medium is the best path to understanding their uses and effects. For Ruggill and McAllister, understanding the unique qualities of video game production, marketing, and consumption is the key to understanding their role in society. In short, Bogost maintains that we should see gaming as just another unremarkable offering in the panacea of media choices, while Ruggill and McAllister argue for gaming as a magical union of baser parts that cannot be studied as anything less.&lt;br /&gt;&lt;br /&gt;The complete entry can be found &lt;a href="http://ijoc.org/ojs/index.php/ijoc/article/viewFile/1491/677"&gt;here&lt;/a&gt;:&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6677677642120799424?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6677677642120799424/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6677677642120799424' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6677677642120799424'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6677677642120799424'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/01/what-are-video-games-anways-ijoc-book.html' title='What are Video Games, Anways? (IJoC Book Review)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-8040125283947066892</id><published>2012-01-08T13:26:00.001-05:00</published><updated>2012-01-31T09:40:08.666-05:00</updated><title type='text'>How Demanding is Social Media? Predicting Twitter and Facebook Use (early data)</title><content type='html'>For the upcoming &lt;a href="http://associationdatabase.com/aws/ECA/pt/sp/p_Home_Page"&gt;Eastern Communication Association&lt;/a&gt; conference in Cambridge, Mass this April, our West Virginia University communication technology research team (myself, Assistant Professor David Westerman and Doctoral candidate CJ Claus) is pleased to announce that our study "How Demanding is Social Media: Understanding Social Media Diets as a Function of Perceived Costs and Benefits – a Rational Actor Perspective" has been recognized as a Top Three Research Paper by ECA's Communication Technology Interest Group.&lt;span class="fullpost"&gt;Here is the paper abstract:&lt;br /&gt;&lt;br /&gt;"Using the rational actor perspective (Markus, 1994a) as a guiding frame, this exploratory study examined individuals’ social media diet (i.e., amount, frequency, and duration of use) as a function of task load and expected goal attainment. Surveys were distributed (N = 337) focusing on Facebook and Twitter for informational and relational purposes. Increased task load – conceptualized as a cognitive cost – directly negatively influenced Twitter use but only indirectly influenced Facebook use as a function of perceived benefits. Across conditions, perceived self-efficacy was negatively associated with perceived task load and positively associated with goal attainment, and goal attainment was a significant correlate of increase social media usage. Interpreted, we see that a transparent technology such as Facebook (cf. Clark, 2003) has no cognitive costs associated with its use, while an opaque technology such as Twitter seems to have a salient cognitive cost element. Further, we found that older users of Facebook were more likely to judge the channel as more cognitively demanding and themselves as having lower self-efficacy in using it. Finally, results indicated that for both Facebook and Twitter, males perceived both channels as more cognitively demanding than females. Theoretical and practical explanations and applications for these findings are presented."&lt;br /&gt;&lt;br /&gt;We can't share the paper with you just yet (still being prepared for publication consideration) but the main findings are highlighted below.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Our hypotheses:&lt;/b&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;ol&gt;&lt;span class="fullpost"&gt;&lt;li&gt;Goal attainment will be positively related to usage of social media&amp;nbsp;&lt;/li&gt;&lt;li&gt;Perceived task load will be negatively related to usage of social media&amp;nbsp;&lt;/li&gt;&lt;li&gt;Self-efficacy will be positively related to perceived benefits of using social media&amp;nbsp;&lt;/li&gt;&lt;li&gt;Self-efficacy will be negatively related to perceived costs of using social media&amp;nbsp;&lt;/li&gt;&lt;/span&gt;&lt;/ol&gt;&lt;span class="fullpost"&gt;&lt;b&gt;The hypothetical research model:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;span class="fullpost"&gt;&lt;span class="fullpost"&gt;&lt;a href="http://2.bp.blogspot.com/-bADNOS_wPPA/TwnYgCcStwI/AAAAAAAAAMU/Bju2-Abaf4s/s1600/BWC_Figure1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="191" src="http://2.bp.blogspot.com/-bADNOS_wPPA/TwnYgCcStwI/AAAAAAAAAMU/Bju2-Abaf4s/s320/BWC_Figure1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;The results for Facebook users:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Y_W5DAuwlLQ/TwnZTef5knI/AAAAAAAAAMc/sRW-Dj-8OFU/s1600/BWC_FacebookFig.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="166" src="http://1.bp.blogspot.com/-Y_W5DAuwlLQ/TwnZTef5knI/AAAAAAAAAMc/sRW-Dj-8OFU/s320/BWC_FacebookFig.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;For Facebook, you'll notice that the presented model is not the same as the hypothetical one. This is because the link between Task Load Index (this was our measure of cognitive demand, developed by Hart &amp;amp; Staveland, 1988) and one's social media diet (their frequency, amount, and duration of social media use; a scale adapted from Kreek, McHugh, Schluger, &amp;amp; Kellogg, 2003) was not significant (.-09), suggesting that there is no association between the two variables - in other words, for Facebook users there does not seem to be a salient cognitive demand for the technology. However, there was a significant association between cognitive demand and goal attainment. It seems that the best predictor of Facebook usage is rather simple - if I can use the program to meet my goals. In other words, Facebook is not really seen as being difficult to use, but it might not be overly-useful for all situations and it is the latter that predicts the program's usage.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;...and the results for Twitter users:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-huBwAYTcU0U/TwnZXvyCtRI/AAAAAAAAAMk/hCA3jlL2CEY/s1600/BWC_TwitterFig.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="173" src="http://2.bp.blogspot.com/-huBwAYTcU0U/TwnZXvyCtRI/AAAAAAAAAMk/hCA3jlL2CEY/s320/BWC_TwitterFig.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;For Twitter users, our model holds up just as predicted, with acceptable fit indices: chi-square(2) = 3.13, p = .209, CMIN/df = 1.57, CFI = .982, RMSEA = .059. Unlike Facebook, cognitive demand is seen as a barrier to Twitter usage, while the ability to use the program to attain one's goals (in our study, information- and relationship-based) was a positive predictor of usage. Furthermore, Twitter was seen as significantly more demanding than Facebook overall - though we should not that the mean scores of cognitive demand for both programs were both in the lower quartile of our 21-point measurement instrument (Facebook: M = 5.02, SD = 3.40; Twitter: M = 5.97, SD = 3.90, t(315) = -2.33, p = .020); as well, Facebook was used significantly more by participants in our survey (Facebook: M = 6.80, SD = 2.77; Twitter: M = 4.06, SD = 3.31, t(333) = 8.21, p &amp;lt; .001; 12-point scale).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;A note on gender and age:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A rather compelling finding was the association between gender and age as related to social media. An excerpt from our paper:&lt;blockquote class="tr_bq"&gt;&lt;span style="font-family: 'Times New Roman', serif; font-size: 12pt;"&gt;Across experimental conditions, males alsoself-reported significantly higher levels of perceived task difficulty at usingsocial media than did females (males: M = 6.12, SD = 3.79; females: M = 4.25,SD = 3.10, t(315) = 4.50, p &amp;lt; .001) and lower social media self-efficacy(males: M = 4.53, SD = .85; females: M = 4.79, SD = .743, t(334) = -2.83, p&amp;lt; .001). Age was also positively associated with perceived task difficulty(r = .215, p = .005) and negatively correlated with social media diet (r =-.197, p = .010); these age findings are particularly relevant given the relativerestriction of range in the age variable in our study in which 95 percent ofour sample was between the ages of 18 and 22 (minimum = 18, maximum = 28, mode(n = 56, 32%) = 20). Notably as our analyses are separated for Facebook andTwitter usage, we tested the influence of age and sex on our study variableswithin both conditions. Unexpectedly, we found separate patterns of influencefor both variables. In the Facebook sample, age was significantly correlatedwith perceived task load (r = .215, p = .005) and social media diet (r = -.197,p = .010) and sex was significantly correlated with perceived task load (r =-.184, p = .015). In the Twitter sample, age was significantly correlated withperceived social media self-efficacy (r = -.173, p = .030) and sex wascorrelated with both self-efficacy (r = .180, p = .023) and perceived task load(r = -.312, p &amp;lt; .001).&amp;nbsp;&lt;/span&gt;&lt;/blockquote&gt;What's your take on all of this? We'll provide our answers at &lt;a href="http://associationdatabase.com/aws/ECA/pt/sp/p_convention_main"&gt;ECA 2012&lt;/a&gt;, and maybe we'll see you there?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;References:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Clark, A. J. (2003). &lt;i&gt;Natural-born Cyborgs. &lt;/i&gt;New York; Oxford University Press.&lt;br /&gt;&lt;br /&gt;Hart, S. &amp;amp; Staveland, L. (1988). Development of NASA-TLX (Task Load Index): Results of empirical and theoretical research. In P. Hancock &amp;amp; N. Meshkati (Eds.), Human Mental Workload (pp. 139-183). Amsterdam: North Holland.&lt;br /&gt;&lt;br /&gt;Kellogg, S., McHugh, P., Bell, K., Schluger, J., Schluger, R., LaForge, K., Ho, A., &amp;amp; Kreek, M. (2003). The Kreek-McHugh-Schluger-Kellogg scale: a new, rapid method for quantifying substance abuse and its possible applications. Drug &amp;amp; Alcohol Dependence, 69, 137-150.&lt;br /&gt;&lt;br /&gt;Markus, M. L. (1994a). &lt;i&gt;Finding a happy medium: Explaining the negative effects of electronic communication on social life at work&lt;/i&gt;. ACM Transactions on Information Systems, 12, 119-149. &lt;a href="http://dl.acm.org/citation.cfm?id=196734.196738"&gt;doi:10.1145/196734.196738&lt;/a&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-8040125283947066892?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/8040125283947066892/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=8040125283947066892' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8040125283947066892'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8040125283947066892'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2012/01/how-demanding-is-social-media.html' title='How Demanding is Social Media? Predicting Twitter and Facebook Use (early data)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-bADNOS_wPPA/TwnYgCcStwI/AAAAAAAAAMU/Bju2-Abaf4s/s72-c/BWC_Figure1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-666009476090289080</id><published>2011-11-03T16:02:00.001-04:00</published><updated>2011-11-03T16:06:32.145-04:00</updated><title type='text'>Advertising Lecture - What is Social about Capitalism? Using Social Media in Advertising Campaigns</title><content type='html'>Earlier today, I had the pleasure of leading a lecture and discussion for a group of West Virginia University &lt;a href="http://journalism.wvu.edu/academics/undergraduate_programs/advertising_program"&gt;advertising students&lt;/a&gt; enrolled in ADV215 "Principles of Advertising" on the basics of social media marketing. I've included the PowerPoint presentation &lt;a href="http://www.slideshare.net/bowmanspartan1/social-media-advertising-wvu-guest-talk"&gt;here&lt;/a&gt; via SlideShare...&lt;span class="fullpost"&gt;&lt;div style="width:425px" id="__ss_9995830"&gt; &lt;strong style="display:block;margin:12px 0 4px"&gt;&lt;a href="http://www.slideshare.net/bowmanspartan1/social-media-advertising-wvu-guest-talk" title="Social Media Advertising (WVU Guest Talk )" target="_blank"&gt;Social Media Advertising (WVU Guest Talk )&lt;/a&gt;&lt;/strong&gt; &lt;iframe src="http://www.slideshare.net/slideshow/embed_code/9995830" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"&gt;&lt;/iframe&gt; &lt;div style="padding:5px 0 12px"&gt; View more &lt;a href="http://www.slideshare.net/" target="_blank"&gt;presentations&lt;/a&gt; from &lt;a href="http://www.slideshare.net/bowmanspartan1" target="_blank"&gt;Nick Bowman&lt;/a&gt; &lt;/div&gt; &lt;/div&gt;As always, I look forward to questions, comments, and other feedback!&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-666009476090289080?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/666009476090289080/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=666009476090289080' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/666009476090289080'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/666009476090289080'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/11/advertising-lecture-what-is-social.html' title='Advertising Lecture - What is Social about Capitalism? Using Social Media in Advertising Campaigns'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6178646909463001045</id><published>2011-10-13T09:57:00.003-04:00</published><updated>2011-10-13T13:41:09.185-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MCA'/><category scheme='http://www.blogger.com/atom/ns#' term='instructional communication'/><category scheme='http://www.blogger.com/atom/ns#' term='Facebook'/><category scheme='http://www.blogger.com/atom/ns#' term='uses and gratifications'/><category scheme='http://www.blogger.com/atom/ns#' term='social media'/><category scheme='http://www.blogger.com/atom/ns#' term='masspersonal'/><category scheme='http://www.blogger.com/atom/ns#' term='Frostburg State'/><title type='text'>Masspersonal Communication: Negotiating the Personal, Political, and Civil</title><content type='html'>Tomorrow, a group of my colleagues and myself will be in Frostburg, MD to present at a roundtable discussion sponsored by the &lt;a href="http://www.marylandcomm.org/"&gt;Maryland Communication Association&lt;/a&gt;. The focus of this discussion is to unpack O'Sullivan's notion of masspersonal communication and apply the concept to understanding the influence of social media technologies in a variety of different communication environments. I'm going to try and live-tweet the conversation using the #masspesonal hashtag but I imagine I'll be too entrenched in the conversation to access my phone. Of course, this doesn't have to stop you from sending over questions and comments. Post feedback below or with the #masspersol hashtag (I'm at @bowmanspartan), and we'll look to answer emerging questions together. And if you're in the region, we hope to see you there! [&lt;a href="http://maps.google.com/maps?rlz=1C1ASUT_enUS446US447&amp;um=1&amp;ie=UTF-8&amp;q=Frostburg+State+University+google+maps&amp;fb=1&amp;gl=us&amp;hq=State+University&amp;hnear=0x89ca90d3964700bd:0xea327121492fe70e,Frostburg,+MD&amp;cid=0,0,897544494274639141&amp;ei=R-6WTqPGOoXa0QGLstDhBA&amp;sa=X&amp;oi=local_result&amp;ct=image&amp;ved=0CAUQ_BI"&gt;map&lt;/a&gt;]&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;b&gt;2011 Maryland Communication Association Conference&lt;/b&gt;&lt;br /&gt;Roundtable Discussion: “Masspersonal Communication: Negotiating the Personal, Political, and Civil”&lt;br /&gt;&lt;br /&gt;Moderator: Lori E. Vela, West Virginia University&lt;br /&gt;&lt;br /&gt;Nick Bowman, West Virginia University&lt;br /&gt;C. J. Claus, West Virginia University&lt;br /&gt;John Lombardi, Frostburg State University&lt;br /&gt;Elesha L. Ruminski, Frostburg State University&lt;br /&gt;David Westerman, West Virginia University&lt;br /&gt;&lt;br /&gt;This roundtable will begin with an introduction of the topic of masspersonal communication and move to discussion of interpersonal privacy, surveillance, and legal issues surrounding “personal,” “public,” and “mass” uses of social media as well as political correctness and civility in online postings. The question of censorship (self and imposed) will be discussed, with this central question under debate: “Does anything go with social networking?”&lt;br /&gt;&lt;br /&gt;&lt;b&gt;“Smallville – Population: 6,000,000,000”&lt;/b&gt;&lt;br /&gt;&lt;i&gt;Nicholas David Bowman, West Virginia University&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Recent data from the Pew Charitable Trusts has suggested social media to play a binding role in society – drawing individuals together rather than separating them. While not surprising to those individuals accustomed to the ‘wired life’, these data might come as a surprise to those subscribing to Putnam’s assertions that mediated technologies have causes us to lose much of our social capital – a thought echoed to some extent by anecdotal evidence of the technology “geeks” as a socially-awkward and isolated lot. My discussion will focus on the binding role of today’s Web 2.0 technology, drawing on recent empirical and anecdotal evidence (such as the Arab Spring uprisings and the London riots) to explain how communication technology has drawn us closer perhaps than ever before. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;“Masspersonal Communication within the College Classroom: The Tension between Instructor and Student Use of Facebook”&lt;/b&gt;&lt;br /&gt;&lt;i&gt;C.J. Claus, West Virginia University&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The current college student has expectations that college instructors will use at least some form of technology during their courses (Witt &amp; Schrodt, 2006), so long as the incorporation of such technology is relevant to the course objectives (Lane &amp; Shelton, 2001). Given the prevalence of social media within the college population, certain instructors have begun to shift their mediated communication with students from e-mail to Facebook. However, Facebook, is mainly a social website designed to establish and maintain personal relationships and although instructors could use the site to provide information about the course, do students even want to be friends with their instructors? Furthermore, this channel is an excellent example of O’Sullivan’s concept of “Masspersonal” communication, where both private and public messages are manipulated. Thus, students have to then navigate and decide what content is posted for everyone to see and what content should be concealed. Depending upon how weak their security settings are, instructors could inadvertently stumble across information that is highly personal, not related to school, and result in a damaged image of the student. On the other hand, at the point that students block everything from their professors (i.e., status updates and photos), then how does this channel become any more effective or useful than e-mail or BlackBoard?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;“Is the Medium Still the Message?”&lt;/b&gt;&lt;br /&gt;&lt;i&gt;John Lombardi, Frostburg State University&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Perhaps lost in the discussion of the uses of social networking and where it fits academically or even hierarchically is the issue of the medium itself.  The concept of “mass” communication is not necessarily tied to the number of recipients.  Instead it’s generally from whom the message is sent and how the message is accessed that determine whether the communication is “mass.”  The definition of mass communication presented by Baran and Davis (2009) is generally accepted:  “When an organization employs a technology as a medium to communicate with a large audience, mass communication is said to have occurred” (p. 5).  However, as technology changes it is becoming more possible to target messages to specific individuals.  As such the issue of a “large audience” becomes more ambiguous.  Of additional concern, though, is the issue of access.  Generally speaking “mass communication” messages are reasonably accessible.  Most social networking messages lie behind some type of barrier (generally the need to both subscribe to the service and become directly associated with the person creating the message).  Within the social networking framework it is generally not possible for someone to simply happen upon a message.  As such social networking should be viewed as a personal forum.  Civility is not a requirement, at least no more than it is in any other part of our day-to-day lives.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;“Situating Me and You (and I and Thou) within the Social Networking Transformation of the Public Sphere(s)” &lt;/b&gt;&lt;br /&gt;&lt;i&gt;Elesha L. Ruminski, Frostburg State University&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;With the rise and prevalence of social networking sites as primary communication channels, marketing forums, and virtual social communities today, we need more textured, ethical understandings of the theoretical and practical interdisciplinary intersection of mass communication, public communication, and interpersonal communication. Critical within this emerging “masspersonal” convergence is the study and application of interpersonal and public sphere ethics and “virtual civility”; drawing on Habermas’s proposals about the transformation of the public sphere and Buber’s impersonal-interpersonal construct of it-you-thou, social networkers might better be able to consider how they situate the self as embedded within multiple publics within the presence of many known and unknown “others.” An assignment that helps students explore how self is perceived, presented, and situated in relation to others within various publics within social networking sites will be shared. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;“Masspersonal Communication: What is It, and Why Does it Matter??”&lt;/b&gt;&lt;br /&gt;&lt;i&gt;David Westerman, West Virginia University&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;O'Sullivan has recently discussed the concept of "Masspersonal" communication, suggesting that traditional lines of demarcation in the communication discipline (i.e., mass vs. interpersonal) have been surpassed by the technologies we use for this communication. In other words, many of our newer technologies (although past ones allowed this as well) allow people to use "mass" channels for "interpersonal" communication and vice versa. Thus, O'Sullivan points out that newer divisions may be more fruitful to consider, such as public vs. private interactions. This public vs. private dialectic is one that many people have to navigate today. Walking this tightrope will be discussed, as many people seem to fail at this navigation. &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6178646909463001045?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6178646909463001045/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6178646909463001045' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6178646909463001045'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6178646909463001045'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/10/masspersonal-communication-negotiating.html' title='Masspersonal Communication: Negotiating the Personal, Political, and Civil'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total><georss:featurename>Morgantown, WV, USA</georss:featurename><georss:point>39.629526 -79.9558968</georss:point><georss:box>39.58952 -80.00059130000001 39.669532 -79.9112023</georss:box></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2344308038967083064</id><published>2011-10-10T10:28:00.013-04:00</published><updated>2011-10-13T10:04:37.574-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Putnam'/><category scheme='http://www.blogger.com/atom/ns#' term='civic engagement'/><category scheme='http://www.blogger.com/atom/ns#' term='social media'/><category scheme='http://www.blogger.com/atom/ns#' term='Gessellschaft'/><category scheme='http://www.blogger.com/atom/ns#' term='Shirkey'/><category scheme='http://www.blogger.com/atom/ns#' term='Gemeinschaft'/><category scheme='http://www.blogger.com/atom/ns#' term='Digitalengemeinschaft'/><category scheme='http://www.blogger.com/atom/ns#' term='CMC'/><title type='text'>Position Paper: When is a metropolis a village? Social media and the new Digitalengemeinschaft</title><content type='html'>In advance of the 2011 Urban Communication Foundation in New Orleans, myself and co-author Lori Vela (doctoral student, West Virginia University) are posting our position paper, "When is a metropolis a village? Social media and the new Digitalengemeinschaft" [also available for download &lt;a href="http://ndbowman.info/documents/+++SocialMediaandGessellschaft(PositionPaper_Submitted).doc"&gt;here&lt;/a&gt;]. Here's the abstract, full paper to follow the bump:&lt;br /&gt;&lt;br /&gt;From the earliest days of the Industrial Revolution to Putman’s (1995; 2000) infamous “Bowling Alone” hypothesis, there has been an assumption among scholars that urban communities feature collections of isolated individuals – that is, dense populations with few and weak social bonds between people. Media scholars invoke Tönnies (1887) concept of Gessellschaft to explain mass audiences with little in common but their shared media experiences, and this assumption is at the foundation of many classic theories of mass communication such as agenda-setting and cultivation theory. In a Gessellschaft, media is thought to hold influence on individuals due to its pervasiveness, consistency, and importance in their daily lives as a sole source of information and leisure, as these individuals lack of interpersonal bonds with others is thought to strengthen media’s potential effect on them. Perhaps most associated with Putnam (1996), this isolationist approach to media has been challenged recently as the popularity of social media continues to rise. The new social media appears to serve as a binding rather than individualizing force, as it features users collaborating and creating content to share with one another – in many ways, helping us reconnect with our past social ways (cf. Christakis &amp;amp; Fowler, 2009). In the new “publish first, filter second” paradigm, media users are increasingly serving as producers and consumers of their own unique content, and this process is playing out globally, particularly in urban areas as witnessed by recent political unrest in major Arab capitals and, more recently, similar civic actions in San Francisco, London, and Philadelphia. This paper will discuss the implications of increased social media adoption in understanding how information is created and shared – suggesting the presence of a Digitalegemeinschaft, or a society bonded through social media and reminiscent of the close-knit Gemeinschaft of older times. Our paper further argues that social network serves to bond otherwise-detached urban communities, and this bonding can have a profound effect on civic engagement by cultivating an environment by which information is delivered to the masses from the masses. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;b&gt;When is a metropolis a village? Social media and the demise of Gessellschaft&lt;/b&gt; &lt;br /&gt;Traditional views of the role of media in society have focused on its individualizing role. The earliest theories of media effect assumed strong, universal and direct effects of messages on individuals due to the weakness of individuals’ connections to one another in the new Gessellschaft –the densely-populated-yet-socially-isolated urban environment (cf. Tönnies, 1887). Although this “magic bullet” paradigm (cf. Lowery &amp;amp; DeFleur, 1995) has long since been rejected by media scholars, concerns about the individualizing effects of media on society have remained. For example, Putnam’s (1995a; 1995b) displacement hypothesis argues that media – particularly television (as a dominant form of traditional media) – tends to privatize leisure time in deference to engaging in more social activities resulting in an erosion of civic engagement and an increase in social isolation.[1] &amp;nbsp;Yet, emerging anecdotal and empirical data suggest the assumption of media as an individualizing force to be a flawed one, and instead has argued for the binding role of media – particularly social media – in bringing us together more in line with Tönnies’ (1887) notion of Gemeinschaft, or community of close-knit individuals marked by a “unity of will”(pp. 22). Recent research (Jennings &amp;amp; Zeitner, 2003; Shah, Kwak, &amp;amp; Holbert, 2001;) has reported positive associations between increased Internet usage and several indicators of civic engagement such as increased social capital. Particularly with Facebook, work by Valenzuela, Park and Kee (2009) reported a positive relationship between intense Facebook use and civic engagement among college students, and Leung (2009) found that users who generate their own content felt more empowered in their civic engagement off-line.[2]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;A better understanding of social media’s functionality might offer an explanation for these patterns. Shirkey (2008; 2010) noted that social media technology has ushered in a media system in which we collaborate in the creation and sharing of content rather than passively consume it in isolation. Rainie, Purcell, and Smith (2011) suggest communication technology to strengthen rather than weaken our participation in society, finding through survey research that individuals online are more engaged in their communities than those offline. Furthermore, anecdotal evidence points to the role of social media in fanning the flames of political uprisings in Egypt, Libya, and Tunisia as well as other Arab nations – the so-called ‘Arab Spring’ of 2011 – as individuals with similar ideas were able to circumvent traditional media controls to collaborate and share messages of revolution through new media channels.[3] &amp;nbsp;Taking these arguments in sum and conceptualizing our past Gemeinschaft with our present Gessellschaft, we argue that while mediated communication channels may distance us  physically, their function draw us closer both socially and psychologically, and we suggest implications for this new Digitalegemeinschaft at the theoretical and applied level. We argue that social media has ushered in a demise of the isolated society and the (re)birth of a digitally-connected one.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Media as an Individualizing Force&lt;/b&gt;&lt;br /&gt;Traditional media has often been chided for its role in the demise of social capital and civic engagement. Putnam (1995a,b) argued for the individualizing role of television viewing in his infamous “Bowling Alone” treatise, suggesting that while the average American has experienced an increase in leisure time, this time has been filled using forms of media that isolate them from one another. Shirkey (2010) similarly argued that the cognitive surplus experienced by individuals as a result of increased modernization (particularly in the workplace, where the average work week has fallen from 80 hours in the late 1800s to less than 35 today; Cettron &amp;amp; Davies, 1989) resulted in a reliance – not a dependence – on media at the expense of social engagement; a reliance driven in no small part to the attractiveness of media as a form of entertainment (Zillmann, 2000).[4] &amp;nbsp;While attractive, most forms of entertainment media are not designed to be consumed socially but rather are isolated pursuits, and this isolation comes at the expense of social interaction and, eventually, civic engagement.[5] &amp;nbsp;Similar patterns have been reported with the use of new media. For example, Nie and Erbring (2000) found initial evidence that increased time spent with media technology led to decreased interaction with family and friends, and Stepanikova, Nie, and He (2010) reported positive associations between increased Internet browsing and general Internet communication (such as chat rooms) and both increased loneliness and decreased life satisfaction.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;(Social) Media as a Binding Force&lt;/b&gt;&lt;br /&gt;In response to these criticisms, we first note that new technologies almost always usher in a wave of criticism regarding their potentially-damaging effects on social engagement (cf. Bargh &amp;amp; McKenna, 2004). In many ways, early theorists tend to make “milkshake mistakes” (Shirkey, 2010, pp. 12) by focusing more on the channel of communication and less on its function. For example, the early cues-filtered-out approach to online communication (Daft &amp;amp; Lengel, 1986) argued that sustaining meaningful communication would be difficult through mediated communication because of the lack of social cues in interaction.  More current theorizing by Walther (1992) argued instead for a cues-filtered-in approach suggesting that technology users are able to overcome and even take advantage of the lack of cues in order to sustain and even enhance relationships. As well, while the two aforementioned studies by Nie and colleagues argued that technology use displaces us from spending time with one another, scrutiny of data from the former study found no appreciable reduction of time spent with family and friends for 95 percent of participants (Katz et al., 2001) and scrutiny of the methodology from the latter study calls to question whether Internet browsing and general Internet communication are variables focused incorrectly on mere time spent with the channel of communication rather than attending to the manner in which it is being used (cf. Shah, Kwak, &amp;amp; Holbert, 2001).[6]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Indeed, those scholars who argue for the individualizing role of the technology appear to overlook the many communication functions that new media collects in one place (Bargh &amp;amp;; McKenna, 2004). Put simply, while time spent with technology might be increasing, much of this time is spent communicating with friends and family via e-mail, text messaging, status updates, sharing multimedia, and even sharing and discussing traditional media – often during times in which communication might not have been possible (for example, waiting in line while shopping or waiting for a train, bus, or plane at a public terminal). These findings track with the assertions of Christakis and Fowler (2009) who argued that communication technologies tend to draw us closer to, rather away from, our past. Indeed, Robinson and colleagues (2000) argued that survey data suggesting increased social involvement for Internet users is not problematic but rather can be explained by understanding said use as a purposive attempt by users to connect with each other. Katz et al. (2001) reported increased involvement in religion, leisure, and community organizations for Internet users using a similar line of argumentation. Additionally, Kraut et al. (2002) found that after an initial dip in interaction immediately following the introduction of computers to Pittsburgh households, time spent with friends and family face-to-face increased significantly after people learned how to use various programs (e-mail, social network sites, blogs, etc.) to stay in touch with others. Studying urban spaces, Hampton, Livio, and Goulet (2010) found that individuals who lived or spent time in areas with free wireless access tended to have many more strong and weak ties (both face-to-face and CMC) than individuals without wireless access.[7]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Arab Spring and the Case for Digitalengemeinschaft &lt;/b&gt;&lt;br /&gt;Perhaps one of the more stark examples of social media connecting otherwise-disparate individuals in a communal fashion is the aforementioned Arab Spring uprisings in early 2011. What started with a vegetable merchant’s self-immolation in protest of government policy in Tunisia evolved into political discourse not commonly seen in this region of the world and certainly not seen through domestic media sources. While state-controlled media provided little coverage of Mohammed Bouzazizi’s protest and death, news of his apparent self-sacrifice in defiance of his government spread through Facebook, Twitter, and Youtube not only through the Arab world but also the global media, a key factor in grabbing world attention to the debates and providing a human face to otherwise-unknown – or at least, under-reported – perceived political oppression (Howard, Duffy, Freeion, Hussain, Mari, &amp;amp; Mazaid, 2011). Regarding new media, Howard et al. (2011) identified three features of the Arab Spring both central to its success and directly attributable to social media usage: the use of social media to circumvent traditional media systems and shape political debates (such as the creation of Youtube videos of Tunisian President Zine El Abidine Ben Ali’s wife shopping in Europe using state-owned aircraft), a spike in online conversations directly preceding major events on the ground (for example, a 1000 percent spike in criticism of then-Egyptian president Hosni Mubarak – from 2,300 to 230,000 daily tweets – in the week preceding his resignation), and the role of social media in globalizing the democratic revolution (such as the 225,000 tweets discussing Mubarak’s resignation that originated outside of Egypt). Notably, their research uncovered that many of the social media “players” during the Arab Spring were not close-knit friends or political operatives. Rather, they were disenfranchised urban youth whose new-found social media networks allowed them to collectively express their disapproval of their regimes in an extreme form of civic engagement: protest. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Focusing on the functions of technology allows us to understand this binding role of social media in modern society, both in the Arab Spring example above and in general. Anecdotally and empirically, time spent with social media appears to often be directed toward relational maintenance, as said media provide opportunities to maintain connections that otherwise might be lost due to our own daily discourses. As we shifted from the pre-Industrial Revolution Gemeinschaft to the modern-day Gessellschaft, communication technology has continually evolved to bridge the growing gap between ourselves and those we hold close, in some ways in an effort to bring us back to where we came from (Christakis &amp;amp; Fowler, 2009). But just as we have learned to use communication technology to overcome the limitations of CMC (cf. Walther, 1992), might it be possible that we can learn to integrate technology into enhancing our connections with one another as suggested by Hollan and Stornetta (1992)? Indeed, Clark (2003) argued that technologies make us more rather than less human, as we learn to extend our minds beyond their physical limitations. In terms of social media, we have learned to use the programs in order to stay in closer contact with each other by sharing (and remembering) details about each other – such as birthdays, anniversaries and other special events – that not only sustain our relationships with one another, but actually enhance and strengthen them.&lt;br /&gt;Of course, it is still open for debate as to whether or not increased strong ties are necessarily a good thing. Granovetter (1973) argued that that while strong ties are good for social connectedness, weak ties might actually be better for the spread of novel information because there is little fear of reprisal from the other party. Similarly, Kang (2000) suggested that the anonymity and lack of relational closeness typified by some online communication tends to increase self-disclosure because individuals are less concerned with saving face. In short, it can be argued that strong ties tend to formalize and choke communication (particularly of novel information) while weak ties are better equipped to expand communication. Along this vein, social media may be able to help us maintain both types of ties. Social media allows us to sustain (and enhance) propinquity (closeness) with our close relational partners (Bazarova &amp;amp; Walther, 2008), but they also allow us to expose ourselves to new information through the formation of weak ties (cf. Granovetter, 1973) – in other words, the Digitalengemeinschaft (the digital society) might actually function better than the Gemeinschaft (the close-knit but also closed-off form of old society). Perhaps the shift to the Digitalengemeinschaft will help bind rather than individualize users, influencing civic engagement by altering the manner in which information is consumed and shared. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;_________________&lt;br /&gt;&lt;b&gt;Footnotes&lt;/b&gt;&lt;br /&gt;[1] In confirmation of Putnam’s hypothesis regarding social isolation, McPherson, Smith-Lovin, &amp;amp; Brashears (2006) found that Americans in general self-reporting having few confidants with which to share information than they did in the mid-20&lt;sup&gt;th&lt;/sup&gt; century.&lt;br /&gt;[2] Indeed, Putnam’s assertions have been challenged even with regards to traditional media, as research suggests increased traditional media use to increase rather than decrease civic engagement (cf. Moy, Scheufele, &amp;amp; Holbert, 1999) when one considers the goal of media usage – in this case informational rather than entertainment.&lt;br /&gt;[3] Of course, social media has also played a prominent role in more unfortunate Philadelphia “phlash robs” of Summer 2011, where teenagers were using social media applications to coordinate mayhem throughout the city (cf. Timpane, 2011).&lt;br /&gt;[4] In fact, as far back as the early 20&lt;sup&gt;th&lt;/sup&gt; century Hart (1925) noted that “the eight-hour work day is now the accepted working day in almost all industries. That leaves eight hours in which people may follow their own pursuits. It is a matter of concern in a democracy what those pursuits shall be” (pp. 111).&lt;br /&gt;[5] We are careful to note here that as far back as the Payne Fund Studies (cf. Lowery &amp;amp; DeFleur, 1995) researchers found certain media to be social in nature, such as children attending movies together. As well, anecdotal ‘water cooler talk’ about television has been prevalent since the invention of the medium (cf. the infamous Seinfeld lawsuits early 90s, where employees repeating jokes from the show at work were being accused of harassment; Kauffman, 2009). At the risk of creating a straw man argument, we nonetheless present the media individualization argument in the vein of Putnam. &lt;br /&gt;[6] In fact, both Mannell, Zuzanek, and Aronson (2005) and Peng and Zhu (2011) found that new media users spend significantly less time with traditional media, and both groups spend a relative equal amount of time on social activities – suggesting that new media displaces time spent with old media but not time spent engaging in society.&lt;br /&gt;[7] Moy et al.’s (1999) finding that heavy traditional media users were more civically engaged can also be explained from a functional approach, as it makes sense that in order for an individual to be involved in their community, they would need to be attuned to the issues affecting said community – issues likely represented in the mass media in the form of local television and newspapers.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;References&lt;/b&gt;&lt;br /&gt;Bargh, J. A., &amp;amp; McKenna, K. Y. A. (2005).The Internet and social life. Annual Review of Psychology, 55, 573-590.&lt;br /&gt;Bazarova, N. N., &amp;amp; Walther, J. B. (2008).Validation and application of electronic propinquity theory to computer-mediated communication in groups. Communication Research, 35, 622-645.&lt;br /&gt;Christakis, N. A., &amp;amp; Fowler, J. H. (2009).Connected: The surprising power of our social networks and how they shape our lives. New York: Little, Brown, and Company. &lt;br /&gt;Cettron, M., &amp;amp; Davies, O. (1989). American Renaissance: Our life at the turn of the 21st century. New York: St. Martin’s.&lt;br /&gt;Clark, A. (2003). Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence. Oxford: Oxford University Press.&lt;br /&gt;Daft, R. L., &amp;amp; Lengel, R. H. (1986).Organizational information requirements, media richness and structural design. Management Science, 32(5), 554-571. &lt;br /&gt;Granovetter, M. S. (1973). The strength of weak ties. American Journal of Sociology, 78(6), 1360-1380. &lt;br /&gt;Hampton, K. N., Livio, O., &amp;amp; Goulet, L. S. (2010). The social life of wireless urban spaces: Internet use, social networks, and the public realm. Journal of Communication, 60(4), 701-722.&lt;br /&gt;Hart, J. K. (1925). The place of leisure in life. Annals of the American Academy of Political and&lt;br /&gt;Social Science, 118, 111-115.&lt;br /&gt;Holland, J.D., &amp;amp; Stornetta S., (1992).  Beyond being there.  Proceedings of ACM Conference on Computer Human Interaction: Monterey, CA, 119-125.&lt;br /&gt;Howard, P. N., Duffy, A., Freeion, D., Hussain, M., Mari, W., &amp;amp; Mazaid, M. (2011). Opening closed regimes: What was the role of social media during the Arab Spring? Project on Information Technology &amp;amp; Political Islam, University of Washington. &lt;br /&gt;Jennings, M. K., &amp;amp; Zeitner, V. (2003). Internet use and civic engagement: A longitudinal Analysis. Public Opinion Quarterly, 67(3), 311-322. &lt;br /&gt;Katz, J. E., Rice, R. E., &amp;amp; Aspden, P. (2001). The internet, 1995-2000. American Behavioral Scientist, 45, 405-419. &lt;br /&gt;Kauffman, C. (2009, August 22). ‘Seinfeld’ joke gets man canned for harassment. Des Moines Register. &lt;br /&gt;Kraut, R., Kiesler, S., Boneva, B., Cummings, J., Helgeson, V., et al. (2002). Internet paradox revisited. Journal of Social Issues, 58(1), 49-74. &lt;br /&gt;Leung, L. (2009). User-generated content on the internet: An examination of gratifications, civic engagement, and psychological empowerment. New Media &amp;amp;Society, 11(8), 1327-1347. &lt;br /&gt;Lowery, S. A. &amp;amp; DeFleur, M. L. (1995).Milestones in Mass Communication Research (3rd Ed.). White Plains, NY: Longman. &lt;br /&gt;Mannell, R. C., Zuzanek, J., &amp;amp; Aronson, R. (2005, May). Internet/computer use and adolescent leisure behavior, flow experiences and psychological well-being: The displacement hypothesis. Paper presented at the Eleventh Canadian Congress on Leisure Research, Nanaimo, BC. &lt;br /&gt;Moy, P., Scheufele, D. A., &amp;amp; Holbert, R. L. (1999). Television use and social capital: Testing Putman’s time displacement hypothesis. Mass Communication &amp;amp; Society, 2(1/2), 27-45. &lt;br /&gt;Nie, N. H., &amp;amp; Erbring, L. (2000). Internet and Society: A Preliminary Report. Stanford, CA: Stanford Institute for the Quantitative Study of Sociology.&lt;br /&gt;Peng, T. Q. &amp;amp; Zhu, J. H. (2011). A game of win-win or win-lose? Revisiting the internet’s influence of sociability and the use of traditional media. New Media &amp;amp; Society, 13(4), 568-586. &lt;br /&gt;Putnam, R. D. (1995a). Bowling along: America’s declining social capital. Journal of Democracy, 6(1), 65-78. &lt;br /&gt;Putnam, R. D. (1995b). Tuning in, tuning out: The strange disappearance of social capital in America. PS: Political Science &amp;amp; Politics, 28, 664-683. &lt;br /&gt;Rainie, L., Purcell, K., &amp;amp; Smith, A. (2011). The social side of the internet. Washington, DC: Pew Research Center’s Internet &amp;amp; American Life Project.&lt;br /&gt;Robinson, J. P., Kestnbaum, M., Neustadtl, A., &amp;amp; Alvarez, A. (2000). Mass media use and social life among Internet users. Social Science Computer Review, 18(4), 490-501. &lt;br /&gt;Shah, D. V., Kwak, N., &amp;amp; Holbert, R. L., (2001). “Connecting” and “Disconnecting” with civic live: Patterns of Internet use and the production of social capital. Political Communication, 18(2), 141-162. &lt;br /&gt;Shirkey, C. (2008). Here Comes Everybody. New York: Penguin.&lt;br /&gt;Shirkey, C. (2010). Cognitive Surplus. New York: Penguin. &lt;br /&gt;Stepanikova, I.,.Nie, N. H., &amp;amp; He, X. (2010). Time on the Internet at home, loneliness, and life satisfaction: Evidence from panel time-diary data. Computers in Human Behavior, 26(3), 329-338.&lt;br /&gt;Timpane, J. (2011, August 14). Flash-mob violence raises weighty questions. Philadelphia Inquirer.Retrieved from &lt;a href="http://articles.philly.com/2011-08-14/news/29886718_1_social-media-flash-mob-facebook-and-other-services"&gt;http://articles.philly.com/2011-08-14/news/29886718_1_social-media-flash-mob-facebook-and-other-services&lt;/a&gt;.&lt;br /&gt;Tönnies, F. (1887). Gemeinschaft und Gessellschaft. Trans. by J. Harris (2001). Community and Civil Society. New York: Cambridge University Press. &lt;br /&gt;Walther, J. B. (1992). Interpersonal effects in computer-mediated interaction: A relational perspective. Communication Research, 19, 52-90.&lt;br /&gt;Zillmann, D. (2000). The coming of media entertainment.In D. Zillmann (Ed.), Media entertainment: The psychology of its appeal. Mahwah, NJ: LEA, pp. 1-21.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2344308038967083064?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2344308038967083064/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2344308038967083064' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2344308038967083064'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2344308038967083064'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/10/position-paper-when-is-metropolis.html' title='Position Paper: When is a metropolis a village? Social media and the new Digitalengemeinschaft'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total><georss:featurename>Morgantown, WV, USA</georss:featurename><georss:point>39.629526 -79.9558968</georss:point><georss:box>39.58952 -80.00059130000001 39.669532 -79.9112023</georss:box></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2279571599916357683</id><published>2011-09-22T14:02:00.002-04:00</published><updated>2011-09-22T14:08:07.862-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='enjoyment'/><category scheme='http://www.blogger.com/atom/ns#' term='AEJMC ESIG'/><category scheme='http://www.blogger.com/atom/ns#' term='Disposition theory'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><category scheme='http://www.blogger.com/atom/ns#' term='methodology'/><category scheme='http://www.blogger.com/atom/ns#' term='entertainment media'/><category scheme='http://www.blogger.com/atom/ns#' term='heroes and villains'/><title type='text'>Presentations from 2011 AEJMC Panel "The case for morality and media"</title><content type='html'>Earlier this August, I had the pleasure of hosting several leading media scholars in a discussion on morality and media. Our panel, entitled "&lt;a href="http://onmediatheory.blogspot.com/2011/08/aejmc-st-louis-case-for-morality-and.html"&gt;The case for morality and media: Overviewing, reviewing, and previewing our understanding of morality in media uses and effects&lt;/a&gt;", was very well-attended by AEJMC attendees and we are collectively eager to continue the conversation online and elsewhere.&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;To this end, each of our panel discussants have been gracious enough to share their presentations with us, and I have uploaded them here for anyone interested in browsing the discussions and contacting discussants, either using the discussion forum below or by contacting them directly. &lt;br /&gt;&lt;br /&gt;I have included each title and presenter below with the title hyperlinked to the actual presentation notes; presenters names are hyperlinked as well should you want to contact them directly. We welcome you to browse the discussions and engage each of our scholars in future and continued discussion as we all work to better understand the role of morality in media psychology and communication. &lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;b&gt;"A model of intuitive Morality and Exemplars (MIME)" by &lt;a href="mailto:rtamborin@msu.edu"&gt;Ron Tamborini&lt;/a&gt;, Michigan State University&lt;/b&gt;&lt;br /&gt;&lt;div style="width:425px" id="__ss_9378167"&gt;&lt;strong style="display:block;margin:12px 0 4px"&gt;&lt;a href="http://www.slideshare.net/bowmanspartan1/a-e-j-m-c-morality-m-i-m-e-tamborini" target="_blank"&gt;Click here for SlideShare.net access to presentation&lt;/a&gt;&lt;/strong&gt; &lt;iframe src="http://www.slideshare.net/slideshow/embed_code/9378167" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;"Implications of cross-cultural differences in moral salience for multi-national media psychology research" by &lt;a href="mailto:nicholas.bowman@mail.wvu.edu"&gt;Nick Bowman&lt;/a&gt;, West Virginia University&lt;/b&gt;&lt;br /&gt;&lt;div&gt;&lt;div style="width:425px" id="__ss_9378141"&gt;&lt;strong style="display:block;margin:12px 0 4px"&gt;&lt;a href="http://www.slideshare.net/bowmanspartan1/a-e-j-m-c-morality-culture-and-morality-nick-bowman"  target="_blank"&gt;Click here for SlideShare.net access to presentation&lt;/a&gt;&lt;/strong&gt; &lt;iframe src="http://www.slideshare.net/slideshow/embed_code/9378141" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;"Is morality a relevant concern for video games?" by &lt;a href="mailto:grizzard@msu.edu"&gt;Matthew Grizzard&lt;/a&gt;, Michigan State University&lt;/b&gt;&lt;br /&gt;&lt;div style="width:425px" id="__ss_9378184"&gt;&lt;strong style="display:block;margin:12px 0 4px"&gt;&lt;a href="http://www.slideshare.net/bowmanspartan1/a-e-j-m-c-morality-morality-and-video-games-matthew-grizzard"  target="_blank"&gt;Click here for SlideShare.net access to presentation&lt;/a&gt;&lt;/strong&gt; &lt;iframe src="http://www.slideshare.net/slideshow/embed_code/9378184" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;"Using morality to distinguish between heroes and villains in entertainment media" by &lt;a href="mailto:msand@lsu.edu"&gt;Meghan S. Sanders&lt;/a&gt;, Louisiana State University&lt;/b&gt;&lt;br /&gt;&lt;div style="width:425px" id="__ss_9378144"&gt;&lt;strong style="display:block;margin:12px 0 4px"&gt;&lt;a href="http://www.slideshare.net/bowmanspartan1/a-e-j-m-c-morality-heroes-amp-villains-meghan-sanders"  target="_blank"&gt;Click here for SlideShare.net access to presentation&lt;/a&gt;&lt;/strong&gt; &lt;iframe src="http://www.slideshare.net/slideshow/embed_code/9378144" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;"Morality and news media" by &lt;a href="mailto:rlewis@msu.edu"&gt;Robert Lewis&lt;/a&gt;, Michigan State University&lt;/b&gt;&lt;br /&gt;&lt;div style="width:425px" id="__ss_9378208"&gt;&lt;strong style="display:block;margin:12px 0 4px"&gt;&lt;a href="http://www.slideshare.net/bowmanspartan1/a-e-j-m-c-morality-news-robert-lewis" target="_blank"&gt;Click here for SlideShare.net access to presentation&lt;/a&gt;&lt;/strong&gt; &lt;iframe src="http://www.slideshare.net/slideshow/embed_code/9378208" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;"Methodological issues in the study of morality and media" by &lt;a href="mtsay@bu.edu"&gt;Mina Tsay&lt;/a&gt;, Boston University&lt;/b&gt;&lt;br /&gt;&lt;div style="width:425px" id="__ss_9378146"&gt;&lt;strong style="display:block;margin:12px 0 4px"&gt;&lt;a href="http://www.slideshare.net/bowmanspartan1/a-e-j-m-c-morality-methodology-mina-tsay" target="_blank"&gt;Click here for SlideShare.net access to presentation&lt;/a&gt;&lt;/strong&gt; &lt;iframe src="http://www.slideshare.net/slideshow/embed_code/9378146" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;So, what do you think? Comment below and let's continue our discussions. &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2279571599916357683?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2279571599916357683/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2279571599916357683' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2279571599916357683'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2279571599916357683'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/09/presentations-from-2011-aejmc-panel.html' title='Presentations from 2011 AEJMC Panel &quot;The case for morality and media&quot;'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total><georss:featurename>Morgantown, WV, USA</georss:featurename><georss:point>39.629526 -79.9558968</georss:point><georss:box>39.58952 -80.00059130000001 39.669532 -79.9112023</georss:box></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-363132110593804767</id><published>2011-09-14T11:02:00.002-04:00</published><updated>2011-09-29T11:14:06.820-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sports management'/><category scheme='http://www.blogger.com/atom/ns#' term='sports marketing'/><category scheme='http://www.blogger.com/atom/ns#' term='social media'/><category scheme='http://www.blogger.com/atom/ns#' term='WVU'/><category scheme='http://www.blogger.com/atom/ns#' term='sports fan avidity'/><title type='text'>WVU Guest Lecture - "That's what Ochocinco said!": The role of social media in connecting fans to the athletes they love (and what management should do about it)</title><content type='html'>Later this month, I've been asked by research colleague &lt;a href="http://cpass.wvu.edu/faculty_staff/floyd_jones"&gt;Dr. Floyd Jones&lt;/a&gt;, Associate Professor of Sports Management at WVU, to give a talk to his SM487 "Issues in Sports Management" students about the role of social media in modern sport. I'm still finalizing details of the presentation, but some early information below:&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;"That's what Ochocinco said!": The role of social media in connecting fans to the athletes they love (and what management should do about it)&lt;/b&gt;&lt;br /&gt;&lt;a href="mailto:nicholas.bowman@mail.wvu.edu"&gt;Nicholas David Bowman, PhD&lt;/a&gt;&lt;br /&gt;West Virginia University &lt;br /&gt;September 29, 2011&lt;br /&gt;1:00pm to 1:45pm&lt;br /&gt;244 Coliseum&lt;br /&gt;&lt;br /&gt;The relationships between sports fans and professional athletes has traditionally existed only at the para-social level; that is, fans watch their heroes perform on the field and identify with their successes - internalizing a player's and/or team's success as a personal one. Of course, any felt relationship between the fan and athlete is typically an imagined one, and usually of much greater importance to the fan. However, as more athletes take to social media to express their opinions on a broad spectrum of topics - both sports and non-sports related - this relationship has the potential to be both more intimate for the fan and more meaningful for the athlete. Recent evidence of this is use of social media by NFL players to plead their side of the labor dispute directly to the fans, circumventing both traditional media and team management in an effort to rally fan support from their followers. Yet, it is this circumvention that places a potential strain on team owners and other sports management executives, whose management role often includes maintaining the public image of the team as well as ensuring it's financial health (not mutually exclusive roles). As players continue to publish their raw thoughts and personalities via social media, concerns about how these players represent themselves and their franchises is at the forefront of sports management issues. If teams censor their athletes they run the risk of alienating fans, but if teams allow them to publish unfiltered, their overall brand might suffer. This presentation will highlight the current state of affairs by analyzing the role of social media in connecting fans to athletes, and the potential benefits and pitfalls of this relationship for sports management executives. &lt;br /&gt;&lt;br /&gt;&lt;div style="width:425px" id="__ss_9473863"&gt;&lt;strong style="display:block;margin:12px 0 4px"&gt;&lt;a href="http://www.slideshare.net/bowmanspartan1/social-media-and-sports-management" title="Social Media and Sports Management"&gt;Social Media and Sports Management&lt;/a&gt;&lt;/strong&gt;&lt;object id="__sse9473863" width="425" height="355"&gt;&lt;param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=ochocincosaid-110929101115-phpapp02&amp;stripped_title=social-media-and-sports-management&amp;userName=bowmanspartan1" /&gt;&lt;param name="allowFullScreen" value="true"/&gt;&lt;param name="allowScriptAccess" value="always"/&gt;&lt;embed name="__sse9473863" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=ochocincosaid-110929101115-phpapp02&amp;stripped_title=social-media-and-sports-management&amp;userName=bowmanspartan1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div style="padding:5px 0 12px"&gt;View more &lt;a href="http://www.slideshare.net/"&gt;presentations&lt;/a&gt; from &lt;a href="http://www.slideshare.net/bowmanspartan1"&gt;Nick Bowman&lt;/a&gt;.&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;Dr. Bowman (Ph.D., Michigan State University) is an Assistant Professor of Communication Studies at WVU, where he researches and teaches courses on media psychology and the role of new media in human communication. A former athlete and sports writer, he has applied both of these areas of interest to focus on how fans use and are influenced by sports media. He has published work in leading communication research journals, including Cyberpsychology, Behavior and Social Networking, New Media &amp; Society, and Journal of Communication, and he has authored a recent chapter on fantasy sports research for a Sports Fandom Anthology due out later this year. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;So, what do you think? I'm eager to hear your thoughts below. And if you're a student attending the lecture, get at me below and we'll get the conversation going early!&lt;/i&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-363132110593804767?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/363132110593804767/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=363132110593804767' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/363132110593804767'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/363132110593804767'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/09/wvu-guest-lecture-thats-what-ochocinco.html' title='WVU Guest Lecture - &quot;That&apos;s what Ochocinco said!&quot;: The role of social media in connecting fans to the athletes they love (and what management should do about it)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3734829470446355231</id><published>2011-09-06T21:14:00.002-04:00</published><updated>2011-09-06T22:00:20.457-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MCA'/><category scheme='http://www.blogger.com/atom/ns#' term='civic engagement'/><category scheme='http://www.blogger.com/atom/ns#' term='social media'/><category scheme='http://www.blogger.com/atom/ns#' term='Frostburg State'/><title type='text'>IN PROGRESS: Smallville – Population: 6,000,000,000</title><content type='html'>Continuing on my theme of using social media to understand urban engagement, I've been working on a small presentation as an invited panelist for the &lt;a href="http://www.marylandcomm.org/"&gt;Maryland Communication Association&lt;/a&gt; annual meeting at &lt;a href="http://www.frostburg.edu/"&gt;Frostburg State University&lt;/a&gt;. Here's where I want to take it:&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;“Smallville – Population: 6,000,000,000”&lt;/b&gt;&lt;br /&gt;Nicholas David Bowman&lt;br /&gt;West Virginia University&lt;br /&gt;&lt;br /&gt;Recent data from the Pew Charitable Trusts (&lt;a href="http://www.pewinternet.org/Reports/2011/The-Social-Side-of-the-Internet.aspx"&gt;The Social Side of the Internet&lt;/a&gt;; MSNBC report &lt;a href="http://technolog.msnbc.msn.com/_news/2011/01/19/5877848-internet-not-destroying-society-pew-study-shows"&gt;here&lt;/a&gt;) has suggested social media to play a binding role in society – drawing individuals together rather than separating them. While not surprising to those individuals accustomed to the ‘wired life’, these data might come as a surprise to those subscribing to Putnam’s assertions that mediated technologies have causes us to lose much of our social capital (Ed: We should recognize that Putnam was referring largely to television, although his ideas have been co-opted to refer to other forms of media, particularly entertainment media use; thanks Jessica Vitak for that comment) – a thought echoed to some extent by anecdotal evidence of the technology “geeks” as a socially-awkward and isolated lot. This discussion will focus on the binding role of today’s Web 2.0 technology and argue for an evolution beyond the individualizing role of traditional media (for example, the shift from audiences to users), drawing on recent empirical and anecdotal evidence (such as the &lt;a href="http://blogs.reuters.com/great-debate/2011/02/16/digital-media-and-the-arab-spring/"&gt;Arab Spring uprisings&lt;/a&gt; and the &lt;a href="http://www.globalpost.com/dispatch/news/regions/europe/110808/social-media-blamed-london-riots"&gt;London riots&lt;/a&gt;) to explain how communication technology has drawn us closer perhaps than ever before. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Panel presentation at the &lt;a href="http://www.marylandcomm.org/"&gt;Maryland Communication Association&lt;/a&gt; annual meeting, &lt;a href="http://www.frostburg.edu/"&gt;Frostburg State University&lt;/a&gt;, Frostburg, MD, October 15, 2011. &lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3734829470446355231?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3734829470446355231/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3734829470446355231' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3734829470446355231'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3734829470446355231'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/09/in-progress-smallville-population.html' title='IN PROGRESS: Smallville – Population: 6,000,000,000'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total><georss:featurename>Morgantown, WV, USA</georss:featurename><georss:point>39.629526 -79.9558968</georss:point><georss:box>39.58952 -80.00059130000001 39.669532 -79.9112023</georss:box></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6987774042973864915</id><published>2011-08-21T14:16:00.004-04:00</published><updated>2011-08-23T14:57:32.635-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Putnam'/><category scheme='http://www.blogger.com/atom/ns#' term='social media'/><category scheme='http://www.blogger.com/atom/ns#' term='Gessellschaft'/><category scheme='http://www.blogger.com/atom/ns#' term='Arab Spring'/><category scheme='http://www.blogger.com/atom/ns#' term='Phlash Mobs'/><title type='text'>IN PROGRESS: When is a metropolis a village? Social media and the demise of Gessellschaft</title><content type='html'>I'm working on a presentation for the &lt;a href="http://urbancomm.org/"&gt;Urban Communciation Foundation&lt;/a&gt; meeting in New Orleans (immediately preceding &lt;a href="http://www.natcom.org/convention/"&gt;NCA '11&lt;/a&gt;) and I'm curious if you have thoughts here? Broadly I am hoping to launch a discussion related to the role of social media in communication in urban environments - the concept being that social media applications are particular effective in urban areas as dense populations with weak social bonds...&lt;br /&gt;&lt;span class="fullpost"&gt;...and here's what I'm looking at to this point:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;When is a metropolis a village? Social media and the demise of Gessellschaft&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;From the earliest days of the Industrial Revolution to Putnam’s (1995; 2000) infamous “Bowling Alone” hypothesis, there has been an assumption among scholars that urban communities feature collections of individuals – that is, dense populations with few and weak social bonds between individuals. Media scholars invoked the concept of Gessellschaft to explain audiences with little in common but their shared media experiences, and this assumption is at the foundation of some of the most studied theories of mass communication such as agenda-setting, cultivation theory, and social learning theory as applied to the study of media effects. In each situation, media is thought to be influential due to its pervasiveness, consistency, and importance in individual’s daily lives – and the extent to which individuals lack interpersonal bonds with others is thought to strengthen media’s potential effect on them. Moreover, the traditional view of mass communication focuses on a “filter first, publish second” model that dually characterizes producers as members of a vested social elite – the ‘gatekeepers of the goods’ – and consumers as largely-passive recipients of available content. However, this model has come under challenge recently as widespread adoption of social media applications favors a “publish first, filter second” approach to media content. Audiences are increasingly serving as producers and consumers of their own unique content, and this process is playing out particularly in urban areas around the globe. From the Arab Spring to the London riots to unrest on the San Francisco BART system and Philadelphia “Phlash Mobs”, social media has emerged as a communication platform of choice, circumventing the traditional networks and taking advantage of the strength of weak ties in urban areas to bond people to action like never before. This presentation will discuss the implications of social media adoption in understanding how information is created and shared - particularly in urban environments that can be defined in part as dense populations of weakly-connected individuals, social network has the potential to be a powerful force in disseminating information to the masses from the masses.&lt;br /&gt;&lt;br /&gt;As I continue to tweak my arguments here, I am open to discussing this, tweaking it, or debating it with anyone. Right now, we're slated for presentations and discussions on Wednesday, Nov. 16 and from there, I hope to organize data collections (interested in collaboration? &lt;a href="mailto:Nicholas.Bowman@mail.wvu.edu?subject="When is a metropolis a village?" collaboration interest""&gt;e-mail&lt;/a&gt; me!)&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6987774042973864915?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6987774042973864915/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6987774042973864915' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6987774042973864915'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6987774042973864915'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/08/in-progress-when-is-metropolis-village.html' title='IN PROGRESS: When is a metropolis a village? Social media and the demise of Gessellschaft'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-468789340289846886</id><published>2011-08-05T12:23:00.001-04:00</published><updated>2011-08-05T12:23:42.333-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='AEJMC ESIG'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><category scheme='http://www.blogger.com/atom/ns#' term='entertainment media'/><category scheme='http://www.blogger.com/atom/ns#' term='MIME'/><title type='text'>AEJMC @ St. Louis - The case for morality and media: Overviewing, reviewing, and previewing our understanding of morality in media uses and effects.</title><content type='html'>As part of the &lt;a href="http://aejmcstlouis.org/"&gt;2011 AEJMC Convention&lt;/a&gt;, several prominent media entertainment researchers will be participating in a panel research discussion on morality and media.&lt;span class="fullpost"&gt; &lt;br /&gt;&lt;br /&gt;The discussion will be hosted at the Renaissance Grand St. Louis Hotel on Friday, August 12 at 1:45pm. Interested in more? Here's an extended abstract of the panel:&lt;br /&gt;&lt;br /&gt;The role of morality in understanding audiences’ uses of and responses to media has always been a central subject for media scholars. The earliest theories of entertainment (c.f. disposition theory: Zillmann &amp; Cantor, 1976) were quick to establish the role of morality related to the appeal of characters and narratives. More recent research in morality and entertainment has continued to focus on the role of individual moral codes in judging characters (Eden, 2010; Krakowiak &amp; Tsay, in press; Sanders, 2008); and narratives (Tamborini, Eden, Bowman, &amp; Grizzard, 2009).This area has become a vital and vibrant issue in the entertainment community, with several recent gatherings of media scholars focusing on the following questions: Does morality play a part in how audience members select, interpret and respond to media characters and narrative? Can media alter or change moral values? Does media content illustrate cultural differences in morality? How do moral considerations influence our reactions to news content?&lt;br /&gt;&lt;br /&gt;The challenge in answering such questions is enhanced by the complex nature of morality. Past research examined the influence of morality on media entertainment by using proxy measures such as social justice (Raney &amp; Brant, 2002), trait empathy (Zillmann, 1991; 2000), but these approaches have been criticized for a lack of theoretical grounding regarding the nature of morality (Tamborini, Eden, Bowman, Grizzard, &amp; Weber, 2009). Research into morality and media has in the past been dominated by the rationalist perspective championed by Kohlberg (1969). This perspective relies on moral reasoning and rationalization, but this research has been criticized for assuming morality to be a taxing, cognitive process that is at odds with most media experiences familiar to entertainment researchers. More recent research has been grounded in emotional reactions to moral violations (c.f. Haidt, 2009) in order to examine intuitive, irrational aspects of morality that may play a larger role in media appreciation (Eden &amp; Tamborini, 2010).  Recent research in morality and entertainment uses both rational and intuitive conceptualizations of morality to delve deeply into the relationship of morality and the media (Tamborini, 2010). &lt;br /&gt;&lt;br /&gt;The proposed panel will serve as a forum discussion to educate and inform media scholars on the current issues surrounding morality and media research. Each of the participants of this roundtable panel are currently engaged in grappling with the questions raised by the abbreviated discussion above, and bring a wealth of empirical and theoretical experience to the conversation.  Following a brief introduction into the key issues and principles of morality and media entertainment by the panel chair and sponsor, each panelist will be asked to lead a short discussion to a more specific area of the morality and media debate. This will allow each participant a short period of time to introduce their topic of interest, as well as present fresh data to panel participants. These discussions include:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Theoretical and empirical support for a Model of Intuitive Morality and Exemplars.&lt;/b&gt; Based on Haidt’s (2001) theory that moral judgment is shaped by the salience of moral intuitions, Tamborini’s (2010) model describes reciprocal processes in which a) the salience of moral intuitions shapes evaluations of media content and exposure, and b) exposure patterns promote production of content adhering to and reinforcing these moral intuitions.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Moral ambiguity, disengagement and audience response.&lt;/b&gt; Morally ambiguous characters, who do both good and bad things, are prevalent in entertainment content. These characters often do things that would be morally unacceptable in the real world, but many individuals like and enjoy these characters. This discussion will explain some mechanisms - specifically moral disengagement and alternate moral codes - by which individuals may derive enjoyment from content featuring morally ambiguous characters. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Implications of cross-cultural differences in moral salience for multi-national media psychology research.&lt;/b&gt; While nationality is often considered a proxy measure for culture, it is also the case that understanding morality subcultures within and across different nationalities might be a more robust approach to understanding variance in these audiences’ reactions to media. This discussion will explain the root of cultural differences in terms of differences in moral codes which may or may not be reflected by one’s nationality, and how this approach – using moral salience to better understand cultural differences – is currently being applied to understanding differences in audience preference for and reactions to various media products.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The intersection of morality and neuroscience. &lt;/b&gt;Explicating the underlying neural processes that govern perceptions of and reactions to morality presented by media characters is central to understanding audience reactions to and preferences for media content. For example, does moral information, such as the violation or upholding of a social norm, change perception of characters? If this process occurs, is it a top down process involving conscious deliberation, or is it a bottom-up process based on unconscious, emotional reactions to stimuli? Recent research in moral cognitive neuroscience and person perception processes can help illustrate answers to these questions in a way that will explore the connections between our brains and our media preferences. New data from an ongoing study exploring the neural underpinnings of moral reasoning will be introduced and discussed in terms of the significance for media entertainment. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Using morality to distinguish between heroes and villains in entertainment media.&lt;/b&gt; In his reformulation of disposition theory, Raney (2004) put forth moral disengagement as an important cognitive process in forming an impression. This discussion revolves around the addition of moral disengagement to entertainment theories, focusing on the process’ application to the hero-villain dichotomy.  &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Morality considerations and interactive media. &lt;/b&gt;The relationship between morality and interactive media, such as video games, has garnered much attention in the popular press as well as academia. While magic-bullet type claims of violent video games crafting murderers out of junior high students are probably over-zealous, it would be equally ill-informed to claim that issues of morality are irrelevant to interactive media. The current discussion seeks to examine current conceptualizations of morality, game play’s psychological impact on moral attitudes and behaviors, and differences regarding morality between traditional forms of media and interactive media.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Do intuition-driven moral codes drive our responses to real-life events depicted in the news?&lt;/b&gt; This discussion centers on sub-cultural and individual differences in morality, and how those differences may help to determine our reactions to controversial stories in the news. What we consider "good news" or "bad news" seems to be determined by the same psychological systems that we use to make moral judgments of fictional characters and in non-mediated experiences.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Methodological issues in the study of morality and media.&lt;/b&gt; The study of morality and media has posed several methodological challenges for scholars. This discussion will explain the limitations associated with empirical measures of morality, moral reasoning, and moral disengagement. It will also highlight the compromises necessitated by these challenges when exploring morality’s impact on viewer’s experience with entertainment media.&lt;br /&gt;&lt;br /&gt;The end goal of this roundtable panel is to overview, review, and preview the current, ‘cutting-edge’ state of research and theorizing regarding morality and media psychology. This panel is designed to incorporate and integrate audience members into a larger discussion regarding the implications of morality considerations in media uses and effects research, and should serve as an encouragement and inspiration for continued research and collaboration on morality and media.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-468789340289846886?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/468789340289846886/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=468789340289846886' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/468789340289846886'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/468789340289846886'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/08/aejmc-st-louis-case-for-morality-and.html' title='AEJMC @ St. Louis - The case for morality and media: Overviewing, reviewing, and previewing our understanding of morality in media uses and effects.'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-1014850249200993161</id><published>2011-06-30T23:39:00.000-04:00</published><updated>2011-10-22T11:06:07.593-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactivity'/><category scheme='http://www.blogger.com/atom/ns#' term='sports marketing'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><category scheme='http://www.blogger.com/atom/ns#' term='experiential learning'/><category scheme='http://www.blogger.com/atom/ns#' term='New Orleans'/><category scheme='http://www.blogger.com/atom/ns#' term='NCA'/><category scheme='http://www.blogger.com/atom/ns#' term='character attachment'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><category scheme='http://www.blogger.com/atom/ns#' term='University of New Orleans'/><category scheme='http://www.blogger.com/atom/ns#' term='Sun Belt Conference'/><title type='text'>A busy NCA New Orleans - preliminary presentation schedule is posted!</title><content type='html'>&lt;span class="Apple-style-span" style="background-color: white; color: #333333; font-family: Georgia, serif; font-size: 13px; line-height: 20px;"&gt;By now most of you have received word about your&amp;nbsp;&lt;b style="background-color: #a0ffff; color: black;"&gt;NCA&lt;/b&gt;&amp;nbsp;papers and are thinking about attending&amp;nbsp;&lt;a href="http://www.natcom.org/convention/" style="color: #5588aa; text-decoration: none;"&gt;&lt;b style="background-color: #a0ffff; color: black;"&gt;NCA&lt;/b&gt;&amp;nbsp;New Orleans&lt;/a&gt;? Well, the preliminary schedule is now posted, and I thought I'd share a few of my presentations. See below for some of my sessions and abstracts, and please share yours as well. Something sound interesting? Hit me here or at Nicholas.Bowman@mail.wvu.edu and let's talk shop!&lt;br /&gt;&lt;span class="fullpost" style="display: inline;"&gt;&lt;br /&gt;My first paper is part of the Top Papers in Mass Communication panel, and it continues my work on morality and media with my German colleges (past posts on the topic&amp;nbsp;&lt;a href="http://onmediatheory.blogspot.com/2010/10/moral-balancing-and-mfq.html" style="color: #5588aa; text-decoration: none;"&gt;here&lt;/a&gt;,&lt;a href="http://onmediatheory.blogspot.com/2010/07/german-translation-of-moral-foundations.html" style="color: #5588aa; text-decoration: none;"&gt;here&lt;/a&gt;, and&amp;nbsp;&lt;a href="http://onmediatheory.blogspot.com/2010/05/moral-foundations-self-efficacy-video.html" style="color: #5588aa; text-decoration: none;"&gt;here&lt;/a&gt;). The citation for the paper is Joeckel, S., Dogruel, L, &amp;amp; Bowman, N. D. (2011, November). Adolescents, Morality and Interactive Entertainment: The influence of moral salience on actions and entertainment experience in interactive media. Top five papers in Mass Communication, National Communication Association, New Orleans.&lt;br /&gt;&lt;br /&gt;Abstract: The current study examines the culpability of adolescents' innate moral in influencing decisions in and subsequent enjoyment of an interactive media environment. Morality was assessed using Moral Foundations Theory (cf. Haidt &amp;amp; Joseph, 2007), which to this point had not been applied to either adolescents or interactive media. In an experimental design, participants from two countries, the US (N =91) and Germany (N = 94), used a computer simulation where they were confronted with the decision to violate or uphold various aspects of morality. Data suggest that in German adolescents, moral salience leads to a decrease in decisions to commit moral violations, while in US adolescents, decisions to commit moral violations appeared to be random. Enjoyment was not influenced by moral module salience in either group groups.&amp;nbsp;&lt;i&gt;This paper is scheduled for presenation on Friday, November 18 at 2 p.m. in Napolean B1, 3rd Floor.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The next two papers focus on a variable that I've been trying to see get more play in recent years -&amp;nbsp;&lt;a href="http://www.liebertonline.com/doi/abs/10.1089/cpb.2007.0137" style="color: #5588aa; text-decoration: none;"&gt;character attachment&lt;/a&gt;, or the psychological melding of a player and avatar's collective mind. It's a presentation overviewing my thoughts on the topic that suggests the utility of the construct for game researchers. The citation for the first paper is: Bowman, N. D. (2011, November). Character attachment: When you are your avatar. Panel discussion at the Annual Meeting of the National Communication Association, New Orleans.&lt;br /&gt;&lt;br /&gt;Abstract: Traditionally, media researchers have understood users' connection with fictional, distal media characters in terms of parasocial interaction (Rubin, Perse, &amp;amp; Powell, 1985). However, the increased popularity of video games has challenged this concept, as in gaming the distinction between the user and media character is greatly diminished, if not completely removed. Lewis, Weber, and Bowman (2008) proposed the concept of character attachment (CA) to explain the "internalization and psychological merging of a player's and character's mind (Oatley, 1999), and demonstrated its utility in understanding gaming motivations and gaming usage patterns, including addiction. Recent work by Bowman, Schultheiss, and Schumann (2011) has further refined CA and used it to explain cultural differences in game play (German and US cultures), gender differences in gaming, as well as pro- and anti-social gaming motivations. This discussion will review the logic behind CA and review the empirical evidence of its usefulness as an important explanatory concept in our understanding of how people interact in avatar-driven virtual environments.&amp;nbsp;&lt;i&gt;This presentation is on Friday, November 18 at 9:30 am in Edgewood Room, 4th floor.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;And the second paper presents some original data on how character attachment might influence our motivation to play video games in a pro- or anti-social manner. The citation for the second paper is: Bowman, N. D., Schultheiss, D., &amp;amp; Schumann, C. (2011, November). “I’m attached, and I’m a good guy!": How character attachment influences (pro-social and anti-social) usage motivations. Paper to be presented at the Annual Meeting of the National Communication Association, New Orleans.&lt;br /&gt;&lt;br /&gt;Abstract: One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions (Rubin, Perse &amp;amp; Powell, 1985). Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind (Oatley, 1999), a multidimensional concept known as character attachment (CA; Authors, 2008a). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers identify more strongly with their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.&lt;i&gt;&amp;nbsp;This paper is scheduled for Saturday, November 19 at 8 a.m. in Napolean B1, 3rd Floor.&amp;nbsp;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;From here, I'm shifting gears a bit to look at agenda-setting effects in China, on a wonderful paper with colleagues from Pittsburg State University (Kansas) and China. The citation for this paper is: Zhang, G., Shao, G., &amp;amp; Bowman, N.D. (2011, November). What is most important for my country is not most important for me: Agenda-setting effects in China. Paper to be presented at the Annual Meeting of the National Communication Association, New Orleans.&lt;br /&gt;&lt;br /&gt;Abstract: Employing public opinion survey and content analysis, this study sets out to examine of the agenda-setting effect in China. China is highlighted in this study because it is a collectivist, socialist nation whose mainstream media is largely controlled by the state. Data from this study reveals that (a) Chinese people make clear distinctions between issues of personal importance (the personal agenda) and issues of national importance (their social agenda), and (b) the agenda-setting function of Chinese media was only observed when considering one's social agenda; the personal agenda was not related with the Chinese media agenda. These findings hold true even when controlling for age, education, news source, and one's ability to critically analyze news. This paper contributes to agenda-setting scholarship by providing empirical evidence of agenda-setting effects in a political and media structure substantially different from the Western structures usually examined in such a research.&amp;nbsp;&lt;i&gt;This paper is scheduled for Thursday, November 17 at 3:30 p.m. in Maurepas, 3rd Floor.&amp;nbsp;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;And finally, some work back in my other love - sports marketing and journalism. A paper with a recent Georgetown graduate and former student of mine at Michigan State about how Hurricane Katrina took a toll on college athletics in New Orleans. The citation for this paper is: Bowman, N. D., &amp;amp; Crawford, M. (2011, November). Washed out of the Sun Belt: The fall (and rise?) of intercollegiate sports at post-Katrina University of New Orleans. Paper to be presented at the Annual Meeting of the National Communication Association, New Orleans.&lt;br /&gt;&lt;br /&gt;Abstract: In July 2010, the University of New Orleans athletics teams voluntarily withdrew from the NCAA's Division I Sun Belt Conference. The administration argued that campus-wide cuts were necessary after Hurricane Katrina. As a founding member of the conference, this was a drastic move. This essay uses news stories and personal interviews to analyze the effects of Hurricane Katrina on UNO's athletic community, and the impact on the athletic communities, academic communities, and New Orleans.&amp;nbsp;&lt;i&gt;This presentation is scheduled for Sunday, November 20 at 8 a.m. in Napolean B1, 3rd Floor.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In addition to these presentations, I'll be participating in a pedagogy roundtable on Experiential Learning hosted by Norma Jones of the University of North Texas. The panel is called “Community Engagement and Experiential Learning: Combining the Benefits of Learning from Direct Experience with Engaging in Charitable Works to Facilitate Student Learning and Help Our Communities” and here I'll be sharing some of my Experiential Learning class materials from Michigan State University and Young Harris College.&amp;nbsp;&lt;i&gt;This panel is scheduled for 12:30pm on Thursday, November 11&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;I do hope that I'll see you at some of these discussions, and I'm sure you'll see me at your own!&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-1014850249200993161?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/1014850249200993161/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=1014850249200993161' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1014850249200993161'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1014850249200993161'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/06/busy-nca-new-orleans-preliminary.html' title='A busy NCA New Orleans - preliminary presentation schedule is posted!'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total><georss:featurename>Morgantown, WV, USA</georss:featurename><georss:point>39.629526 -79.9558968</georss:point><georss:box>39.58952 -80.00059130000001 39.669532 -79.9112023</georss:box></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-5460469966727033271</id><published>2011-05-03T23:43:00.009-04:00</published><updated>2011-05-04T15:43:33.237-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Osama bin Laden'/><category scheme='http://www.blogger.com/atom/ns#' term='journalism'/><category scheme='http://www.blogger.com/atom/ns#' term='word cloud'/><category scheme='http://www.blogger.com/atom/ns#' term='agenda-setting theory'/><category scheme='http://www.blogger.com/atom/ns#' term='headlines'/><title type='text'>UPDATE May 2, 2011: What the US headlines were saying - an (early) content analysis</title><content type='html'>Like so many of us, I have been captivated by the coverage of Osama bin Laden's death and burial at the hands of US troops. Eschewing any political thoughts on the matter for now, I was very interested in the variability between different newspapers and how they were presenting and covering the event. Thankfully with the help of Newseum.org &lt;a href="http://www.newseum.org/todaysfrontpages/default_archive.asp?fpArchive=050211"&gt;Osama bin Laden archive&lt;/a&gt;, I've been working on a content analysis of N = 412 US daily newspapers from Monday, May 2. While the analysis is an ongoing project  - stay tuned for the expanded version of our study to find out "where this is all going" - we've got some interesting observations related to (a) the sources for news on the event, (b) the language used in the headlines from US newspapers, and (c) the nature of the photography accompanying each story that I wanted to share here [&lt;i&gt;Ed: These seem to be in reverse-order in terms of relative interest&lt;/i&gt;] Some early results...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;br /&gt;For the early analysis, I looked at the front pages of 412 US daily newspapers that contained at least some mention of Osama bin Laden's death. I recorded the publication title, city and state, headline text ver batim, subhead text verbatim (with some liberties as to what qualified as a subhead; not every newspaper was clear-cut on this), source of main story (in the case of multiple bin Laden stories, I focused on the one placed most prominently), and content of the photographs*. &lt;br /&gt;&lt;i&gt;*The photograph content is perhaps the most subjective aspect of this analysis, as with one coder (myself) I am not able to establish Cohen's kappa; this is one aspect of this early analysis that is currently being reworked with colleagues. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Descriptives&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Daily newspapers from all 50 US states were represented in the study, with California (n = 41 newspapers, 10.0%) the most-represented state, followed by Florida (n = 25, 6.1%), Pennsylvania (n = 24, 5.8%), New York (n = 22, 5.3%) and Texas (n = 21, 5.1%). A full list of publications and cities is &lt;a href="mailto:Nicholas.Bowman@mail.wvu.edu"&gt;available by request&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;(a) the sources for news on the event&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;By far, the most dominant source for content was the Associated Press, with almost 65% of all front-page stories (n = 267) coming from AP writers. Note that we did not look at different versions of the posted AP story at this stage. The Washington Post was the next most-popular wire service (n = 24, 5.8%) followed by New York Times wire service (n = 22, 5.3%) and McClatchy Newspapers (n = 18, 4.4%). Thirteen newspapers used their own reporters, and 29 newspapers used an amalgamation of different wire services for their version of the bin Laden story. AP was the clear giant of the news wires, with other traditional players such as Reuters landing only one story placed.  &lt;br /&gt;&lt;br /&gt;&lt;b&gt;(b) the language used in the headlines from US newspapers &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;What really got me thinking on this study was some of the many different headlines I was reading nationwide, from the Washington Post's &lt;a href="http://www.newseum.org/todaysfrontpages/hr_archive.asp?fpVname=DC_TE&amp;ref_pge=gal&amp;b_pge=1"&gt;Osama bin Laden slain in Pakistan&lt;/a&gt; (a rather soft headline) to the New York Daily News &lt;a href="http://www.newseum.org/todaysfrontpages/hr_archive.asp?fpVname=NY_DN&amp;ref_pge=gal&amp;b_pge=1"&gt;Rot in Hell!&lt;/a&gt; (a rather blunt statement). As most stories came from wire services, the headline was on area in which local editors could give their touch to the story and captivate their audiences.&lt;br /&gt;&lt;br /&gt;For this analysis we took the verbatim language from the headlines and subheads and created &lt;a href="http://www.wordle.net"&gt;word clouds&lt;/a&gt;, see below:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Headlines&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img alt="HeadlineWordle" src="http://4.bp.blogspot.com/-TwaUqdE71XY/TcDBwEvpESI/AAAAAAAAAFU/xl92MLoKrb0/s1600/HeadlineWordle.JPG" align="center" height="405" width ="625" /&gt;&lt;br /&gt;&lt;br /&gt;Very few words in the majority of Monday's headlines, with the clear pattern being "bin Laden dead" - in fact, this was the most frequently-occurring headline verbatim (n = 131, 31.8% of all headlines). Most newspapers seems to have stuck to the point, and stuck to it sharply. The "Rot in hell!" headlines, "&lt;a href="http://www.newseum.org/todaysfrontpages/hr_archive.asp?fpVname=FL_TBT&amp;ref_pge=gal&amp;b_pge=1"&gt;Got him (shot him)&lt;/a&gt;", "Got the bastard (&lt;a href="http://www.newseum.org/todaysfrontpages/hr_archive.asp?fpVname=PA_PDN&amp;ref_pge=gal&amp;b_pge=1"&gt;1&lt;/a&gt;) and (&lt;a href="http://www.newseum.org/todaysfrontpages/hr_archive.asp?fpVname=SC_IJ&amp;ref_pge=gal&amp;b_pge=1"&gt;2&lt;/a&gt;) " and other pejorative headlines were present, but were few and far between.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;UPDATE: We've finish doing a raw 'word count' for the headlines. Of 1,088 total words used in all 412 headlines, references to Osama bin Laden were most prevalent (n = 348, 31.2%) followed by the word "dead" (n = 265, 24.4%) and variants of "kills", "kill" and, "killed" (n = 117, 10.7%). The next-most popular word was "justice" (n = 31, 2.8%); no other words appeared more than 20 times. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Subheads&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img alt="SubheadWordle" src="http://3.bp.blogspot.com/-6gFR4DEtBsU/TcDBwSuXSWI/AAAAAAAAAFc/xMQOlD7qO68/s1600/SubheadWordle.JPG" align="center" height="405" width ="625"/&gt;&lt;br /&gt;&lt;br /&gt;We saw much more variability in the subheads used, both in terms of length and content. Obama, US and Pakistan featured most prominently in the subheads. Also, the word justice was used often here, almost always in context of Obama's now-famous quote "Justice has been done". al-Qaida (we converted all spelling variants for comparison) was frequently used. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Combined Headlines and Subheads&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img alt="CombinedWordle" src="http://2.bp.blogspot.com/-VbASSI7Iers/TcDBwfgiqJI/AAAAAAAAAFk/mLb4aLfrY5U/s1600/Combined.JPG" align="center" height="405" width ="625"/&gt;&lt;br /&gt;&lt;br /&gt;For giggles, we put all of the headlines and subheads together to see how the above-observed patterns would play out. Again here, it seems that "bin Laden dead" is the clear theme from Monday's coverage.&lt;br /&gt;&lt;br /&gt;[&lt;i&gt;Ed: we hope to soon set up a coding framework for the different headlines, to classify them into categories related to objectivity, jubilation, justice, revenge, etc.&lt;/i&gt;]&lt;br /&gt;&lt;br /&gt;&lt;b&gt;(c) the nature of the photography accompanying each story&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;To me, this was one of the more interesting aspects of the early study, as it showed how each newspaper designer and editor was framing the story for their readers. While the story and the stories were edited little (and almost exclusively from wire reports) editors had great flexibility over which photos to run - as they did with the headlines above. &lt;br /&gt;&lt;br /&gt;For the photography, I saw five distinct categories of images based on what I was seeing in the newspaper photos as follows:&lt;br /&gt;&lt;br /&gt;(1) images used from the 9/11 attacks&lt;br /&gt;(2) images of Barack Obama, specifically (and almost universally) of his speech from the East Wing&lt;br /&gt;(3) images of crowds cheering at Ground Zero and/or the White House lawn (almost all waving American flags)&lt;br /&gt;(4) images of Osama bin Laden, which were further broken down into bin Laden's face, bin Laden dressed in white, bin Laden wearing military fatigues, and bin Laden wearing military fatigues and holding weaponry (USA Today's front page image, for the record, &lt;a href="http://www.newseum.org/todaysfrontpages/hr_archive.asp?fpVname=USAT&amp;ref_pge=gal&amp;b_pge=1"&gt;was bin Laden holding an assault rifle&lt;/a&gt;)&lt;br /&gt;(5) other images, such as reference maps of Pakistan and other "one-shots" such as photos of the USS Cole. &lt;br /&gt;&lt;br /&gt;As many stories ran with multiple stories, we also rated the photos in terms of most prominent, secondary, and tertiary. &lt;br /&gt;&lt;br /&gt;In terms of primary photography, the most-frequently appearing image was that of Osama bin Laden - his images appeared on n = 289 (70.1%)of all US front pages in our study. Of these images, there was a rather equal balance in showing bin Laden wearing military fatigues (n = 106, 36.6% of bin Laden images) and showing him in all-white robes (n = 98, 33.9%); n = 25 (8.6%) images of bin Laden showed the former terrorist with assault rifles. The next most popular image was of crowds cheering in response to the news, with n = 80 (19.4% overall) newspapers running jubilation photos as primary. Images of Barack Obama made up less than 5 percent (n = 20) of all primary photography. &lt;br /&gt;&lt;br /&gt;In terms of secondary photography, the most popular image was Barack Obama speaking in the East Wing, with n = 97 (23.5%) of newspapers running these photos in the primary. Images of bin Laden were primary photography on n = 68 (16.5 %) of front pages, followed by crowds cheering (n = 31, 7.5%) and the use of 9/11 imagery (n = 25, 6.1%). If we break down the bin Laden imagery, 29 of these images (7.0% overall) showed him wearing military fatigues and two of these (0.5% overall) showed him holding assault weapons, while 19 of these images (7.0% overall) showed him wearing all-white. About 44% of all newspapers (n = 180) had no secondary photography with their bin Laden story. &lt;br /&gt;&lt;br /&gt;In terms of tertiary photography, nearly 77% of newspapers (n = 316) had no third photo. Of those that did, the most popular image again was Barack Obama (n = 36, 8.7%), maps of bin Laden's Pakistan compound (n = 13, 3.2%) and bin Laden himself (n = 15, 4.2%), with the majority of these images (n = 7, 1.7% overall) showing him with assault weapons. &lt;br /&gt;&lt;br /&gt;So what does it all mean? Well, at this stage I was really more interested in sharing these descriptive results with you all to get the wheels spinning a bit and looking to launch into my own research correlating demographic variables with news coverage of bin Laden in different "regions" (geographical, philosophical, and moral) of the United States - more on this in a journal near you. But here's what I'm taking away. The news coverage of the event seemed to focus rather steadily on the straight facts that, simply "bin Laded dead". While there were some flares of editorial or pejorative content (including both large metropolitan newspapers - particularly one each in New York, Philadelphia, Tampa Bay, and San Francisco - and a smattering of smaller papers), they were not wide-spread. As well, stories about Americans celebrating in New York, DC and other areas were present (about 20% of images), but were in the minority. In fact, it was bin Laden's image that was quite popular in the media, and he was shown in one of two extremes: as an unarmed militant leader or dressed in white Arabic robes [&lt;i&gt;Ed: I wonder how audiences might react differently to these two very different images of the same man?&lt;/i&gt;]. For most of the nation's newspapers, this story seemed to be business as usual - emotions aside for facts, a reliance on wire reports from White House pool writers, very much so "&lt;a href="http://www.psychologytoday.com/files/u610/friday.jpg"&gt;Sgt. Friday copy&lt;/a&gt;" at least as far as the presentation is concerned. As a former journalist and current journalism educator, I must say I'm quite proud that for our nation's newspapers, truth seemed to trump rhetoric. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Interested in the data file from our project? E-mail Nick Bowman at &lt;a href="mailto:Nicholas.Bowman@mail.wvu.edu"&gt;Nicholas.Bowman@mail.wvu.edu&lt;/a&gt; for file permissions. Right now our files are in Excel and SPSS formats.&lt;/i&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-5460469966727033271?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/5460469966727033271/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=5460469966727033271' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5460469966727033271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5460469966727033271'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/05/may-2-2011-what-us-headlines-were.html' title='UPDATE May 2, 2011: What the US headlines were saying - an (early) content analysis'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-TwaUqdE71XY/TcDBwEvpESI/AAAAAAAAAFU/xl92MLoKrb0/s72-c/HeadlineWordle.JPG' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-7241215482919624108</id><published>2011-05-02T10:55:00.000-04:00</published><updated>2011-05-02T10:55:15.069-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='journalism'/><category scheme='http://www.blogger.com/atom/ns#' term='social media'/><category scheme='http://www.blogger.com/atom/ns#' term='legacy media'/><category scheme='http://www.blogger.com/atom/ns#' term='Twitter'/><title type='text'>Twitter: Legacy journalism's savior? a quasi-Storify</title><content type='html'>No doubt many of you were up last night as US President Barack Obama announced that our military successfully coordinated a raid on Osama bin Laden's compound in Pakistan. The al Qaida leader was killed, as as the nation - and the world - anxiously awaited word from the President, social media sites lit up with chatter about the event.&lt;br /&gt;&lt;br /&gt;This energy and focus on one issue is exactly what will save journalism as we know it. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;During last night's events, I read several Tweets criticizing mainstream media for being slow and inadequate, including:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;"Twitter broke the news"&lt;br /&gt;&lt;br /&gt;"#CNN's website is officially useless. #binladen"&lt;br /&gt;&lt;br /&gt;"I've seen more news on #Twitter in the past 30 minutes than on all the TV networks. #BinLaden"&lt;br /&gt;&lt;br /&gt;"eff getting the little details right, get your ass up at the podium. You've had Twitter &amp; the networks scoop you. big time."&lt;/b&gt;&lt;br /&gt;(I especially love this one, as those "little details" are completely unknown to the audience as of yet)&lt;br /&gt;&lt;br /&gt;And perhaps the most loaded salvo lobbied at legacy media:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;"By the time #BinLaden death reaches newspapers, it will be very old news. Death knell for print #journalism today? #SPJ #media"&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;These tweets follow a trend where many, including professional journalists, are suggesting social media to be a substitute for the legacy media as it is a faster and more pliable channel for communicating news. Indeed, this is a compelling argument - I first heard about the White House's late press conference from @acarvin, and a few moments later many of my own Twitter followers cited CNN and MSNBC as confirming that the discussion would be about Osama bin Laden. Later, others suggested that it might be about the al Qaida leader's capture and possible death, and small facts about the even began to trickle in. Like many others, I put all of the different thoughts streams together and I was able to deduce that the breaking news was that bin Laden had been assassinated by US forces and his body was in the hands of US troops (some discussion that it was a drone attack, but no further details). As 10:50 p.m. EST approached, many people began sending up links to CNN, MSNBC and other web sites that had already posted stories ahead of the President's speech. I stayed on Twitter for a few more minutes hoping that facts would flood in, but with no new information about the story I turned on CNN and tuned into Obama's speech. Our President carefully and methodically walked us through the events that had transpired earlier that day, warned us that (a) this was not a holy war on Islam and (b) the war was not over, and asked us to come together as a nation. Satisfied that I knew the main points and knowing that the networks and legacy newspapers would pick up the pieces for in-depth coverage in the morning, I took Obama's thought and went to bed thinking about them. &lt;br /&gt;&lt;br /&gt;Thinking back on last night, I am troubled by those that are far too quick to call for the downfall of newspapers as being inadequate. I am biased as a former print man myself, but it scares me when folks say "I got the story" when in fact, all they have are a stream of rather disconnected factoids flowing from Twitter accounts the world over. For example, many folks online were talking about a drone strike on Osama's compound that simply didn't happen; today there are stories about bin Laden hiding behind women and children during a Navy SEALS firefight that have yet to be confirmed. These are not the story, these are bits of information that will eventually be checked and double-checked until that make a story; hearing the rumor and getting the story are entirely separate things. &lt;br /&gt;&lt;br /&gt;Perhaps more interesting, as the bin Laden discussions heated up, most everyone that I follow was using legacy sources and links to back their claims. @CNN , @MSNBC, @NYTimes and others were featured prominently in the discussions about what really happened in Pakistan. It seems that the majority of Tweets were being send by people who had heard through Twitter that "big news was afoot", went online to find as much news about the event as they could, and re-tweeted the news that they head read, sometimes with an opinion thrown in. While I acknowledge that my assumptions here are purely speculative and and are based on my own observations, it seems that the Twitter usage cycle as related to news is:&lt;br /&gt;&lt;br /&gt;(a) hear about an event through the social network&lt;br /&gt;(b) check the legacy media for more information about the event&lt;br /&gt;(c) retweet your findings, including links to stories&lt;br /&gt;&lt;br /&gt;Tell me again how is this bad for journalism, or a mark that journalism is dead? It seems to me that this process is the perfect formula for increased interest and readership. In fact, I wonder if there is any data on the proportion of the news audience that is directed there from social media sites or, perhaps more interesting, the proportion of the non-news audience (folks who don't read or have an interest in news) end up going through the above "formula" as a result of topics trending on Twitter. &lt;br /&gt;&lt;br /&gt;My point: We are using social media as the world's largest grapevine for morsels of information, but we are still reliant on legacy media to verify and expand on these morsels. As I've said countless times in my own writing and teaching - &lt;i&gt;newspapers don't specialize in paper, they specialize in news&lt;/i&gt;. News organizations are professionals who gather and verify information so that we can have trust in our news and, as a result, have trust in the institutions that hold authority over our lives. &lt;br /&gt;&lt;br /&gt;It is likely true that social networks are the most adept at breaking the news, but you cannot tell a story of this magnitude in 140 characters or less. Nor should you try. Perhaps it's all in how you define news (some of us focus only news as speed by definition, others focus on news in terms of the veracity and accuracy of the information contained in a story), but remember that quality information takes time to develop. There is no app for good journalism. &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-7241215482919624108?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/7241215482919624108/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=7241215482919624108' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7241215482919624108'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7241215482919624108'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/05/twitter-legacy-journalisms-savior-quasi.html' title='Twitter: Legacy journalism&apos;s savior? a quasi-Storify'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-985072044465815185</id><published>2011-03-29T19:10:00.002-04:00</published><updated>2011-03-29T20:50:36.370-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mass media history'/><category scheme='http://www.blogger.com/atom/ns#' term='technological determinism'/><category scheme='http://www.blogger.com/atom/ns#' term='paradigm'/><category scheme='http://www.blogger.com/atom/ns#' term='filter'/><category scheme='http://www.blogger.com/atom/ns#' term='social media'/><category scheme='http://www.blogger.com/atom/ns#' term='communication technology'/><category scheme='http://www.blogger.com/atom/ns#' term='McLuhan'/><category scheme='http://www.blogger.com/atom/ns#' term='publish'/><title type='text'>Publish to Filter, explained through the lens of McLuhan</title><content type='html'>In social media circles, there has been much discussion about a (dare I say it) paradigm shift in the way messages are processed in today's digital culture. The focus of this discussion is in the nature of publishing and filtering; specifically, the shift from filter --&gt; publish (mass media) to publish --&gt; filter (social media). I'm still chewing on this, but I think our old friend Marshall McLuhan can help here...&lt;span class="fullpost"&gt; &lt;br /&gt;&lt;br /&gt;McLuhan's laws of media (McLuhan &amp; McLuhan, 1988) were written to explain his observations about nature of media and society. Recall that McLuhan was a stark proponent of the concept of &lt;b&gt;technological determinism&lt;/b&gt; - the concept that the tools of a society drive the development of its structure and values. He discussed this concept broadly as he defined media on a macro-scale (to McLuhan, even clothing could be understood as a form of mediated communication), but he focused on the notion that since the beginning of time, we have been dependent on our tools to form who we are. McLuhan &amp; Fiore (1968) identified four distinct(?) times in media history to reinforce these concepts: the tribal era (marked by oral tradition and story-telling, the ear being the organ of choice; the literate era, marked by written communication and the domination of the eye as the organ of choice, and a realization of the world in terms of visual and spatial terms; the print era, marked by a lessened importance of individual memories and a&amp;nbsp;homogeneous&amp;nbsp;society reading mass-produced, similar messages; and the electronic era, marked by a constantly-connected world of individual voices, or a "global village" reminiscent of the tribal era.&lt;br /&gt;&lt;br /&gt;The laws of media (McLuhan &amp; McLuhan, 1988) were written in part to understand technological determinism from a scientific basis; that is, to propose some sort of universal law that might explain: how new media enhance society, make parts of society obsolete, retrieve things once lost, and reverse the social order. This law - or rather, series of four laws - are phrased as the below questions:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;(1) What does media enhance?&lt;/b&gt; This law states that media technology amplifies or strengthens some aspect of society. &lt;br /&gt;&lt;b&gt;(2) What does media make obsolete?&lt;/b&gt; This law states that media technology supersedes some aspect of society.&lt;br /&gt;&lt;b&gt;(3) What does media retrieve?&lt;/b&gt; This law states that media technology restores some aspect of society that was once lost. &lt;br /&gt;&lt;b&gt;(4) What does media reverse?&lt;/b&gt; This law states that media technology produces or becomes some new part of society. &lt;br /&gt;&lt;br /&gt;So let's focus on social media, and let's stick it into the laws of media above. &lt;i&gt;NOTE: As I'm not prepared to provide an exhaustively-researched and referenced proposal at this stage, my initial foray into this discussion of applying McLuhan to understand the social media phenomenon will be based in logical rather than empirical arguments - with the eventual goal to develop this into a complimentary line of research to my own communication technology and society focus.&lt;/i&gt;  &lt;br /&gt;&lt;br /&gt;Thoughts? I'll be adding more referenced arguments into this posting as I continue to develop it for more rigorous testing, but any citations or readings you can recommend are welcome!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;(1) What does &lt;i&gt;social media&lt;/i&gt; enhance?&lt;/b&gt; Social media amplifies and strengthens the individual voices of the people, potentially to the very level or - in some cases even higher - than the mass voice. &lt;br /&gt;&lt;b&gt;(2) What does &lt;i&gt;social media make&lt;/i&gt; obsolete?&lt;/b&gt; Social media supersedes our reliance on a (comparatively) singular mass media to get information about other people and the events happening to them. &lt;br /&gt;&lt;b&gt;(3) What does &lt;i&gt;social media&lt;/i&gt; retrieve?&lt;/b&gt; Social media restores our voices to us as people, breaking apart the homogeneous blend of mass-produced voices in favor of a heterogeneous cacophony of individual voices. &lt;br /&gt;&lt;b&gt;(4) What does &lt;i&gt;social media&lt;/i&gt; reverse?&lt;/b&gt; &lt;i&gt;Social media have reversed the very order and function of media production, as we have gone from a filter --&gt; publish system to a publish --&gt; filter system.&lt;/i&gt; &lt;br /&gt;&lt;br /&gt;Who cares? Well, I'm grown acutely interested in the general phenomenon of social media's meteoric rise onto the scene (as many other researchers have). This being said, I feel that the most intriguing unit of analysis is not looking at Facebook or Twitter, or some other program but rather, the paradigm shift itself. I want to step back - like I interpret McLuhan and his contemporaries to have done - and look at the medium (social media) itself, not just as a channel for communication but as a general social trend. &lt;b&gt;Understanding how social media came to occupy the space that it does now will help us understand where it came from, where it is going, and what will happen to the current media system.&lt;/b&gt; If the emergence of social media truly is causing a paradigm shift in how we understand the very notion of the relationship between media and society, then we need to treat it as such, both conceptually and empirically. In other words, our research and understanding will be better-served with a macro-level discussion such as the one I am proposing here rather than a micro-level one. &lt;br /&gt;&lt;br /&gt;Open for discussion! &lt;br /&gt;&lt;br /&gt;&lt;b&gt;References&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;McLuhan, M., &amp; Fiore, Q. (1968). &lt;i&gt;The Medium is the Massage. &lt;/i&gt;New York: Penguin.&lt;br /&gt;&lt;br /&gt;McLuhan, M. &amp; McLuhan, E. (1988). &lt;i&gt;Laws of Media: The New Science.&lt;/i&gt; Toronto: University of Toronto Press.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-985072044465815185?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/985072044465815185/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=985072044465815185' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/985072044465815185'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/985072044465815185'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/03/publish-to-filter-explained-through.html' title='Publish to Filter, explained through the lens of McLuhan'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-1622212922614739764</id><published>2011-03-27T19:45:00.001-04:00</published><updated>2011-03-27T19:46:53.291-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='SLT'/><category scheme='http://www.blogger.com/atom/ns#' term='interactivity'/><category scheme='http://www.blogger.com/atom/ns#' term='Bandura'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><category scheme='http://www.blogger.com/atom/ns#' term='SCT'/><title type='text'>Video games: learning through observation, or just learning through practice?</title><content type='html'>Over the past few weeks, I've been asked to review, comment, or speak on recent research applying Albert Bandura's Social Learning Theory/Social Cognitive Theory to understanding video game play. While I'm very excited to see folks attempting to broaden the scope of SLT/SCT to interactive environments, I'm skeptical of the efforts that I've seen.&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;span&gt;&lt;i&gt;Note that the following discussion is a mix of armchair hypothesizing and cited theory, but it's meant to get us thinking as we move forward.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;I won't offer an in-depth overview here, but SLT/SCT is a theory of observation learning that explains how humans (particularly children) are able to learn vicariously. The theory explains that we are able to learn through observation by &lt;b&gt;attending&lt;/b&gt; to a particular modeled behavior, &lt;b&gt;retaining&lt;/b&gt; the mechanics of the modeled behavior, figuring out how to &lt;b&gt;(motor) reproduce&lt;/b&gt; &amp;nbsp;the modeled behavior, and finally having some of &lt;b&gt;motivation&lt;/b&gt; to enact the modeled (now learned) behavior. This ARMM (or ARRM, based on who you talk do) process is central to understanding observational learning.&lt;br /&gt;&lt;br /&gt;But one part gets ignored often: &lt;b&gt;model attractiveness&lt;/b&gt;.&amp;nbsp;&lt;/span&gt;When we talk about model attractiveness, we're referring to the degree to which the person performing the modeled behavior is an individual that we like. Bandura puts simply (and I am presenting this very simply here) that we are more likely to learn from models that we like, and are less likely to learn from models we don't like; models we like will gain our attention more so than models that we do not like.&lt;br /&gt;&lt;br /&gt;In video games, it can certainly be argued that attention should be high. &lt;a href="http://ndbowman.info/documents/+%20Bowman%20Diss-Formatted%20v3.pdf"&gt;My own work&lt;/a&gt; argues that video game place greater demand on user's attentional resources than other media forms; of course, I am no means the only one who talks about this. Grodal (2000) writes about video games and the pleasures of control, and how interactivity is a central component of gaming. Klimmt and Hartmann (2006) note that video games are specifically designed to demand steady streams of input from the user in order for the game to progress, and therefore should have a higher intervention potential relative to less demanding media. Several other prominent video game scholars (no specific citations, but Tilo Hartmann, John Sherry, Ron Tamborini, Peter Vorderer, and more) similarly discuss this...and I doubt anyone here is going to argue this contention.&lt;br /&gt;&lt;br /&gt;When we think of video games and attention, the notion of presence (Steuer, 1992 got us started, but loads of other folks have chimed in here) is often invoked to explain how games might be more absorbing and immersive. And I think this is a great direction to go into. Especially as we get into naturally-mapped video games compared to more traditional toggle-based controls - some folks refer to this as a divide between motion-type controls (where the gamer performs the action "first-hand") and symbolic-type controls (where the gamer performs the action by activating different button presses that represent in-game movements) - we can definitely see how attention might be increased more as we literally transport ourselves into the virtual environment.&lt;br /&gt;&lt;br /&gt;So, folks have been using presence to explain heightened attention to video games, which in turn is supposed to make them better for learning certain behaviors (we'll discuss what sorts of behaviors are being/can be/will be learned another time). And, while this logic makes good sense on it's face, it has two major flaws - or at least, one major flaw and one wrinkle.&lt;br /&gt;&lt;br /&gt;This proposed linkage - while logical and contained in its own right - completely ignores the role of model attractiveness as an important part of the observational learning process. It makes sense that presence would predict increased attention, it says nothing about the role of model attractiveness or, for that model, modeling at all. Are we observing a model in video games, or are we the model? Put more directly in video games, are we learning through observation or are we learning through practice?&lt;br /&gt;&lt;br /&gt;Early notions of media entertainment often focused on the concept of parasocial interaction (Rubin, Perse, &amp;amp; Powell, 1985); simply, that media audiences tend to form meaningful "interpersonal" relationships with distal (and often&amp;nbsp;fictitious) media characters. In the language of SLT/SCT, those characters that we have strong parasocial relationships with are likely more attractive models, and therefore we're more likely to model their behaviors over the other media characters. However in video games the distance between character and audience is greatly reduced, if not completely removed, as the gamer actively takes on the persona of the character - a notion referred to as character attachment (Lewis, Weber, &amp;amp; Bowman, 2008); simply, you are your character! &lt;br /&gt;&lt;br /&gt;So this brings me to my main points. First, any researchers studying observational learning must carefully and clearly specify the role of model attractiveness in their research models - this is not trivial, as it is the base of SLT/SCT. Second, is it even proper to study observational learning in an environment where one is not observing but rather participating?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Some references:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Grodal, T. (2000). Video games and the pleasures of control. In D. Zillmann &amp;amp; P. Vorderer (Eds.), &lt;i&gt;Media: The psychology of its appeal&lt;/i&gt;(pp. 197-212). Mahweh, NJ: LEA.&lt;br /&gt;&lt;br /&gt;Klimmt, C., &amp;amp; Hartmann, T. (2006). Effectance, self-efficacy, and the motivation to play video games. In P. Vorderer and D. Zillmann (Eds.),&lt;i&gt;Playing video games: Motives, responses, and consequences &lt;/i&gt;(pp. 133-146).Hillsdale, NJ: LEA.&lt;br /&gt;&lt;br /&gt;Lewis, M. L., Weber, R., &amp;amp; Bowman, N. D. (2008). “They may be pixels, but they’re MY Pixels”: Developing a metric of character attachment in role-playing video games. &lt;i&gt;CyberPsychology and Behavior, 11&lt;/i&gt;(4). &lt;br /&gt;&lt;br /&gt;Rubin, A., Perse, E., &amp;amp; Powell, R. (1985). Loneliness, parasocial interaction, and local television news viewing. &lt;i&gt;Human Communication Research, 12&lt;/i&gt;, 155–80.&lt;br /&gt;&lt;br /&gt;Steuer, J. (1992). Defining virtual reality: dimensions determining telepresence. &lt;i&gt;Journal of Communication, 42&lt;/i&gt;(4), 73-93.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-1622212922614739764?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/1622212922614739764/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=1622212922614739764' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1622212922614739764'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1622212922614739764'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/03/video-games-learning-through.html' title='Video games: learning through observation, or just learning through practice?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2795680263803013278</id><published>2011-03-18T10:05:00.000-04:00</published><updated>2011-03-18T10:05:03.333-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roundtable'/><category scheme='http://www.blogger.com/atom/ns#' term='crisis communication'/><category scheme='http://www.blogger.com/atom/ns#' term='tsunami'/><category scheme='http://www.blogger.com/atom/ns#' term='crisis management'/><category scheme='http://www.blogger.com/atom/ns#' term='NCA'/><category scheme='http://www.blogger.com/atom/ns#' term='Japan'/><category scheme='http://www.blogger.com/atom/ns#' term='JUCA'/><title type='text'>Research on crisis management in the wake of the Japanese tsunami</title><content type='html'>&lt;i&gt;&lt;b&gt;Please see the below message from college Dr. Koji Fuse of the University of North Texas. Dr. Fuse is gathering together scholars and professionals alike to discuss the role of crisis management and public relations following the Japan tsunami.&lt;/b&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;Several Japanese scholars, members of NCA and the Japan-U.S. Communication Association (JUCA), are trying to study the disaster while dealing with the after-effects personally. To make some sense of it all, we're trying to put together a roundtable panel discussion about the Japanese earthquake disaster crisis management.”If your teaching/research/professional experience covers public relations, crisis communication and media, and/or crisis management in particular, please e-mail Koji Fuse atkfuse@unt.edu. We need two Japanese and two non-Japanese experts on this subject. We don't have much time, so please respond at your earliest convenience. The working title for the panel is: "Voices of Japan's Disaster Crisis Management of the 2011 Tohoku-Region Pacific Offshore Earthquake, Tsunami and Radiation Leak&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2795680263803013278?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2795680263803013278/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2795680263803013278' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2795680263803013278'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2795680263803013278'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/03/research-on-crisis-management-in-wake.html' title='Research on crisis management in the wake of the Japanese tsunami'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-8474932810266617375</id><published>2011-03-05T20:08:00.008-05:00</published><updated>2011-03-06T10:56:34.926-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='online games'/><category scheme='http://www.blogger.com/atom/ns#' term='game play motivations'/><category scheme='http://www.blogger.com/atom/ns#' term='MMORPG'/><category scheme='http://www.blogger.com/atom/ns#' term='character attachment'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><title type='text'>Character Attachment and understanding pro- and anti-social video game play</title><content type='html'>Laboring through some data for an upcoming NCA paper, and we're (myself, Daniel Schultheiss and Christina Schumann of &lt;a href="http://www.tu-ilmenau.de/"&gt;TU-Ilmenau&lt;/a&gt;) finding some pretty revealing relationships between character attachment and both pro- and anti-social video game play motivations.&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;For those not "in the know" character attachment is a term that I coined along with Rene Weber and Missy Lewis back in 2008 (paper reference is Lewis, Weber &amp;amp; Bowman, 2008 - give it a read &lt;a href="http://ndbowman.info/documents/CharacterAttachment.pdf"&gt;here&lt;/a&gt;) in attempt to distinguish video games from other forms of media. Our argument was simple: in video games, the old notion of a parasocial interaction (Rubin, Perse, &amp;amp; Powell, 1985) doesn't seem to make sense because it assumes that we are identifying with a distinct other. In (most) video games, you are the character and the character is you. Thus, the relationship is not so much one of parasocial but rather, attachment. In the 2006 paper, we argued that the concept of character attachment should be particularly strong in role-playing games (RPGs) because of the intense time and energy devoted to character development in said games.&lt;br /&gt;&lt;br /&gt;In our study (N = 501 gamers, primarily in Germany and the US) we employed principal components&amp;nbsp;analysis&amp;nbsp;on Yee's (2005, 2006) gaming motivations to uncover latent factors associated with pro-social (eight items, alpha = &amp;nbsp;.883) and anti-social (five items, alpha = .808) gaming motivations. From this, we regressed both scores on each of the four dimensions of character attachment as well as other control measures, such as time and money spent playing online games.&lt;br /&gt;&lt;br /&gt;Here's what we found.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Pro-Social Gaming Motivations&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img alt="Figure1" src="https://lh3.googleusercontent.com/-y2_k61Kb4k0/TXLeZqQyGDI/AAAAAAAAAFM/lTkL0OMjRhA/s1600/Figure1CA%252BMotivations.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Anti-Social Gaming Motivations&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;img alt="Figure2" src="https://lh3.googleusercontent.com/-hQztaX_bRIs/TXLefF54rxI/AAAAAAAAAFQ/_eesjy7uWYk/s1600/Figure2CA%252BMotivations.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;My interpretation so far: "...while pro-social gamers tended to identify heavily with their characters, anti-social gamers tended to suspend their disbelief of the game environment and not take responsibility for their game character's actions. Older gamers tended to play for pro-social reasons and younger male gamers played for anti-social reasons. Video game skill served as a strong predictor of both styles of gaming."&lt;br /&gt;&lt;br /&gt;I'm still tweaking the paper and the write-up, but the early results are promising. What are your thoughts?&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-8474932810266617375?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/8474932810266617375/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=8474932810266617375' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8474932810266617375'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8474932810266617375'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/03/character-attachment-and-understanding.html' title='Character Attachment and understanding pro- and anti-social video game play'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/-y2_k61Kb4k0/TXLeZqQyGDI/AAAAAAAAAFM/lTkL0OMjRhA/s72-c/Figure1CA%252BMotivations.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-5722586199401655618</id><published>2011-02-28T08:48:00.002-05:00</published><updated>2011-02-28T08:51:08.936-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='student journalism'/><category scheme='http://www.blogger.com/atom/ns#' term='journalism'/><category scheme='http://www.blogger.com/atom/ns#' term='Fourth estate'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='UMass-Boston'/><category scheme='http://www.blogger.com/atom/ns#' term='hyperlocal'/><title type='text'>What is student news? A primer and treatise...</title><content type='html'>A colleague of mine from the &lt;a href="http://www.umb.edu/"&gt;University of Massachusetts - Boston&lt;/a&gt; asked me recently to sum up what I thought student journalism is; that is, what makes a good college newspaper? As a former newsman and current faculty advisor, I appreciated the information request - and it really got me thinking about the &lt;a href="http://enotahechoes.wordpress.com/"&gt;Enotah Echoes&lt;/a&gt; here at &lt;a href="http://www.yhc.edu/"&gt;Young Harris College&lt;/a&gt;. My thoughts on student journalism below (these thoughts were customized for UMass-Boston students, hence the local references). I look forward to yours!&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;i&gt;&lt;b&gt;First, what is student news?&lt;/b&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In its simplest form, it’s news produced for students by students. It is an exercise in&lt;b&gt; hyperlocal journalism&lt;/b&gt; – that is, reporting on your immediate surroundings – in which college students report on themselves and their environment. If we think of the principle of the &lt;b&gt;Fourth Estate&lt;/b&gt; (where the media is a ‘check and balance’ structure with real political power), the student newspaper represents the bourgeois (students) in their quest to understand the nobility (campus and administration). Note that the term “understand” does not necessarily mean “investigate” as understandings can be neutral, positive, or negative. Poll your average student on campus – especially an urban, commuter campus like UMass-Boston – and find out how little they actually know about university governance and structure. Often times this is not because the institution is going out of its way to keep us all in the dark (after all, you’re a state-funded institution) but rather it’s merely because nobody is asking the right (or any) questions. At The Mass Media, your goal is to serve as the liaison between the student body-at-large and the happenings of the power structure. &lt;br /&gt;&lt;br /&gt;But beyond this, it’s also to serve as the &lt;b&gt;first draft of history&lt;/b&gt; for the campus. How are students reacting to the protests in Egypt? Is the Big Dig affecting the daily commute to campus? Where were you on the day that Chancellor Motley kicked a puppy while whistling “The Bird is the Word” by The Trashmen? Your newspaper might not be the first ones with the story (we can thank social media for that – more on that at another time), but they will be the most accurate  and they will be the version that will stand the test of time. A wise newspaper publisher once told me that you never know what content of your newspaper will be the most important to your audience, so your job is to &lt;b&gt;tell all the news that’s fit to print &lt;/b&gt;(this worked well for William Randolph Hearst, even if he did start the Spanish-American War). &lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;So, what makes a good story?&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The basic elements of a story are &lt;b&gt;prominence, proximity, timeliness, uniqueness/oddity, consequence, &lt;/b&gt;and &lt;b&gt;human interest&lt;/b&gt;. It’s not that a news story needs all five of these elements, but it certainly needs most of them. These features of news have been repeated time and time again – almost to the point that they are clichés; they are still important, but it’s more than this. Because once you find one/some/all of these elements, it’s time to boil it down to one particularly important concept: &lt;b&gt;significance&lt;/b&gt;. Just as in research we pay attention to significant differences when making predictions, good journalists should recognize when a situation calls for more attention and when it does not. &lt;br /&gt;&lt;br /&gt;In many respects, journalism is about &lt;b&gt;making the significant interesting&lt;/b&gt;. This does not mean that we should inflate the facts or make mountains out of molehills. Molehills are inherently insignificant and mountains are significant in their own right. This being said, &lt;b&gt;facts alone do not a story make&lt;/b&gt;. A good study is one that features the facts baked in an oven of analysis, confirmation, verification…and a bit of flair. Just as you wouldn’t stick a bunch of ingredients into a bowl and call it a cheesecake, you can’t just take a bunch of facts, stick them into a paragraph and expect folks to consume it – they’ll read it because they have to, but they won’t like it and they won’t ask for seconds. &lt;br /&gt;&lt;br /&gt;Along with this, a note on &lt;b&gt;objectivity&lt;/b&gt;. There is some truth to the argument that journalists, as representatives of the bourgeois (re: Fourth Estate), are inherently bias; to be honest, I’m not sure that I’m going to contest this. However, this is no different than a researcher entering into a scientific experiment with a notion of how he/she expects the data to turn out. It is said that journalism is not about some pretention that one can report without bias (observation, it can be argued, is inherently bias) but rather it’s a practice in &lt;b&gt;objectivity of method&lt;/b&gt;. Essentially, &lt;b&gt;good journalism is good science&lt;/b&gt;. Just like in the scientific method where you make observations leading to hypotheses and then test these hypotheses by gathering data, good journalism involves a reporter making observations and forming a “best guess” as to the reasons for them. Only through careful and rigorous observation can a reporter then support their “best guess” or refute it, and then file the story. Probably the cooler thing with journalism is that usually a story is still interesting regardless of whether or not the reporters original understanding of the story was supported or not – there is no confirmation bias in journalism.  &lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&gt;So we found a story, how do we get folks to read it?&lt;/b&gt; &lt;/i&gt;&lt;br /&gt;• &lt;b&gt;Grab the reader’s attention&lt;/b&gt; by connecting the story to the reader’s environment. &lt;br /&gt;• &lt;b&gt;Be concise,&lt;/b&gt; and don’t give us more words than are needed to tell the story. Even in features and entertainment writing, think about the &lt;b&gt;conservation of language&lt;/b&gt; – less is often more. &lt;br /&gt;• &lt;b&gt;Be clear.&lt;/b&gt; Don’t complicate a story with too many facts and quotes. Tell the story, give some insight from those involved (and/or those willing to provide insight) and move on. &lt;br /&gt;• &lt;b&gt;Provide enough information&lt;/b&gt; to tell the reader what the story is going to be about, but be written in such a way as to invite them to read more. &lt;br /&gt;&lt;br /&gt;And don’t forget &lt;b&gt;layers&lt;/b&gt;. In design, layers are a way of thinking about how readers will physically read your product. The first layer is going to be eye-catching photography that tells the story in its own right. The second layer is going to be a bold, clever, and pithy headline that tells the story (maybe with a subhead to give us more detail). At best, the actual story will be the third layer – don’t lose readers by turning them off before they even get to the goods. And don’t write captions that just explain what is in the photo (i.e., a caption of students in the quad that says “students gather in the quad before/after classes”). &lt;br /&gt;&lt;br /&gt;If you don’t have good photography for a story, generate information graphics that summarize the story in a graphical way. A cheap copy of Photoshop and a scanner can breathe life into facts, comparative data, budget numbers, and other stories dealing with quantifiable facts. The greatest budget expose in a decade is that much better if accompanied by a solid information graphic showing – for example - the proportion of the UMass system budget that is allocated to the Boston campus in relation to its overall study body (and if you haven’t done this story, you’re missing out).  &lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&gt;Anything else I should be paying attention to? &lt;/b&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Yes. &lt;b&gt;First off, opinions are like assholes in that everyone has one and they usually stink. &lt;/b&gt;College newspapers are notorious for running scathing editorial after scathing editorial to the point where the campus is simply no longer interested in what you have to say. The editorial (that is, the opinion piece) can be a powerful statement and insightful commentary if done correctly. But all-to-often it is the warbling of privileged college students with nothing more intelligent to say. An editorial is a social contract; as a reader, I expect to be enlightened/humored/educated/challenged/sparked to action after reading your words – otherwise, it’s time that I’m never going to get back. Write editorials, but make sure they come from a place of compassion and competence. &lt;br /&gt;&lt;br /&gt;Second, objectivity does not mean fair and balanced. In other words, in many stories their will actually factually be a ‘good guy’ and a ‘bad guy’ and you need to report this. Too many reporters try to make all sides look equal, but the simple fact is that if the real story is slanted heavily toward one side and you should stay true to this. For example, UMass Boston defeats Union College’s hockey team 8-0, then you wouldn’t strive to explain Union College’s ‘valiant efforts’ – it was a bloodbath (in fact, this is the story) and you should report it as such. Objectivity is simply showing all sides of a story “as is” without inserting your own editorial slant. In fact, &lt;b&gt;overcorrecting a story to make it appear ‘fair and balanced’ is a form of bias.&lt;/b&gt; &lt;br /&gt;&lt;br /&gt;Third, be sure to &lt;b&gt;localize national and global stories. &lt;/b&gt;It is very honorable and interesting that your campus newspaper is attempting to follow the split of the Sudan and the (eventual) toppling of the Egyptian government. However, don’t insult our intelligence by pretending to have unique knowledge of the situation. Just because you watched CNN last night does not qualify you to write a story or an editorial about the situation. This being said, you should absolutely take these stories and localize them – that is, find the UMass Boston angle. Did you read the story about the campus shootings in Youngstown Ohio? Maybe it’s time to revisit campus safety at UMass Boston. Are you aware that members of Congress want to redefine what constitutes “date rape”? This might be a good way to get the opinion from student and campus leaders at UMass Boston. &lt;b&gt;Use national and global events as a vehicle to generate your own news leads, focused on your readers. &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Finally, &lt;b&gt;don’t forget to cover your campus. &lt;/b&gt;Often times, campus newspapers cover entertainment and they cover sports, but they are remarkable inept at covering their own campus. They cover administration issues, parking complaints, and budget fights, but they ignore the students. Are the Greeks having a pie-eating fundraiser? Grab a camera and get some quotes. Are there any springtime rituals on campus? Be there with a notebook in hand. Hot issues and athletics are fun to cover, but don’t forget about the .72 km that UMass Boston calls home. &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-5722586199401655618?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/5722586199401655618/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=5722586199401655618' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5722586199401655618'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5722586199401655618'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/02/what-is-student-news-primer-and.html' title='What is student news? A primer and treatise...'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-871834134050398884</id><published>2011-02-26T19:09:00.006-05:00</published><updated>2011-03-06T10:59:57.308-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='enjoyment'/><category scheme='http://www.blogger.com/atom/ns#' term='tendentious humor'/><category scheme='http://www.blogger.com/atom/ns#' term='path modeling'/><category scheme='http://www.blogger.com/atom/ns#' term='AMOS'/><category scheme='http://www.blogger.com/atom/ns#' term='Squidbillies'/><category scheme='http://www.blogger.com/atom/ns#' term='identification'/><title type='text'>Why Yuppies hate Squidbillies</title><content type='html'>Some of you might recall a publication late last year &lt;a href="http://www.kbjournal.org/bowman_groskopf"&gt;looking at Hillbilly humor in &lt;i&gt;Squidbillies&lt;/i&gt;&lt;/a&gt;, and how two episode from season four really seemed to stick it to the "Chalkies" (their pet name for Yuppies) instead of the "Hillbillies". As a follow-up to my rare foray into the world of Burkeian scholarship, I partnered with Young Harris College professor Jennifer Hallett to examine how one's own identification as a Hillbilly or a Yuppie would drive enjoyment.&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;In Bowman and Groskopf (2010), we used Burke's dramastic pentad to arrive at the conclusion that - at least for two particular episodes of Squidbillies (49 - "United and it feels No Good!" and 50 - "Not without my Cash Cow"), the usually Hillbilly seems to take a back seat in hopes of showing the absurdity of another societal group not normally lampooned in popular media: Yuppies. After completing the narrative analysis, I wondered if we could test some of our observations empirically; that is, if the show is really trashing Yuppies, I wonder how this would affect enjoyment?&amp;nbsp;&lt;br /&gt;&lt;br /&gt;Data analysis is still ongoing, but our original plan was to sample college students from a Southern school and from a Northern school in order to maximize our chances of finding people who identified more as "Hillbillies" or "Yuppies" (I'll have a separate posting on how we developed our 18-item, semantic differential Hillbilly/Yuppie Identification Scale). We planned to show both populations the same episodes of &lt;i&gt;Squidbillies&lt;/i&gt; (thanks to Jim Fortier and Dave Willis at [adult swim] for getting us copies of the show from TBS) and then assess respondents' identification as Hillbilly or Yuppie, their identification with show characters, their liking of show characters, and subsequent enjoyment.&lt;br /&gt;&lt;br /&gt;With N = 80 from the South, we figured to get a large number of people identifying more as Hillbilly. But it turns out (as you can all use 20/20 hindsight to figure this out), college students at a small, private and rather expensive Southern school are anything but Hillbilly.&lt;br /&gt;&lt;br /&gt;And we couldn't be happier.&lt;br /&gt;&lt;br /&gt;The first figure shows the path analysis results linking self-identification with enjoyment of &lt;i&gt;Squidbillies&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;&lt;img alt="SquidFigure2" src="http://4.bp.blogspot.com/-vr0arSCIt5U/TWmN6oUCpGI/AAAAAAAAAFA/bttjTaHLa5w/s1600/SquidFigure2.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;But of course, let's first explain the background and the numbers. An old study by &lt;a href="http://onlinelibrary.wiley.com/doi/10.1111/j.1460-2466.1974.tb00353.x/abstract"&gt;Vidmar and Rokeach (1974)&lt;/a&gt; looked at how selective perception explained the dual popularity of &lt;i&gt;All in the Family&lt;/i&gt; for both liberals and conservatives. Put shortly, they found liberals loved watching the liberal character Mike, and conservatives enjoyed the bigoted antics of Archie. Our idea was to take logic from this study to build a path model explaining how (a) self-identification as a Hillbilly or Yuppie (one composite score, higher scores indicating identifying as a Yuppie) would drive (b) identification with characters (dummy-coded so "1" was the Yuppie character), which would influence (c) liking of characters (again, dummy-coded so "1" was the Yuppie character), and finally predicting (d) enjoyment (one composite score, higher scores indicating more enjoyment). We weren't sure how tendentious humor would play a role (the concept from Freud that humor usually involves a victim or target; very common in television humor), but we knew it was an important variable that might influence enjoyment so we included it. [&lt;i&gt;note: our logic for this is a bit more sophisticated than "let's just include it and see" but you'll have to wait for the paper to come out in print or at conference to get the explanation!&lt;/i&gt;]&lt;br /&gt;&lt;br /&gt;Looking at Figure 1 (labelled Figure 2 because it's lifted from the paper), we see the process clearly. Participants who identified as Yuppies were significantly more likely to identify with the Yuppie character in the show (Beta = .57), which in turn caused them to like the Yuppie character more (Beta = .60). However, as liking for the Yuppie character increased, enjoyment significantly decreased (Beta = -.23), and then we see this separate-but-interesting negative effect of interpreting the show's humor as tendentious and not enjoying the show (Beta = -.49). So Yuppies liked the Yuppie character, but hated the shows because they made fun of Yuppies! The overall model has a very solid fit, and explains about 29 percent of the variance in enjoyment. Seeing the show's humor as mean was an independent effect, but we wondered "what would drive interpretations of the show as being mean?"&lt;br /&gt;&lt;br /&gt;Cue up model revision:&lt;br /&gt;&lt;br /&gt;&lt;img alt="SquidFigure3" src="https://lh6.googleusercontent.com/-tsNT_h8EArM/TWmQ83AJr5I/AAAAAAAAAFI/1ikuO3t6lhs/s1600/SquidFigure3.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;Here, we see the same effects, but now we see another relationship between character liking and interpreting the show's humor as tendentious or not. These data suggest that as respondents liked the Yuppie character more, the felt the show was increasingly tendentious. Not a surprise, because the show was being interpreted more or less as an attack on their own social class (recall that these folks identified as Yuppies)!&lt;br /&gt;&lt;br /&gt;So what?&lt;br /&gt;&lt;br /&gt;Well, we're still building our study and our paper. But our take from this data is that identification plays a rather major role in understanding how television viewers form relationships with characters and the situations that befall these characters. Disposition theory (Zillmann &amp;amp; Cantor, 1976) would account for the negative influence of humor's tendentiousness on enjoyment, as the the theory explains that how we feel about a character combines with what happens to that character to predict our enjoyment. But mainly, the point is this: In Bowman and Groskopf (2010, we talk about how - for two episodes - &lt;i&gt;Squidbillies&lt;/i&gt; took a break from it's normal malignation and derision of Hillbillies in hopes of making a larger social statement about the absurdity of the suburban status quo (quickly, that urban life is always superior to rural life). The intentions for this critique - according to both our own narrative analysis and from talking with the writers themselves - was to force the (largely Yuppie) audience of &lt;i&gt;Squidbillies&lt;/i&gt; to critique themselves for a moment. Now, our data don't necessarily speak to whether or not respondents did indeed look at themselves in the mirror after watching the shows, but it does suggest that enjoyment was quite low here ... which suggests that the critique might have failed.&lt;br /&gt;&lt;br /&gt;Entertainment media often uses commonly-accepted stereotypes and other questionable narrative structures in order get audiences to pay attention to larger social issues (including issues the audience is possibly responsible for). For example, Dave Chappelle uses heavily-racist humor to force his audience (re: Blacks) to realize the absurdity of some of their (pop) cultural behaviors and values, but in the end who is laughing at the jokes? Chappelle found out that Blacks simply stopped watching his show, and Whites watched it to laugh at Blacks. In other words, the cultural lesson reversed because Black audiences simply didn't enjoy being made fun of, and White audiences loved the humor because it was at somebody else's expense. Chappelle is a comic genius (in my own opinion) and hardly hated his own race - rather, his humor was simply misinterpreted. In Chappelle's own words following a blackface performance, "it was the first time I felt that someone was not laughing with me but laughing at me."&amp;nbsp;And I think our theoretical model explains why this might have happened.&lt;br /&gt;&lt;br /&gt;I'm not sure how Norman Lear did it. He was so successful with &lt;i&gt;All in the Family &lt;/i&gt;at exposing the ignorance of bigotry to the American public through the show's popularity, but even here research (including the aforementioned Vidmar and Rokeach, 1974), found the show to be potentially divisive rather than unifying: liberals cheered the show for exposing the ignorance of racism, while at the same time conservatives praised the show for "telling it like it is."&lt;br /&gt;As I continue to argue, the most important feature of any media is the user. Message intention means nothing in the face of message processing. Chappelle and Lear had great intentions, but their audiences selectively perceived what they wanted - and the same thing happened with&lt;i&gt; Squidbillies&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;So the question becomes: How do we teach societal lessons before society tunes us out?&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-871834134050398884?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/871834134050398884/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=871834134050398884' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/871834134050398884'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/871834134050398884'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/02/why-yuppies-hate-squidbillies.html' title='Why Yuppies hate Squidbillies'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-vr0arSCIt5U/TWmN6oUCpGI/AAAAAAAAAFA/bttjTaHLa5w/s72-c/SquidFigure2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-432533085156487837</id><published>2011-01-15T20:47:00.001-05:00</published><updated>2011-01-22T14:02:27.914-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='elderly'/><category scheme='http://www.blogger.com/atom/ns#' term='moral reasoning'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><category scheme='http://www.blogger.com/atom/ns#' term='ICA Boston'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><category scheme='http://www.blogger.com/atom/ns#' term='media choice'/><title type='text'>Upcoming ICA Boston presentations on morality and interactive media</title><content type='html'>After months of waiting, it looks like our US/Germany research team will have a pair of presentations at the &lt;a href="http://www.icahdq.org/conferences/2011/index.asp"&gt;2011 ICA Convention in Boston&lt;/a&gt;. Scheduling details and paneling information is still new, but paper citations and previews are listed below:&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;br /&gt;Bowman, N. D., Dogruel, L, &amp; Joeckel, S. (2011, May). &lt;i&gt;Binding Americans and separating Germans: The influence of moral salience and nationality on media choices. &lt;/i&gt;Paper to be presented at the Annual Meeting of the International Communication Association, Boston.&lt;br /&gt;&lt;br /&gt;Abstract: This paper examines variance in media appeal explained by national culture and morality subcultures to understand the appeal of a variety of popular movie and television genres. Stable and interpretable cultural differences between US and German respondents were found on each of the five dimensions of morality identified by Moral Foundations Theory (Haidt &amp; Joseph, 2004), suggesting Germans to be more liberal and individualizing and Americans to be more binding and conservative. Moreover, both national culture and morality subculture were found to provide unique variance in understanding genre preference. For television programs, morality subculture was found to be the stronger predictor of appeal. For movie genres, respondent nationality was found to be the stronger predictor. These data support Zillmann’s (2000a) notion of the importance of using morality subcultures to understand the appeal of various forms of media entertainment as well as the culpability of using MFT to identify these subcultures. &lt;br /&gt;&lt;br /&gt;Dogruel, L., Bowman, N. D., &amp; Joeckel, S. (2011, May). &lt;i&gt;Elderly People and Morality in Virtual Worlds A cross-cultural analysis of elderly people’s morality in interactive media. &lt;/i&gt;Paper to be presented at the Annual Meeting of the International Communication Association, Boston. &lt;br /&gt;&lt;br /&gt;[Abstract to be posted later]&lt;br /&gt;&lt;br /&gt;We're excited about this work and we'll have to stay in touch on it. &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-432533085156487837?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/432533085156487837/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=432533085156487837' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/432533085156487837'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/432533085156487837'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/01/upcoming-ica-boston-presentations-on.html' title='Upcoming ICA Boston presentations on morality and interactive media'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-703641444410658921</id><published>2011-01-12T15:03:00.001-05:00</published><updated>2011-01-15T20:48:05.063-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='AEJMC ESIG'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><title type='text'>The case for morality and media: Overviewing, reviewing, and previewing our understanding of morality in media uses and effects</title><content type='html'>So, all my rowdy friends and I will be at &lt;a href="http://www.aejmc.com/"&gt;AEJMC 2011 St. Louis&lt;/a&gt; for our hosted panel on morality and media, featuring talks from both emerging and established scholars researching morality and media effect/influence. The panel will be co-sponsored by the Entertainment Studies and Media Ethics divisions of AEJMC.&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;Details for the panel (including schedules and final participant slate) are still being finalized, but here's the most recent information: &lt;br /&gt;&lt;br /&gt;The role of morality in understanding audiences’ uses of and responses to media has always been a central subject for media scholars. The earliest theories of entertainment (c.f. disposition theory: Zillmann &amp; Cantor, 1976) were quick to establish the role of morality related to the appeal of characters and narratives. More recent research in morality and entertainment has continued to focus on the role of individual moral codes in judging characters (Eden, 2010; Krakowiak &amp; Tsay, in press; Sanders, 2008); and narratives (Tamborini, Eden, Bowman, &amp; Grizzard, 2009).This area has become a vital and vibrant issue in the entertainment community, with several recent gatherings of media scholars focusing on the following questions: Does morality play a part in how audience members select, interpret and respond to media characters and narrative? Can media alter or change moral values? Does media content illustrate cultural differences in morality? How do moral considerations influence our reactions to news content?  &lt;br /&gt;&lt;br /&gt;The challenge in answering such questions is enhanced by the complex nature of morality. Past research examined the influence of morality on media entertainment by using proxy measures such as social justice (Raney &amp; Brant, 2002), trait empathy (Zillmann, 1991; 2000), but these approaches have been criticized for a lack of theoretical grounding regarding the nature of morality (Tamborini, Eden, Bowman, Grizzard, &amp; Weber, 2009). Research into morality and media has in the past been dominated by the rationalist perspective championed by Kohlberg (1969). This perspective relies on moral reasoning and rationalization, but this research has been criticized for assuming morality to be a taxing, cognitive process that is at odds with most media experiences familiar to entertainment researchers. More recent research has been grounded in emotional reactions to moral violations (c.f. Haidt, 2009) in order to examine intuitive, irrational aspects of morality that may play a larger role in media appreciation (Eden &amp; Tamborini, 2010).  Recent research in morality and entertainment uses both rational and intuitive conceptualizations of morality to delve deeply into the relationship of morality and the media (Tamborini, 2010). &lt;br /&gt;&lt;br /&gt;The proposed panel will serve as a forum discussion to educate and inform media scholars on the current issues surrounding morality and media research. Each of the participants of this roundtable panel are currently engaged in grappling with the questions raised by the abbreviated discussion above, and bring a wealth of empirical and theoretical experience to the conversation.  Following a brief introduction into the key issues and principles of morality and media entertainment by the panel chair and sponsor, each panelist will be asked to lead a short discussion to a more specific area of the morality and media debate. This will allow each participant a short period of time to introduce their topic of interest, as well as present fresh data to panel participants. These discussions include:&lt;br /&gt;&lt;br /&gt;• &lt;b&gt;Theoretical and empirical support for a Model of Intuitive Morality and Exemplars&lt;/b&gt;, led by Ron Tamborini of Michigan State University. Based on Haidt’s (2001) theory that moral judgment is shaped by the salience of moral intuitions, Tamborini’s (2010) model describes reciprocal processes in which a) the salience of moral intuitions shapes evaluations of media content and exposure, and b) exposure patterns promote production of content adhering to and reinforcing these moral intuitions.&lt;br /&gt;• &lt;b&gt;Moral ambiguity, disengagement and audience response&lt;/b&gt;, led by K. Maja Krakowiak, University of Colorado – Colorado Springs. Morally ambiguous characters, who do both good and bad things, are prevalent in entertainment content. These characters often do things that would be morally unacceptable in the real world, but many individuals like and enjoy these characters. This discussion will explain some mechanisms - specifically moral disengagement and alternate moral codes - by which individuals may derive enjoyment from content featuring morally ambiguous characters. &lt;br /&gt;• &lt;b&gt;Implications of cross-cultural differences in moral salience for multi-national media psychology research,&lt;/b&gt; led by Nick Bowman of Young Harris (Ga.) College, Sven Joeckel of the University of Erfurt (Germany), and Leyla Dogruel of the Free University of Berlin. . While nationality is often considered a proxy measure for culture, it is also the case that understanding morality subcultures within and across different nationalities might be a more robust approach to understanding variance in these audiences’ reactions to media. This discussion will explain the root of cultural differences in terms of differences in moral codes which may or may not be reflected by one’s nationality, and how this approach – using moral salience to better understand cultural differences – is currently being applied to understanding differences in audience preference for and reactions to various media products.&lt;br /&gt;• &lt;b&gt;The intersection of morality and neuroscience&lt;/b&gt;, led by Allison Eden of Michigan State University. Explicating the underlying neural processes that govern perceptions of and reactions to morality presented by media characters is central to understanding audience reactions to and preferences for media content. For example, does moral information, such as the violation or upholding of a social norm, change perception of characters? If this process occurs, is it a top down process involving conscious deliberation, or is it a bottom-up process based on unconscious, emotional reactions to stimuli? Recent research in moral cognitive neuroscience and person perception processes can help illustrate answers to these questions in a way that will explore the connections between our brains and our media preferences. New data from an ongoing study exploring the neural underpinnings of moral reasoning will be introduced and discussed in terms of the significance for media entertainment. &lt;br /&gt;• &lt;b&gt;Using morality to distinguish between heroes and villains in entertainment media&lt;/b&gt;, led by Meghan Sanders of Louisiana State University. In his reformulation of disposition theory, Raney (2004) put forth moral disengagement as an important cognitive process in forming an impression. This discussion revolves around the addition of moral disengagement to entertainment theories, focusing on the process’ application to the hero-villain dichotomy.  &lt;br /&gt;• &lt;b&gt;Morality considerations and interactive media&lt;/b&gt;, led by Matthew Grizzard of Michigan State University. The relationship between morality and interactive media, such as video games, has garnered much attention in the popular press as well as academia. While magic-bullet type claims of violent video games crafting murderers out of junior high students are probably over-zealous, it would be equally ill-informed to claim that issues of morality are irrelevant to interactive media. The current discussion seeks to examine current conceptualizations of morality, game play’s psychological impact on moral attitudes and behaviors, and differences regarding morality between traditional forms of media and interactive media.&lt;br /&gt;• &lt;b&gt;Do intuition-driven moral codes drive our responses to real-life events depicted in the news?&lt;/b&gt; led by Robert Lewis, Michigan State University  This discussion centers on sub-cultural and individual differences in morality, and how those differences may help to determine our reactions to controversial stories in the news. What we consider "good news" or "bad news" seems to be determined by the same psychological systems that we use to make moral judgments of fictional characters and in non-mediated experiences.&lt;br /&gt;• &lt;b&gt;Methodological issues in the study of morality and media&lt;/b&gt;, led by Mina Tsay of Boston University. The study of morality and media has posed several methodological challenges for scholars. This discussion will explain the limitations associated with empirical measures of morality, moral reasoning, and moral disengagement. It will also highlight the compromises necessitated by these challenges when exploring morality’s impact on viewer’s experience with entertainment media.&lt;br /&gt;&lt;br /&gt;The end goal of this roundtable panel is to overview, review, and preview the current, ‘cutting-edge’ state of research and theorizing regarding morality and media psychology. This panel is designed to incorporate and integrate audience members into a larger discussion regarding the implications of morality considerations in media uses and effects research, and should serve as an encouragement and inspiration for continued research and collaboration on morality and media. &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-703641444410658921?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/703641444410658921/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=703641444410658921' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/703641444410658921'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/703641444410658921'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2011/01/case-for-morality-and-media-overviewing.html' title='The case for morality and media: Overviewing, reviewing, and previewing our understanding of morality in media uses and effects'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-7882137765511898599</id><published>2010-11-04T14:11:00.002-04:00</published><updated>2010-11-04T14:12:39.573-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Young Harris College'/><category scheme='http://www.blogger.com/atom/ns#' term='Speaking Center'/><category scheme='http://www.blogger.com/atom/ns#' term='Assistant Professor'/><category scheme='http://www.blogger.com/atom/ns#' term='job searching'/><title type='text'>Job posting @ Young Harris College (Communication Studies)</title><content type='html'>For anyone on the job hunt, the Department of Communication Studies at Young Harris College is in the midst of a continued expansion, hiring our third tenure-track faculty member in as many years. The posting here is for a Director of our Speaking Center who would also teach courses in their own area of expertise. Check it out?&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;b&gt;Assistant Professor of Communication Studies Young Harris College&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;Young Harris College is a selective liberal arts institution serving students who demonstrate strong academic commitment.  Founded in 1886 and affiliated with The United Methodist Church, the College currently enrolls approximately 800 students across four divisions - Fine Arts, Humanities, Mathematics and Science, and Social and Behavioral Sciences- with a student-to-faculty ratio of 12:1.  Young Harris College enjoys a strong endowment and is engaged in significant expansion after receiving approval in 2008 from the Southern Association of Colleges and Schools (SACS) to begin offering baccalaureate degrees in a number of fields.  Young Harris College is located two hours north of Atlanta and two hours south of Asheville, NC in the beautiful North Georgia Mountains. &lt;br /&gt;&lt;br /&gt;Young Harris College invites applications for a full-time, tenure-track position in Communication Studies to begin August 2011. This position includes directorship of the Speaking Center, with corresponding release time for this administrative role.  The Speaking Center is currently in its pilot year as part of Young Harris College's Quality Enhancement Plan (QEP) and is, therefore, an integral part of the Academic Program.  The desired candidate will be responsible for administration of the Center including training and evaluating peer tutors, teaching multiple sections of public speaking, and working with the Department Chair to assess learning outcomes.  The selected candidate may expect to teach additional undergraduate courses including but not limited to advanced public speaking, introduction to communication studies, communication theory, rhetoric, persuasion, and others in the candidate's area of expertise.&lt;br /&gt;&lt;br /&gt;Qualifications include an earned doctorate in Communication Studies (A.B.D. candidates will be considered at the level of Instructor) with a background in public speaking or debate, rhetoric and/or communication education. Experience directing or working in a speaking center is preferred. A strong commitment to teaching in a liberal arts undergraduate curriculum is required. Research and scholarly work in the candidate's area of expertise is encouraged and supported by the institution. &lt;br /&gt;&lt;br /&gt;Applications should be addressed to Dr. Jennifer Hallett, Chair of the Communication Studies Search Committee, Office of Human Resources. Electronic applications are required (in Word or PDF format) and should be sent to &lt;a href="mailto:HumanResources@yhc.edu"&gt;HumanResources@yhc.edu&lt;/a&gt;.  Applications should include an updated curriculum vitae and statement of purpose, a statement of teaching philosophy, three letters of reference, and copies of all undergraduate and graduate transcripts.  Review of applications will begin immediately and continue until the position is filled. Representatives from the department will be attending the NCA convention in San Francisco, and select pre-interviews for the position may be scheduled.  Prior to employment, selected candidates must successfully pass a background check.&lt;br /&gt;&lt;br /&gt;Applicants who would enrich the diversity of the campus community are strongly encouraged to apply.&lt;br /&gt;EOE M/F/D/V&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-7882137765511898599?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/7882137765511898599/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=7882137765511898599' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7882137765511898599'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7882137765511898599'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/11/job-posting-young-harris-college.html' title='Job posting @ Young Harris College (Communication Studies)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6265681648188008574</id><published>2010-10-27T18:21:00.002-04:00</published><updated>2010-10-27T18:25:55.800-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='new media'/><category scheme='http://www.blogger.com/atom/ns#' term='entertainment media'/><category scheme='http://www.blogger.com/atom/ns#' term='television'/><category scheme='http://www.blogger.com/atom/ns#' term='Christian Science Monitor'/><title type='text'>The end of tube TV?</title><content type='html'>Recently, I was interviewed (along with colleague Dr. Paul Levinson of Fordham U) about the effect of new technology on television by Matthew Shaer of the &lt;a href="http://www.csmonitor.com/The-Culture/TV/2010/1027/Wi-Fi-Hulu-DVR-and-the-end-of-the-tube-as-we-know-it"&gt;Christian Science Monitor&lt;/a&gt;...&lt;span class="fullpost"&gt;An excerpt:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;A more solitary pursuit&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;"Take away the Super Bowl, and television, at least in the way I see it, is becoming almost a supplemental media choice," Bowman says. "It's one of those things, like radio, that we do when we're doing something else. Twenty years ago I would have been watching the same thing everyone else was watching," he adds. "Now we're all paying little bits of attention to lots of devices, instead of paying a lot of attention to one device. In 2010, it's much harder to argue that television is the big storyteller in American culture."&lt;br /&gt;&lt;br /&gt;Television, of course, isn't exactly an endangered medium. Nielsen, a tracking firm based in New York, recently predicted that the number of American homes with television access will increase to an all-time high of 115.9 million during the 2010-11 television season – up 1 million from the same time last year.&lt;br /&gt;&lt;br /&gt;Furthermore, Nielsen estimates that the number of the people in those "TV households" will also increase, for a total American audience base of almost 300 million.&lt;br /&gt;&lt;br /&gt;And as Bowman acknowledged, major television events are still an enormous draw – 24.2 million US viewers watched the 2010 season finale of "American Idol"; 106 million US viewers watched the New Orleans Saints beat the Indianapolis Colts at Super Bowl XLIV, making that game the single most-watched television broadcast in history. (By comparison, the next most-watched television broadcast, the 1983 "M*A*S*H" finale, drew 50.15 million viewers, according to Nielsen.)&lt;br /&gt;&lt;br /&gt;Still, there are signs that a major shift is under way, one that will change not only our television-viewing habits, but the very foundations of television culture itself.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Read the rest at: &lt;a href="http://www.csmonitor.com/The-Culture/TV/2010/1027/Wi-Fi-Hulu-DVR-and-the-end-of-the-tube-as-we-know-it"&gt;http://www.csmonitor.com/The-Culture/TV/2010/1027/Wi-Fi-Hulu-DVR-and-the-end-of-the-tube-as-we-know-it&lt;/a&gt;&lt;/i&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6265681648188008574?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6265681648188008574/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6265681648188008574' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6265681648188008574'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6265681648188008574'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/10/end-of-tube-tv.html' title='The end of tube TV?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2299948070232026272</id><published>2010-10-13T09:45:00.002-04:00</published><updated>2010-10-13T09:46:54.843-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='moral reasoning'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><title type='text'>Moral Balancing and MFQ</title><content type='html'>For the past several months, my German colleagues - Leyla Dogruel and Sven Joeckel - and I have been studying the role of moral intuition in virtual enviromnents (we'll be posting papers and presentations on the topic soon, but for now scroll through the blog or read earlier posts on Moral Foundations Theory &lt;a href="http://onmediatheory.blogspot.com/search/label/moral%20foundations%20theory"&gt;here&lt;/a&gt;). However, something hit me last night that I want to get some feedback on: moral balancing.&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; In basic, we are arguing that one's pattern of moral saliences should be a predictor of their behaviors in a virtual world. If you consider that virtual media environments differ from traditional media environments in that users are given the active choice (relative to 'old media) to commit (or not commit) moral transgressions, then we might be able to argue that the salience of a particular moral module might serve as a demotivator commit said moral transgression. For example, if considerations of harm and care are particularly important to a video game player, than we might expect this person to commit less acts of violence than somebody for whom harm and care are not particularly important.12&lt;br /&gt;&lt;br /&gt;While some of the early research applying MFT to media psychology - many papers 'in review' or in conference form are available from the Michigan State University research headed up by Ron Tamborini (who is organizing an excellent seminar on the topic at the &lt;a href="http://www.beaweb.org/staticcontent/staticpages/2011conv-rs.htm"&gt;2011 BEA conference in Las Vegas)&lt;/a&gt; and Allison Eden - has found some success in explaining relationships between the salience of different &lt;a href="http://faculty.virginia.edu/haidtlab/mft/index.php"&gt;moral modules&lt;/a&gt; and entertainment outcomes, the research is only recently being extended and applied to consider interactive media. Our international research team is still 'crunching the data' so that we can meet a Nov. 1 ICA paper submission deadline, but as I was looking over our manuscripts I remembered and old discussion about moral balancing and - as any good social scientist - I wondered how this might serve as a moderator of the effects that we're looking for.&lt;br /&gt;&lt;br /&gt;In basic terms, moral balancing is an understanding that "moral decisions are affected by evaluation of the actor's moral status based on his/her recent moral history" (&lt;a href="http://www.ncbi.nlm.nih.gov/pubmed/2322781"&gt;Horencyzk, 1990&lt;/a&gt;). Thinking of the nature of video game play - or, for that matter, any relevant activity (i.e., getting into a fight with a bully right before playing a violent video game) - I wonder if we can harness this explanation to explain deviations from the hypothesis that moral transgressions should not occur for people to whom a particular moral module (in this case, harm and care) is very salient. Could it be the case that prior experience violating the module (which to some extent is collinear with video game play experience) would inhibit the expected effect? Or what about relevant life experience? Is the 'moral balancing' explanation state-based, or can it be more long-term? And if there is some logic here, how would we measure and control for this effect? &lt;br /&gt;&lt;br /&gt;Still a very rough idea, but something to chew on moving forward, I should think. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;1 = an interesting argument here - one that I continually raise with my colleagues - is that this logic assumes that video game players actually use their 'real-world' morality when playing the video game; that is, that the do not distinguish between the actual and virtual worlds. I'm in a very interesting ediscussion with Tilo Hartmann about this very topic which I hope to post more about in the very near future (probably after the ICA deadline passes). More on this later...(and apologize to Tilo for my LATE replies).&lt;br /&gt;&lt;br /&gt;2 = Stay tuned here, because Sven, Leyla and myself actually think we've found an alternative explanation here. Preliminary data from our most recent experiment suggests that while high moral salience leads to a lack of violations being committed, low moral salience does not really at all lead to an increase in transgressions. Rather, the decision to commit a moral violation or not is completely random when moral salience is low, which is completely in line with decision-making theories; as the individual has no investment in the decision they simply 'flip a proverbial coin'. In other words, it appears in our early data analysis that increases in moral salience might best be thought of as a 'decision stabilizer,' or a function that makes the decision to violate or not less random. More on this later...&lt;/i&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2299948070232026272?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2299948070232026272/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2299948070232026272' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2299948070232026272'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2299948070232026272'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/10/moral-balancing-and-mfq.html' title='Moral Balancing and MFQ'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-9212440196689037157</id><published>2010-09-15T13:29:00.001-04:00</published><updated>2010-09-15T13:31:32.249-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><title type='text'>Ten-Part Series, "What does video game research really say?"</title><content type='html'>Dr. Richard Landers of Old Dominion University is engaging in a 10-part series on his interpretations of video game research (Dr. Landers blog "Thoughts of a Neo-Academic" is linked to the right of the page, and parts &lt;a href="http://neoacademic.com/2010/09/09/what-does-video-game-research-really-say-part-1-10/"&gt;one&lt;/a&gt; and &lt;a href="http://neoacademic.com/2010/09/14/what-does-video-game-research-really-say-part-210/"&gt;two&lt;/a&gt; of his series are available now). &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;His reviews are based on a special issue of &lt;a href="http://www.apa.org/pubs/journals/gpr/"&gt;Review of General Psychology&lt;/a&gt; (&lt;a href="http://psycnet.apa.org/journals/gpr/14/2/"&gt;vol. 14, no. 2&lt;/a&gt; is the special issue he is reviewing). I'm still trying to track down the journal for myself, but in the meantime I suggest that anyone interested in the study of games check it out, and read up on Dr. Landers' comments?&lt;br /&gt;&lt;br /&gt;More from &lt;i&gt;"On Media Theory...&lt;/i&gt;" on the topic soon.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-9212440196689037157?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/9212440196689037157/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=9212440196689037157' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/9212440196689037157'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/9212440196689037157'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/09/ten-part-series-what-does-video-game.html' title='Ten-Part Series, &quot;What does video game research really say?&quot;'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4057284534131553054</id><published>2010-09-15T12:55:00.006-04:00</published><updated>2010-09-15T13:14:00.670-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games in the news...'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><title type='text'>Why video games merit academy study (UK Guardian)</title><content type='html'>A few weeks ago, we posted a blog directing readers to a 'so-called' &lt;a href="http://onmediatheory.blogspot.com/2010/08/top-journals-for-video-games-research.html"&gt;Top Journals in Video Game Research&lt;/a&gt;. Well, the debate is carrying over to the mass media now, and the &lt;a href="http://www.guardian.co.uk/technology/2010/sep/08/the-player-naomi-alderman"&gt;UK Guardia&lt;/a&gt;n is now weighing in on the subject.&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;I'm still reading through the article and the commentary attached to it - colleague 'JS' recommended that the comments might be a better read than the actual article itself. So while I'm still wading through the information, tell me what you think!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;UPDATE:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;My quick read has me really wanting to spend more time with Dr. Ewan Kirkland, because I think he really 'gets it'; read the excerpt below:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;"One important area is what games do that is different from other artistic media. How do they produce an emotional effect?" &lt;br /&gt;&lt;br /&gt;The game Silent Hill 2 convinced Kirkland that games were worth studying. "It's deeply psychological. At the end of the game, you have to commit a crime which reproduces the deed your character has been trying to forget throughout the game. It's about love, loss and guilt, with a disturbing sense of complicity. That fascinated me."&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4057284534131553054?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4057284534131553054/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4057284534131553054' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4057284534131553054'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4057284534131553054'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/09/why-video-games-merit-academy-study.html' title='Why video games merit academy study (UK Guardian)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-623467202282140241</id><published>2010-09-14T14:42:00.001-04:00</published><updated>2010-09-15T12:59:48.469-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='publications'/><category scheme='http://www.blogger.com/atom/ns#' term='animation'/><category scheme='http://www.blogger.com/atom/ns#' term='Kenneth Burke'/><category scheme='http://www.blogger.com/atom/ns#' term='rhetorical analysis'/><category scheme='http://www.blogger.com/atom/ns#' term='Squidbillies'/><category scheme='http://www.blogger.com/atom/ns#' term='neurological research'/><category scheme='http://www.blogger.com/atom/ns#' term='recent publications'/><title type='text'>Bowman and Groskopf, rhetorical scholars extraordinaire?</title><content type='html'>Just got word a few days ago. Pending some small edits I will have my first published rhetorical paper, "Appalachia: Where the Squids hate the Chalkies", in the &lt;a href="http://kbjournal.org/"&gt;KBJournal&lt;/a&gt;. This was a Burkeian analysis presented at Southern States Communication Association - Memphis earlier this year.&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;We'll have a link to the full paper up once it his the presses, but an abstract for now:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;In November 2004, [adult swim] previewed an animated show about a family of quasi-anthropomorphic, endangered land squids living in the Appalachian region of northern Georgia. This show, Squidbillies, is typical in its portrayal of the Cuyler family as an impoverished, uneducated and fiercely xenophobic family of hillbillies reminiscent of other Hollywood representations of the Appalachian region. Although on its surface the show appears to be yet another satire about hillbillies and rednecks, further investigation into the show’s narrative reveals an emergent concept of otherness in how the writers portray non-Appalachian groups, specifically suburban whites (referred to as “yogurt lovin’ ‘Chalkies’”). In these depictions, the writers use satire to express a sense of self-depreciating humor toward their own culture. This paper examines the concept of otherness emergent in Squidbillies, specifically focusing on how the priming of the hillbilly stereotype is used as a literary device to introduce and comment on Chalkie culture.&lt;/i&gt; &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-623467202282140241?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/623467202282140241/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=623467202282140241' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/623467202282140241'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/623467202282140241'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/09/bowman-and-groskopf-rhetorical-scholars.html' title='Bowman and Groskopf, rhetorical scholars extraordinaire?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-15625254866362221</id><published>2010-09-14T12:58:00.001-04:00</published><updated>2010-09-14T12:58:37.362-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental models'/><title type='text'>New X-Box Controller and Mental Models</title><content type='html'>I haven't posted much of the theoretical lately - I'm still sitting on two concepts that I'm not just ready to share with everyone - but a news story crossed my path today that might be related to my research on task demand and mental models.&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;br /&gt;&lt;a href="http://www.cnn.com/2010/TECH/gaming.gadgets/08/31/xbox.controller/index.html"&gt;CNN&lt;/a&gt; ran an announcement last night about the upcoming X-Box 360 controller overhaul. Although the changes do not seem to be major, I wonder how they might mess with users' mental models associated with the X-Box controller? So far as I know, the controller has remained unchanged since 2001 - so that's nine years of familiarity with said controller. &lt;br /&gt;&lt;br /&gt;For the uninitiated, mental models refer to how our brains process abstract information related to a variety of activities. Think about when you learned how to type on a 'QWERTY' keyboard and you have the idea; your brain learns a schema associated with typing different keys (a rather abstract task, if you think about it) and then you can apply this scheme to actually typing out words on a computer screen. &lt;br /&gt;&lt;br /&gt;In terms of video games, as controllers have gotten more complex (more button options, analog and digital buttons, more grips and trigger controls, etc.) gamers have had to learn and update their mental model associated with video games to be successful. Ask a skilled &lt;i&gt;Madden&lt;/i&gt; player to explain to a rookie how and when to use the Truck Stick, and you'll see how frustratingly difficult it can actually be to explain a mental model. It's an almost-innate reaction, and the better the mental model, the more instinctive its application becomes. You'll also see a negative reaction from PlayStation gamers who are 'forced' to use an X-Box controller, or vise versa. &lt;br /&gt;&lt;br /&gt;So, the question becomes, how will gamers react to the redesigned X-Box controller? I'm curious to hear from experienced gamers about the changes...do they help reinforce a current mental model, or are they going to require the re-application of a new one? &lt;br /&gt;&lt;br /&gt;For those in peripheral design, mental models are paramount to commercial and critical success. &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-15625254866362221?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/15625254866362221/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=15625254866362221' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/15625254866362221'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/15625254866362221'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/09/new-x-box-controller-and-mental-models.html' title='New X-Box Controller and Mental Models'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6357606084428776353</id><published>2010-08-11T10:01:00.001-04:00</published><updated>2010-08-11T10:01:23.126-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Verizon'/><category scheme='http://www.blogger.com/atom/ns#' term='Google'/><category scheme='http://www.blogger.com/atom/ns#' term='FCC'/><category scheme='http://www.blogger.com/atom/ns#' term='network neutrality'/><title type='text'>Google no longer a fan of Net Neutrality</title><content type='html'>This is a bit different from my usual posts on entertainment research and news, but as Journalism professor (the other half of my academic career), I can't ignore it.  &lt;br /&gt;&lt;br /&gt;According to a report filed by USAToday:&lt;br /&gt;&lt;br /&gt;"Google on Monday reversed its long-held support for pure "net neutrality" and joined Verizon in calling for new laws that would enable Internet providers to favor some Web services over others."&lt;br /&gt;&lt;br /&gt;The story is based on this statement [read &lt;a href="http://googlepublicpolicy.blogspot.com/2010/08/joint-policy-proposal-for-open-internet.html"&gt;here&lt;/a&gt;] released by Google and Verizon; they are the partners-in-crime behind the Droid smartphones and the Android operating system currently enjoying much commercial success. &lt;br /&gt;&lt;br /&gt;Read the release first, then read the &lt;a href="http://www.usatoday.com/money/industries/technology/2010-08-09-google-verison-net-neutrality_N.htm?POE=click-refer"&gt;full USAToday.com story&lt;/a&gt; (also included below).  Then, let's talk about it. &lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;b&gt;Anger greets Google-Verizon proposal for routing Web traffic&lt;br /&gt;By Byron Acohido&lt;br /&gt;USA TODAY&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Google on Monday reversed its long-held support for pure "net neutrality" and joined Verizon in calling for new laws that would enable Internet providers to favor some Web services over others.&lt;br /&gt;That touched off vehement protests from consumer groups that support network neutrality, the principal of ensuring all people have equal access to all websites.&lt;br /&gt;&lt;br /&gt;If the Google-Verizon proposal goes through, it would "kill Internet freedom," says Justin Ruben, director of the advocacy group MoveOn.org.&lt;br /&gt;&lt;br /&gt;Google and Verizon framed their proposal as "a new, enforceable prohibition against discriminatory practices." In a policy statement, the companies asked Congress to bar phone and cable TV companies from slowing down, blocking or charging to prioritize Internet traffic flowing over their regular broadband lines.&lt;br /&gt;&lt;br /&gt;But the companies left room for broadband providers to charge extra to route traffic from premium services such as remote medical monitoring and smart-grid controls over dedicated networks that are separate from the public Internet.&lt;br /&gt;&lt;br /&gt;Google and Verizon also want Congress to exempt mobile devices — such as Google's Android phones and Apple's iPad — from net neutrality. And they are calling for restrictions on the Federal Communications Commission's role in regulating the Internet.&lt;br /&gt;&lt;br /&gt;The agency declined comment. FCC Chairman Julius Genachowski has been an outspoken supporter of net neutrality.&lt;br /&gt;&lt;br /&gt;The rising popularity of Web-connected mobile devices, especially Google Android smartphones, probably solidified Google's change of heart, says Kevin Lee, CEO of search consultants Didit. The company now desires legal standing to pay Verizon a premium to reach users willing to pay for a higher tier of mobile Internet service.&lt;br /&gt;&lt;br /&gt;It could arrange, for instance, for Google's Chrome browser to be used exclusively on such phones and charge advertisers a premium for reaching high-demographic users. "There is value to the eyeballs using those smartphones," Lee says.&lt;br /&gt;&lt;br /&gt;But smaller Internet companies wouldn't be able to keep pace. "Ultimately, consumers would pay the costs for the premium delivery, or worse, would never see the content of smaller companies," says John Simpson, director of advocacy group Consumer Watchdog. "Google claims it won't use premium channels for delivery, but not long ago they professed to defend true net neutrality."&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6357606084428776353?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6357606084428776353/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6357606084428776353' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6357606084428776353'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6357606084428776353'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/08/google-no-longer-fan-of-net-neutrality.html' title='Google no longer a fan of Net Neutrality'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-8791224236709300992</id><published>2010-08-08T10:37:00.004-04:00</published><updated>2010-08-08T10:39:20.317-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games in the news...'/><title type='text'>What does 'video game' mean, anyway? (From CNN.com)</title><content type='html'>I stumbled across this article during my morning newspaper read. I'm not really sure how I feel about it, but give it a read and let's discuss. &lt;br /&gt;&lt;span class="fullpost"&gt; &lt;br /&gt;&lt;b&gt;What does 'video game' mean, anyway?&lt;br /&gt;by Scott Steinberg&lt;br /&gt;TechSavvy Global&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;From plummeting sales to a shift to social networks, critics love to endlessly debate what ails the gaming business.&lt;br /&gt;&lt;br /&gt;But ironically, the biggest problem of all may be that there is no singular "games industry" to speak of anymore, and that the term "video game" itself is hopelessly outdated.&lt;br /&gt;&lt;br /&gt;"I've never seen a period like this ... there's so much disruption," Electronic Arts founder Trip Hawkins recently said on the online video show "Game Theory." "The industry is really being turned inside out."&lt;br /&gt;&lt;br /&gt;Credit the rise of new technologies -- from downloadable games to smartphone apps -- streaming "cloud" games and social network titles.&lt;br /&gt;&lt;br /&gt;Free games playable in your Web browser, electronic amusements based around the sale of bite-sized virtual goods ("microtransactions") and massively multiplayer online worlds are also on the upswing. Simultaneously, tightened household spending is forcing players to look more toward episodic and downloadable content such as new maps, missions and story add-ons that extend the life of games they already own.&lt;br /&gt;&lt;br /&gt;Unfortunately for industry titans like Activision and Electronic Arts, most modern forms of electronic entertainment have about as much to do with games like "Call of Duty" and "Mass Effect" as Apple does quilting.&lt;br /&gt;&lt;br /&gt;Digital diversions built for new platforms like Facebook and the iPhone aren't just designed to be played in completely different methods and manners. They're meant to be enjoyed in different context and timeframes, and constantly updated and refined based on player feedback, defining them more as services than products.&lt;br /&gt;&lt;br /&gt;"A lot of the established players [including] retailers and publishers are worried," said "Oddworld" creator Lorne Lanning. "They have good reason to be. People are finding experiences and products elsewhere, and different businesses are emerging that large infrastructure companies aren't used to adapting to, and a lot of them won't be able to adapt to.&lt;br /&gt;&lt;br /&gt;"Anyone who thinks that they're deeply entrenched ... is fooling themselves."&lt;br /&gt;&lt;br /&gt;As he explains, it's one thing to sell a copy of "Metroid: Other M," which costs a fixed price, offers everyone essentially the same experience and lasts a few hours before being put down. It's another to build a 3-D online universe such as "Free Realms" or social game such as "FrontierVille," which have to stay relevant for years and offer reasons to keep clicking day after day.&lt;br /&gt;&lt;br /&gt;The shift has made for many bleak months of retail software performance. Most recently, sales of games for PlayStation 3, Wii, Xbox 360 and popular handheld consoles slumped a whopping 15 percent to $531 million in June, according to market research firm NPD.&lt;br /&gt;&lt;br /&gt;"Everyone was caught figuratively with their pants down," said Epic Games design director Cliff Bleszinski of the shift to online, digital and social alternatives. "Everybody in the industry is still trying to figure out how to make blockbuster games in this day and age."&lt;br /&gt;&lt;br /&gt;Independent game designer Clint Hocking, most recently responsible for "Far Cry 2," wholeheartedly agrees with these sentiments. "[Game industry insiders] stood around saying for so long that the game industry is immune to the recession," he said. "But we're not."&lt;br /&gt;&lt;br /&gt;Origin and Portalarium founder Richard "Lord British" Garriott predicts a radical shift for the business, citing that those who choose to accept it will flourish, while those who don't are doomed.&lt;br /&gt;&lt;br /&gt;But as insiders are all quick to point out, upsides are also plentiful for video game fans.&lt;br /&gt;&lt;br /&gt;More than 40,000 games are now available that speak to all ages and interests, and at a broader range of prices than ever, on the iPhone and iPad. Sales of PC digital downloads have either caught up to or surpassed retail purchases as of 2009 as well, depending on which analyst you ask.&lt;br /&gt;&lt;br /&gt;"The industry will be healthy, is not headed for doom, and we're entertaining more people in more ways than ever before," said Naughty Dog co-founder Jason Rubin. "But from a profitability standpoint, the [blockbuster] console stuff is not quite working."&lt;br /&gt;&lt;br /&gt;At this point, it's a little premature to write the pastime off.&lt;br /&gt;&lt;br /&gt;Instead of debating what ails gaming as a whole, maybe we'd do better to take a deeper look at the fundamental changes responsible for these painful upheavals.&lt;br /&gt;&lt;br /&gt;Not to mention, that is, wake up and realize that "video games" can't all be lumped into the same single grouping any more, or viewed through the same myopic lens.&lt;br /&gt;&lt;br /&gt;[Article reprinted from &lt;a href="http://www.cnn.com/2010/TECH/gaming.gadgets/08/08/video.games.steinberg/index.html?hpt=C1"&gt;CNN.com&lt;/a&gt;].&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-8791224236709300992?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/8791224236709300992/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=8791224236709300992' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8791224236709300992'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8791224236709300992'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/08/what-does-video-game-mean-anyway-from.html' title='What does &apos;video game&apos; mean, anyway? (From CNN.com)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-7620967076108238553</id><published>2010-08-05T12:52:00.001-04:00</published><updated>2010-08-05T12:52:55.436-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games in the news...'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><title type='text'>Top Journals for Video Games Research</title><content type='html'>My old dissertation advisor send me this e-mail earlier today. While I'm not really sure that I agree that these are the "Top" journals for VG research per se (there really does not seem to be a methodology behind the list) it is an interesting read?&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;a href="http://edugamesresearch.com/blog/2010/03/20/the-top-journals-for-video-game-research/"&gt;http://edugamesresearch.com/blog/2010/03/20/the-top-journals-for-video-game-research/.&lt;/a&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-7620967076108238553?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/7620967076108238553/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=7620967076108238553' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7620967076108238553'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7620967076108238553'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/08/top-journals-for-video-games-research.html' title='Top Journals for Video Games Research'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-1459918518691447057</id><published>2010-07-29T23:53:00.001-04:00</published><updated>2010-07-30T00:54:53.840-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news and information'/><category scheme='http://www.blogger.com/atom/ns#' term='media literacy'/><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Media Experience = Media Savvy?</title><content type='html'>Lately, I've been talking to a few of you regarding media literacy education, and the false assumption that media experience = media literacy. A new study out of Northwestern University seems to shed some like on the argument...&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;Sarah Perez of &lt;a href="http://www.readwriteweb.com/archives/so-called_digital_natives_not_media_savvy_new_study_shows.php?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed:+readwriteweb+(ReadWriteWeb)"&gt;ReadWriteWeb&lt;/a&gt; writes:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;"In Google we trust." That may very well be the motto of today's young online users, a demographic group often dubbed the "digital natives" due their apparent tech-savvy. Having been born into a world where personal computers were not a revolution, but merely existed alongside air conditioning, microwaves and other appliances, there has been (a perhaps misguided) perception that the young are more digitally in-tune with the ways of the Web than others.&lt;br /&gt;&lt;br /&gt;That may not be true, as it turns out. A new study coming out of Northwestern University, discovered that college students have a decided lack of Web savvy, especially when it comes to search engines and the ability to determine the credibility of search results. Apparently, the students favor search engine rankings above all other factors. The only thing that matters is that something is the top search result, not that it's legit."&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;She's referring to a paper by Eszter Hargittai et al. entitled "Trust Online: Young Adults’ Evaluation of Web Content"&lt;br /&gt;&lt;br /&gt;The abstract from their paper:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Little of the work on online credibility assessment has considered how the information seeking process figures into the final evaluation of content people encounter. Using unique data about how a diverse group of young adults looks for and evaluates Web content, our paper makes contributions to existing literature by highlighting factors beyond site features in how users assess credibility. We find that the process by which users arrive at a site is an important component of how they judge the final destination. In particular, search context, branding and routines, and a reliance on those in one’s networks play important roles in online information-seeking and evaluation. We also discuss that users differ considerably in their skills when it comes to judging online content credibility.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Full-text of study available &lt;a href="http://ijoc.org/ojs/index.php/ijoc/article/view/636/423"&gt;here&lt;/a&gt;, courtesy of the International Journal of Communication. &lt;br /&gt;&lt;br /&gt;What do you think? Similarly, how might some of these concepts about exposure and experience not necessarily leading to literacy inform research on video game uses and effects? Let's talk about this one.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-1459918518691447057?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/1459918518691447057/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=1459918518691447057' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1459918518691447057'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1459918518691447057'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/07/media-experience-media-savvy.html' title='Media Experience = Media Savvy?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3890185491406808939</id><published>2010-07-15T00:54:00.020-04:00</published><updated>2010-07-15T01:42:25.907-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='scale development'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><category scheme='http://www.blogger.com/atom/ns#' term='methodology'/><category scheme='http://www.blogger.com/atom/ns#' term='collaboration'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><title type='text'>German translation of the Moral Foundations Questionnaire - some preliminary results</title><content type='html'>After months of data collection, cleaning, and processing we are proud to report the results of our initial validation of a German translation of the &lt;a href="http://faculty.virginia.edu/haidtlab/mft/index.php?t=questionnaires" target="blank"&gt;Moral Foundations Questionnaire&lt;/a&gt;. While the data reported below are preliminary (based on a German college sample of N = 328), they provide some insight into the MFQ's applicability to a German-language population. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;*Included in the blog post below are links to the German MFQ29, our data file, various output files, and other materials for your use; we only ask that you credit our team when appropriate.&lt;/i&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;German Moral Foundations Questionnaire (&lt;a href="http://ndbowman.info/German_MFQ/MFQ30%20German.doc"&gt;Word.doc&lt;/a&gt;)&lt;/b&gt; &lt;br /&gt;&lt;br /&gt;If you have been following a blog, you might have already read up on our proposed theoretical model linking &lt;a href="http://onmediatheory.blogspot.com/2010/05/moral-foundations-self-efficacy-video.html"&gt;moral foundations, self-efficacy, video games, and enjoyment&lt;/a&gt; (if not, give it a read...we'll wait right here for you!).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Methodology&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Our study was designed to gather up data to validate our in-house German translation of the MFQ-30. The original scales by Haidt, Graham and Nosek were translated by a team of English-speaking German nationals that included: &lt;a href="mailto:sven.joeckel@uni-erfurt.de"&gt;Prof. Dr. Sven Joeckel&lt;/a&gt;, &lt;a href="mailto:heiner.stahl@uni-erfurt.de"&gt;Dr. Heiner Stahl&lt;/a&gt;, and &lt;a href="http://www.blogger.com/kathleen.arendt@uni-erfurt.de"&gt;Kathleen Arendt&lt;/a&gt; from the &lt;a href="http://www.uni-erfurt.de/en/kommunikationswissenschaft/" target="blank"&gt;University of Erfurt Department of Communication Studies&lt;/a&gt;; &lt;a href="mailto:leyla.dogruel@fu-berlin.de"&gt;Leyla Dogruel&lt;/a&gt; of the &lt;a href="http://www.polsoz.fu-berlin.de/en/kommwiss/index.html" target="blank"&gt;Free Unviersity of Berlin Institute for Media and Communication Studies&lt;/a&gt; (you can find our translation-back translation-translation document &lt;a href="http://ndbowman.info/German_MFQ/GERMAN-MFQ.xls" target="blank"&gt;here&lt;/a&gt;). Once we decided on the final translations of the scale, our team worked on implementing the scale into an online format. Along with our German MFQ-29 (we should note here that one item from the original English MFQ-30 dealing with "chastity" simply didn't translate well - more information on that later), we included validation measures, including a validated German values scale (designed to measure duty, materialism, and idealism) and a set of morally questionable scenarios in which the subject of a shirt vignette was in violation of a particular moral module (example: an owner of an apple orchard refused to pay two boys equal wages after working in his orchard all day; a violation of Fairness). The inclusion of these items was designed to allow us to validate the MFQ with other measures of morality, and to test its predictive power in explaining the recognition of moral violations. Demographic items were also included - such as gender, age, religious and political affiliation - as well as some media use habits (in part as a 'cover' for our validation test, in part as data for a separate project). Participants were solicited at different German universities, and all of this location information was recorded. &lt;br /&gt;&lt;br /&gt;If you speak German, you can view our entire online survey in .PDF form &lt;a href="http://ndbowman.info/German_MFQ/Pretest-%20Paper-Version%20Final%20German.pdf" target="blank"&gt;here&lt;/a&gt;; if you speak English, you can view a translation of the survey (currently in circulation in the US) &lt;a href="http://ndbowman.info/German_MFQ/Pretest-%20Paper-Version%20Final%20English.pdf" target="blank"&gt;here&lt;/a&gt;. &lt;b&gt;If you are reading the English version and are interested in helping us circulate the online survey to US college students, please contact &lt;a href="mailto:ndbowman@yhc.edu"&gt;Nick Bowman&lt;/a&gt; for more information. &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Sample Descriptives&lt;/b&gt; &lt;br /&gt;&lt;br /&gt;A final N = 328 was obtained for the validation test (n = 247 females, average age = 23.16). The majority of respondents (n = 260) were pursing an undergraduate education. The average level of religiosity in our sample, on a 10-point scale ("1" being "not at all"), was 3.03 (SD = 2.33); the two largest religions represented in the study were Protestantisch/Protestant (n = 99) and Romish-Katholisch/Roman Catholic (n = 56), with n = 117 reporting no religious affiliation. Political party affiliation was varied, with no one party garnering over 35% of the sample (Die Grunen/Green Party); 16% of the sample reported no political affiliation.  &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Initial Results: Confirmatory Factor Analysis&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;An initial factor solution was examined using AMOS 18.0. For this solution, we tested a second-order unidimensional analysis with Harm/Care and Fairness serving as separate indicators of one factor (labelled "HF" in the model) and Ingroup/Loyalty, Authority/Respect, and Purity serving as separate indicators of another factor (labelled "IAP" in the model). The results were somewhat in-line with Haidt, Graham, and Nosek (2009). The AMOS output is displayed below:&lt;br /&gt;&lt;br /&gt;&lt;img alt="some_text" src="http://ndbowman.info/German_MFQ/GermanMFQ29(Initial).jpg" /&gt;&lt;br /&gt;&lt;b&gt;Model fit indices: CMIN/df = 2.046, CFI = .739, RMSEA = .057&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;These indicies - and the associated path coefficients - are not far off of what others have found when using the English version of the MFQ (see Haidt et al's (2009) &lt;a href="http://faculty.virginia.edu/haidtlab/mft/GHN.supplement.final.pdf"&gt;supplemental notes&lt;/a&gt;). However, if we use the criterion of CMIN/df  &amp;lt; 2.00 (Byrne, 1989), CFI &amp;gt; .90 (Bentler, 1990), and RMSEA less than .08 (Brown &amp;amp; Cudeck, 1993), we feel the model fit not bad in that it meets the RMSEA criterion and comes close to the CMIN/df criterion.  We also see a significant correlation between our two second-order factors (r = .23, p = .04), which we didn't expect to have. This, and looking at the reliabilities below, we feel that there might be some room for improvement. &lt;br /&gt;&lt;br /&gt;Reliability for each factor:&lt;br /&gt;Harm/Care - .54 &lt;br /&gt;Fairness - .58 (removing 'RICH' increases to .66)&lt;br /&gt;Ingroup/Loyalty - .42 ('Love for country' had a mean of 1.97)&lt;br /&gt;Authority/Respect - .62&lt;br /&gt;Purity - .65 ('God approval' had a sample mean of 1.78)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;First revision of German MFQ&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;To see if we could improve model fit, our first inclination was to look back at the initial solution and remove any path coefficients that were weaker than .30. In all, six items were dropped from the model (incidentally, all of these were from Part II of the MFQ; for each factor the first three indicators come from Part I, and the remaining are from Part II). The revised results:&lt;br /&gt;&lt;br /&gt;&lt;img alt="some_text" src="http://ndbowman.info/German_MFQ/German(Revision1).jpg" /&gt;&lt;br /&gt;&lt;b&gt;Model fit indices: CMIN/df = 2.046, CFI = .815, RMSEA = .057&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;In this case, we see no change in CMIN/df or RMSEA, but CFI increases substantially (note: I have not conducted significance tests on these differences). However, the correlations between the two second-order factors actually increased (r = .26, p = .04) and the unreliability of the Ingroup/Loyalty issue was not resolved. So while the model seems to fit a little better than the original, we felt that there might be some more to look at. &lt;br /&gt;&lt;br /&gt;Reliability for each factor:&lt;br /&gt;Harm/Care - .57&lt;br /&gt;Fairness - .66&lt;br /&gt;Ingroup/Loyalty - .42&lt;br /&gt;Authority/Respect - .65&lt;br /&gt;Purity - .65&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Second revision of German MFQ&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;After some thinking, we realized that the Ingroup/Loyalty item and realized that it just doesn't seem to be working. In fact this might not be surprising to anyone who studies German culture and specifically post-war shame (quick examples of the phenomenon &lt;a href="http://www.timesonline.co.uk/tol/news/world/europe/article676442.ece"&gt;here&lt;/a&gt; and &lt;a href="http://surj.stanford.edu/archives/2003-05GermanNational.html"&gt;here&lt;/a&gt;). So, this item was removed from the scale and the factor structure again re-analyzed. &lt;br /&gt;&lt;br /&gt;&lt;img alt="some_text" src="http://ndbowman.info/German_MFQ/German(Revision2).jpg" /&gt;&lt;br /&gt;&lt;b&gt;Model fit indices: CMIN/df = 2.130, CFI = .846, RMSEA = .059&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;As you can see, the indices don't change much (CFI gets a bit closer to .90, but the other indices get a bit worse). However, the correlation between the two factors is no longer significant (r = .17, p = .085). &lt;br /&gt;&lt;br /&gt;Reliability for each factor:&lt;br /&gt;Harm/Care - .57&lt;br /&gt;Fairness - .66&lt;br /&gt;Authority/Respect - .65&lt;br /&gt;Purity - .65&lt;br /&gt;&lt;br /&gt;*&lt;i&gt;We looked at removing the correlation between the two variables as well as one item "God" from the purity scale, but changes were negligible.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Validation Tests&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Using the second revised scale for the German MFQ, we then ran two validation analyses. One examined correlations between our MFQ dimensions (Ingroup/Loyalty excluded) and the German Values Scale, and the other used the different moral modules (again, Ingroup/Loyalty excluded) to predict subsequent recognition of moral violations in shirt narratives. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;German Values Scale&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Correlations were calculated between each of the three values from the German Values Scale and the four moral modules from MFT (Ingroup/Loyalty excluded). The second-order variables of Harm/Fairness and Authority/Purity were also included in this analysis. &lt;br /&gt;&lt;br /&gt;&lt;img alt="some_text" src="http://ndbowman.info/German_MFQ/GVS_Corr.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;As might be expected, we see a strong and significant correlation (r = .501, p &amp;lt; .001) between Authority/Respect and the German value of Duty; we also see correlations between Harm/Care (r = .389, p &amp;lt; .001) and Fairness (r = .339, p &amp;lt; .001) and the German value of Idealism. Looking at the composite variables - the second-order variables - we see that Authority/Purity is strongly associated with Duty (r = .495, p &amp;lt; .001) and that Harm/Fairness is strongly associated with Idealism (r = .427, p &amp;lt; .001). These patterns are expected, as there is much conceptual similarity between Duty and Authority, and past research (Haidt et al., 2009) has identified Harm and Fairness as liberal/progressive ideals, which might be thought of in terms of idealism. These relationships merit further discussion of course, but they provide insight into the applicability of the German-language MFQ as it shows construct validity with a previously-validated German Values Scale (citation needed).   [The full correlation table - including correlations between different modules - can be downloaded &lt;a href="http://ndbowman.info/German_MFQ/Correlations(MFQ+GVS).doc" target="blank"&gt;here&lt;/a&gt;.] &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Recognition of Moral Violations&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;For our study, we drafted five different short narratives in which a main character explicitly violated a moral scenario. These scenarios were a pretest for a related study on moral violations in video game play, but some of the data is reported here as a validation test to see if measurements of moral foundations are significant predictors of the recognition of a moral violation. &lt;br /&gt;&lt;br /&gt;For each of these analyses, the recognition of violating a specific moral violation (Harm/Care, Fairness, Authority, or Purity) was regressed on both second-order factors from our data analysis (Harm/Fairness and Authority/Purity).&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Harm/Care-&lt;/i&gt;English scenario text: &lt;b&gt;"The Angry Bartender"&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;"Christian Reynolds is a bartender at a small pub. Two of his customers are arguing angrily w ith each other, w hich has caused other customers to feel uncomfortable and leave the pub. Although Mr. Reynolds has asked the tw o several times to calm down, they continue to argue. During their dispute a chair is broken, and for Mr. Reynolds, this is too much.Angrily, he throw s a bottle at the men, striking one of them on the shoulder, and brutally throws them out of the pub."&lt;br /&gt;&lt;br /&gt;The salience of Harm/Fairness was a significant predictor of recognizing that "Mr. Reynolds has caused another person physical harm", Stand. B = -.187, p = .001, R2 = .040; the salience of Authority/Purity was not, Stand. B = -.041, p = .459. [negative scores indicate greater recognition of moral violation]&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Fairness-&lt;/i&gt;English scenario text: &lt;b&gt;"In the Orchard"&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;"Mr. Meyer owns a large apple orchard on the outskirts of a small tow n. One day he asks two neighbor children - William and Bernard - to help him with the harvest. He made an agreement with the boys to pay them each $10 to help him gather up apples, and both children quickly went to work. As the boys are w orking, Bernard - because he is taller than William - is able to pick many more apples because he can reach the higher branches on the orchard trees. At the end of the day, Bernard has picked twice as many apples as William, and Mr. Meyer pays Bernard $15 for his work. For William, he tells the boy that he has no more money left over, so the boy gets nothing."&lt;br /&gt;&lt;br /&gt;The salience of Harm/Fairness was a significant predictor of recognizing that "Mr. Meyer has treated another person unfairly", Stand. B = -.236, p &amp;lt; .001, R2 = .057; the salience of Authority/Purity was not, Stand. B = .093 p = .094. [negative scores indicate greater recognition of moral violation]&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Authority/Respect-&lt;/i&gt;English scenario text: &lt;b&gt;"The Old House"&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;"Lucas Williams works for a demolition company in a small town. He receives an order from the mayor of the town to demolish an old, dilapidated building. When Mr. Williams asks why the building is to be demolished, he gets no answer. He is only told that the major wishes it to be destroyed. However, Mr. Williams knows the building well from his childhood and knows of a citizen's initiative to try and save it f rom demolition. Against the mayor's wishes, Mr. Williams deliberately delays the building demolition to give the citizen's group time to save it."&lt;br /&gt;&lt;br /&gt;The salience of Harm/Fairness was not significant predictor of recognizing that "Mr. Williams has acted disrespectful to an authority figure", Stand. B = -.236, p = .748; neither was the salience of Authority/Purity, Stand. B = -.027 p = .642. [negative scores indicate greater recognition of moral violation]. NOTE: Upon further review, this finding is not surprising as we are not convinced our scenario contained a blatant act of disrespect to an authority figure.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Purity-&lt;/i&gt;English scenario text: &lt;b&gt;"A Bath in the Mud"&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;"Mark Sanders is a teacher in the town high school. Outside of town, there is an old swamp that is rumored to have a special mud that is very relaxing to bathe in. However, because the swamp is polluted (it sits near an open sewage drain), few people will actually go near it. But Mark has had a very exhausting week at the high school and just wants to feel good. One afternoon after school he visits the swamp, undresses and climbs into the putrid swamp mud."&lt;br /&gt;&lt;br /&gt;The salience of Harm/Fairness was not significant predictor of recognizing that "Mr. Sanders has done something disgusting", Stand. B = -.2063, p = .269; However, the salience of Authority/Purity was significant, Stand. B = -.125 p = .029, R2 = .023. [negative scores indicate greater recognition of moral violation].&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Current Stage&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;So, we're generally pleased with German translation of the MFQ. Preliminary results seem to confer with similar data from English versions of the scale, and the modules have some predictive power based on our validation tests above. However, there is still some work that needs to be done, including (but not limited to):&lt;br /&gt;&lt;br /&gt;*comparing data from the German sample with comparable data from a US sample (data collection currently under way, expected to be completed mid-August 2010)&lt;br /&gt;*exploring reasons why Ingroup/Loyalty is so instable in a German population (such as the post-war shame hypothesis)&lt;br /&gt;*exploring whether or not the factor structure of the scale items might change in a German sample (i.e., exploratory factor analysis with the current data, as well as theoretically-plausible alternative confirmatory factor analyses that might predict different factor structures). &lt;br /&gt;*exploring other potential moral foundations not currently identified and not emergent from alternative factor structures. &lt;br /&gt;&lt;br /&gt;The latest version of the data file is available &lt;a href="http://ndbowman.info/German_MFQ/German_MFQ_validation.sav" target="blank"&gt;here&lt;/a&gt;, but updated files are available upon request to&lt;a href="mailto:ndbowman@yhc.edu"&gt;Nick Bowman&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;Stay tuned, and we'll have more information for you shortly! &lt;br /&gt;&lt;br /&gt;&lt;b&gt;References&lt;/b&gt; (many of these papers can be found &lt;a href="http://faculty.virginia.edu/haidtlab/mft/index.php?t=publications" target="blank"&gt;here&lt;/a&gt;):&lt;br /&gt;&lt;br /&gt;Bentler, P. M. (1990). Comparative fit indexes in structural models. Psychological&lt;br /&gt;Bulletin, 107, 238-246.&lt;br /&gt;&lt;br /&gt;Browne, M. W., &amp;amp; Cudeck, R. (1993). Alternative ways of assessing model fit. In K. A. Bollen, and J. S. Long, (Eds.), Testing Structural Equation Models. (pp. 136–162.) Beverly Hills, CA: Sage.&lt;br /&gt;&lt;br /&gt;Byrne, B. M. (1989). A Primer of LISREL: Basic applications and programming for confirmatory factor analytic models. New York: Springer-Verlag.&lt;br /&gt;&lt;br /&gt;Graham, J., Haidt, J., &amp;amp; Nosek, B. A. (2009). Liberals and conservatives rely on different sets of moral foundations. Journal of Personality and Social Psychology.&lt;br /&gt;&lt;br /&gt;Haidt, J., &amp;amp; Joseph, C. (2007). The moral mind: How 5 sets of innate moral intuitions guide the development of many culture-specific virtues, and perhaps even modules. In P. Carruthers, S. Laurence, and S. Stich (Eds.) The Innate Mind, Vol. 3. &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3890185491406808939?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3890185491406808939/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3890185491406808939' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3890185491406808939'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3890185491406808939'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/07/german-translation-of-moral-foundations.html' title='German translation of the Moral Foundations Questionnaire - some preliminary results'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-1266876923071995693</id><published>2010-07-13T17:21:00.000-04:00</published><updated>2010-07-13T17:21:06.284-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games in the news...'/><title type='text'>Digital Special Issue: Gaming (AdWeek)</title><content type='html'>Just stumbled across a special issue of Adweek magazine (shout out to Twitter pal @josippetrusa for the heads-up). Check it out, and lets see if we can't find some common ground to speak on, research-wise? Some of this reminds me of the panel "Gaming and Market Forces" that I chaired for ICA Singapore (I'll see if I can't get some of those papers/abstracts posted here). This seems to be a great collection of magazine stories on gaming and advertising - full disclosure, I have not read through all of them yet. So check it out, and post comments below.&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;[From Adweek] Gaming has come of age. Joystick-obsessed guys who once hunkered down in basements for hours and dominated the medium now have guests. Women and kids are latching onto smartphones and other devices to play. Whether families -- armed with Wii remote controls-bond bowling the night away or consumers on the go play  individual or social networking games, the medium is reaching new audiences and heights.&lt;br /&gt;&lt;br /&gt;Marketers are tapping into the zeitgeist that people like to play and that their lives are more fun when a little competition is involved. As David Griner reports, smartphones have transformed the world into one, big game board. Marketers have the digital tools needed to help consumers interact with brands in unprecedented ways while they go about their lives. So why aren't they all getting in on the game?&lt;br /&gt;&lt;br /&gt;For-profit companies are doing more than trying to get business from consumers. Michelle Goodman looks at games and their creators determined to save the world. Will these games churn out more socially conscious, cause-fighting individuals? Only time will tell.&lt;br /&gt;&lt;br /&gt;And Adweek digital media editor Brian Morrissey looks at how game mechanics can change behavior. Will it work?&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.adweek.com/aw/special-issues/gaming-special/index.jsp"&gt;CLICK HERE TO ACCESS MAGAZINE&lt;/a&gt; &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-1266876923071995693?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/1266876923071995693/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=1266876923071995693' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1266876923071995693'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1266876923071995693'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/07/digital-special-issue-gaming-adweek.html' title='Digital Special Issue: Gaming (AdWeek)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4917167047143535309</id><published>2010-07-08T19:13:00.000-04:00</published><updated>2010-07-08T19:13:23.867-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news and information'/><category scheme='http://www.blogger.com/atom/ns#' term='video games in the news...'/><title type='text'>Study: Too many video games may sap attention span (from CNN.com)</title><content type='html'>(CNN.com, from Health.com) -- Parents who believe that playing video games is less harmful to their kids' attention spans than watching TV may want to reconsider -- and unplug the Xbox. Video games can sap a child's attention just as much as the tube, a new study suggests...&lt;span class="fullpost"&gt;Elementary school children who play video games more than two hours a day are 67 percent more likely than their peers who play less to have greater-than-average attention problems, according to the study, which appears in the journal Pediatrics.&lt;br /&gt;&lt;br /&gt;Playing video games and watching TV appear to have roughly the same link to attention problems, even though video games are considered a less passive activity, the researchers say.&lt;br /&gt;&lt;br /&gt;"Video games aren't less likely than television to be related to attention problems," says the lead author of the study, Edward Swing, a doctoral candidate in the department of psychology at Iowa State University, in Ames. "They were at least as strong as television at predicting attention problems."&lt;br /&gt;&lt;br /&gt;However, the study doesn't prove that video games directly cause attention problems. It could be that kids who have short attention spans to begin with might be more likely to pick up a joystick than a book, for instance.&lt;br /&gt;&lt;br /&gt;The relationship between video games and attention is probably a two-way street, Swing says. "It wouldn't surprise me if children who have attention problems are attracted to these media, and that these media increase the attention problems," he says.&lt;br /&gt;&lt;br /&gt;Swing and his colleagues followed more than 1,300 children in the third, fourth, and fifth grades for a little over a year. The researchers asked both the kids and their parents to estimate how many hours per week the kids spent watching TV and playing video games, and they assessed the children's attention spans by surveying their schoolteachers.&lt;br /&gt;&lt;br /&gt;Previous studies have examined the effect of TV or video games on attention problems, but not both. By looking at video-game use as well as TV watching, Swing and his colleagues were able to show for the first time that the two activities have a similar relationship to attention problems.&lt;br /&gt;&lt;br /&gt;Health.com: Attention sappers: 5 reasons you can't concentrate&lt;br /&gt;&lt;br /&gt;C. Shawn Green, Ph.D, a postdoctoral associate in the department of psychology at the University of Minnesota, in Minneapolis, points out that the study doesn't distinguish between the type of attention required to excel at a video game and that required to excel in school.&lt;br /&gt;&lt;br /&gt;"A child who is capable of playing a video game for hours on end obviously does not have a global problem with paying attention," says Green, who has researched video games but was not involved in the current study. "The question, then, is why are they able to pay attention to a game but not in school? What expectancies have the games set up that aren't being delivered in a school setting?"&lt;br /&gt;&lt;br /&gt;Experts have suggested that modern TV shows are so exciting and fast paced that they make reading and schoolwork seem dull by comparison, and the same may be true for video games, the study notes.&lt;br /&gt;&lt;br /&gt;It's unclear from this study whether that's the case, however, because Swing and his colleagues didn't look at the specific games the kids were playing.&lt;br /&gt;&lt;br /&gt;"We weren't able to break [the games] down by educational versus non-educational or nonviolent versus violent," says Swing, adding that the impact different types of games may have on attention is a ripe area for future research.&lt;br /&gt;&lt;br /&gt;The study also suggests that young kids aren't the only ones whose attention spans may be affected by video games.&lt;br /&gt;&lt;br /&gt;In addition to surveying the elementary school kids, the researchers asked 210 college students about their TV and video-game use and how they felt it affected their attention. The students who logged more than two hours of TV and video games a day were about twice as likely to have attention problems, the researchers found.&lt;br /&gt;&lt;br /&gt;These attention problems later in life may be the result of "something cumulative that builds up over a lifetime" or "something that happens early in life at some critical period and then stays with you," Swing says. "Either way, there are implications that would lead us to want to reduce television and video games in childhood."&lt;br /&gt;&lt;br /&gt;The American Academy of Pediatrics, the leading professional organization for pediatricians and the publisher of Pediatrics, recommends that parents limit all "screen time" (including video and computer games) to less than two hours per day.&lt;br /&gt;&lt;br /&gt;For his part, Green says that how much time kids spend playing video games should be a matter of common sense and parental judgment.&lt;br /&gt;&lt;br /&gt;"A hard boundary, such as two hours, is completely arbitrary," he says. "Children are individuals, and what makes sense for one won't necessarily work for another."&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4917167047143535309?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4917167047143535309/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4917167047143535309' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4917167047143535309'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4917167047143535309'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/07/study-too-many-video-games-may-sap.html' title='Study: Too many video games may sap attention span (from CNN.com)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-9148493240801119480</id><published>2010-07-02T08:52:00.004-04:00</published><updated>2010-07-02T09:01:45.594-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ICA Singapore'/><title type='text'>Back from ICA Singapore...with idears to share</title><content type='html'>I'm finally back in the office after a long hiatus in Singapore, and my mind is energized with new research thoughts...&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;This year's ICA was perhaps one of the most inspiring in recent memory. Discussions with several prominent media scholars and emerging graduate students really challenged my thinking on several theoretical concepts (especially related to the multi-dimensional nature of challenge in video games, the relationship between interactivity and narrative engagement, and our continued search for a grounded explication of enjoyment). Audience response to my Task Demand presentation (a section of my ICA)was great, and a few of the comments gave me some idears for replication. &lt;br /&gt;&lt;br /&gt;Look for posts related to interactivity and narrative engagement, the role of self-determination theory in predicting psychological recovery, and a few more gems in the coming weeks. As always, I'm eager to hear any feedback or critique of these nascent research concepts. &lt;br /&gt;&lt;br /&gt;Also, I should have the early data from the German-language Moral Foundations Survey posted within the next few days. Ciao! &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-9148493240801119480?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/9148493240801119480/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=9148493240801119480' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/9148493240801119480'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/9148493240801119480'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/07/back-from-ica-singaporewith-idears-to.html' title='Back from ICA Singapore...with idears to share'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4851272222621379320</id><published>2010-05-31T09:53:00.008-04:00</published><updated>2010-05-31T10:14:47.155-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='enjoyment'/><category scheme='http://www.blogger.com/atom/ns#' term='presence'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><category scheme='http://www.blogger.com/atom/ns#' term='self-efficacy'/><category scheme='http://www.blogger.com/atom/ns#' term='narrative engagement'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><title type='text'>Moral Foundations, Self-Efficacy, Video Games, and Enjoyment</title><content type='html'>So we're - myself, Sven Joeckel, and Leyla Dogruel - starting the field testing of our research model, and some friends have asked me to explain it. In in interest of time, I'll post the model below with quick explanations and the promise of more to come? So here goes...&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;Okay, now here's the theoretical model that we're working from: &lt;br /&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_kUyeOvpAl44/TAO_xVcKR2I/AAAAAAAAAD0/Y7s_jx8bGa8/s1600/German-MFT+Study.JPG"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 215px;" src="http://1.bp.blogspot.com/_kUyeOvpAl44/TAO_xVcKR2I/AAAAAAAAAD0/Y7s_jx8bGa8/s400/German-MFT+Study.JPG" border="0" alt=""id="BLOGGER_PHOTO_ID_5477432426102409058" /&gt;&lt;/a&gt;&lt;br /&gt;I'll keep the explanations short for now (I'll post elaboration in comments, etc., as well as citations) but our logic for each link is below.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;*Moral salience - that is, the importance of one particular moral foundation to an individual (see &lt;a href="http://faculty.virginia.edu/haidtlab/mft/index.php"&gt;here&lt;/a&gt; for more information on moral foundations) should be a positive predictor of motivations to uphold moral foundations (i.e., not commiting a violent act in a video game if harm/care is important) as well as a positive predictor of the recognition of a moral violation (the more harm/care is important to you, the more likely you are to recognize harm/care violations as moral violations). Making the active choice to uphold a moral module should suppress the expected positive effect of moral salience on recognition of moral violations. &lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;*Recognition of moral violation is a negative predictor of enjoyment (the stronger yoru recognition of a harm/care violation, the less enjoyable the narrative should be).&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;*Trait self-efficacy should be a positive predictor of one's choice to uphold a moral foundation, as people high in self-efficacy will feel as if they have more control over such situations. This effect will be enhanced to the extent that participants feel as if they are in the game and engaged in the game's narrative.&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;*Game quality and game usability should enhance enjoyment. &lt;/em&gt;&lt;br /&gt;&lt;br /&gt;Control variables in our studies include:&lt;br /&gt;&lt;br /&gt;&lt;em&gt;*Age (adolescents and eldery)&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;*Gender&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;*Nationality (in relication, comparing US responses to German responses, although we note specifically that our interest is in differences in moral module salience that might be represented by differences in nationality). &lt;/em&gt;&lt;br /&gt;&lt;br /&gt;Thoughts?&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4851272222621379320?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4851272222621379320/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4851272222621379320' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4851272222621379320'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4851272222621379320'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/05/moral-foundations-self-efficacy-video.html' title='Moral Foundations, Self-Efficacy, Video Games, and Enjoyment'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_kUyeOvpAl44/TAO_xVcKR2I/AAAAAAAAAD0/Y7s_jx8bGa8/s72-c/German-MFT+Study.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-92111265170253141</id><published>2010-05-26T09:38:00.007-04:00</published><updated>2010-05-26T11:18:53.200-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Disposition theory'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy sports'/><category scheme='http://www.blogger.com/atom/ns#' term='entertainment media'/><category scheme='http://www.blogger.com/atom/ns#' term='sports fan avidity'/><category scheme='http://www.blogger.com/atom/ns#' term='self-determination theory'/><title type='text'>Three theoretical models looking at fantasy sports and entertainment media (a rough draft)</title><content type='html'>Okay folks, excerpts from a chapter currently under review (Bowman, McCabe, and Isaacson - publication details forthcoming). For the interests of time and space, I'm going to present a shortened explanation of three theoretical models (plus the actual models)...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;The first model is an attempt to incorporate tenets of disposition theory into understanding fantasy sports play. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_kUyeOvpAl44/S_06Lfb9N5I/AAAAAAAAADc/Ho-ZxFMWfQg/s1600/DT+and+Fantasy+Sports.JPG"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 113px;" src="http://2.bp.blogspot.com/_kUyeOvpAl44/S_06Lfb9N5I/AAAAAAAAADc/Ho-ZxFMWfQg/s320/DT+and+Fantasy+Sports.JPG" border="0" alt=""id="BLOGGER_PHOTO_ID_5475596691044120466" /&gt;&lt;/a&gt;&lt;br /&gt;The second model is an attempt to incorporate tenets of &lt;a href="http://www.psych.rochester.edu/SDT/index.php"&gt;self-determination theory&lt;/a&gt; into understanding fantasy sports play. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_kUyeOvpAl44/S_06tNBwT7I/AAAAAAAAADk/boQXM0waWxE/s1600/SDT+and+Fantasy+Sports.JPG"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 269px;" src="http://4.bp.blogspot.com/_kUyeOvpAl44/S_06tNBwT7I/AAAAAAAAADk/boQXM0waWxE/s320/SDT+and+Fantasy+Sports.JPG" border="0" alt=""id="BLOGGER_PHOTO_ID_5475597270217936818" /&gt;&lt;/a&gt;&lt;br /&gt;The third model is an attempt to use fantasy sports play as a mediator/moderator (I'd be interested in both, actually...probably leaning towards the moderation model I should think) of fan behaviors. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_kUyeOvpAl44/S_07B3g9LOI/AAAAAAAAADs/hrOQ8xggr9E/s1600/Avidity+and+Fantasy+Sports.JPG"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 226px;" src="http://4.bp.blogspot.com/_kUyeOvpAl44/S_07B3g9LOI/AAAAAAAAADs/hrOQ8xggr9E/s320/Avidity+and+Fantasy+Sports.JPG" border="0" alt=""id="BLOGGER_PHOTO_ID_5475597625220476130" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;More information later, but any quick thoughts? In general, the research on fantasy sports is almost non-existent, so myself and my colleagues are working to develop such models to encourage research on the subject. Fantasy sports has become an extremely popular activity amongst sports fans and non-fans alike, and it's potential role in understanding sports fans and consumer behavior has yet to be acknowledged. More details coming soon (I don't want to give away too much of the chapter, right?)&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-92111265170253141?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/92111265170253141/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=92111265170253141' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/92111265170253141'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/92111265170253141'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/05/three-theoretical-models-looking-at.html' title='Three theoretical models looking at fantasy sports and entertainment media (a rough draft)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_kUyeOvpAl44/S_06Lfb9N5I/AAAAAAAAADc/Ho-ZxFMWfQg/s72-c/DT+and+Fantasy+Sports.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-8576708450941944696</id><published>2010-05-19T05:03:00.005-04:00</published><updated>2010-05-19T05:18:49.541-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Disposition theory'/><category scheme='http://www.blogger.com/atom/ns#' term='moral foundations theory'/><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Is anyone familiar with Hulu Heatmap?</title><content type='html'>&lt;p&gt;I loves me some &lt;a href="http://www.hulu.com"&gt;Hulu&lt;/a&gt;. Having been living in Germany for the last few weeks - and for the next few weeks - I've used Hulu to catch up on my favorite US programming, and it's been exciting. But of course as a media researcher, I can't help but wonder how I can use this entertainment program in my own research...then it dawned on me!&lt;/p&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;One of the more interesting features of Hulu is the &lt;a href="http://www.hulu.com/labs/captions-search"&gt;Hulu Heatmap&lt;/a&gt; that is available with most all of their television and movie programs. The heatmap is a graphical depiction of the popularity of specific sections of a program; it's not exactly done on a second-by-second basis (from what I can tell, I still need to play around with this a bit more) but it's pretty close. So I'm thinking of research on disposition theory and television enjoyment (Weber, Tamborini, Lee, &amp; Alfieri, 2006) in which "an a priori specified interaction of character morality and behavioral outcome valence—the Disposition Vector Model—predicted higher Nielsen ratings and increased viewer enjoyment when benefaction/debasement befell characters morally deserving of these outcomes." (from the abstract). While this research was aimed specifically at long-term, or extended exposure, I wonder if a similar methodological approach might be applicable to predicting Hulu Heatmap patterns of specific TV episodes or movies. I'm also thinking about forthcoming work by Allison Eden and Ron Tamborini that has been looking at the integration of &lt;a href="http://faculty.virginia.edu/haidtlab/mft/index.php"&gt;Moral Foundations Theor&lt;/a&gt;y into Disposition Theory (specifically, how moral foundations might influence the formation of dispositions). &lt;br /&gt;&lt;br /&gt;The short story: Can we use these theories to predict Hulu Heatmap patterns? And if we can, what is the utility of this? At the very least it offers more evidence for the role of MFT and DT in media enjoyment...but what are the larger implications? Any thoughts on the subject are welcome. &lt;br /&gt;&lt;br /&gt;Citations:&lt;br /&gt;&lt;br /&gt;Weber, R., Tamborini, R., Lee, H., &amp; Stipp, H. (2008). &lt;a href="http://www.informaworld.com/smpp/content~content=a906853039&amp;db=all"&gt;Soap Opera Exposure and Enjoyment: A Longitudinal Test of Disposition Theory.&lt;/a&gt; Media Psychology, 11(4), 462-487. &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-8576708450941944696?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/8576708450941944696/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=8576708450941944696' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8576708450941944696'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8576708450941944696'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/05/is-anyone-familiar-with-hulu-heatmap.html' title='Is anyone familiar with Hulu Heatmap?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-794031301045360608</id><published>2010-05-11T07:46:00.003-04:00</published><updated>2010-05-11T07:56:20.472-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Immersion --&gt; Moral Salience, or Moral Salience --&gt; Immersion?</title><content type='html'>Talking with some colleagues in Germany, and a question came up. See, we are putting the final planning stages on a study involving the role of moral module salience (form &lt;a href="http://faculty.virginia.edu/haidtlab/mft/index.php"&gt;Moral Foundations Theory&lt;/a&gt;) in media enjoyent and we got on to a side-discussion about when morality might or might not be important...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; Two contrasting(?) views:&lt;br /&gt;&lt;br /&gt;(1) If you subscribe to Zillmann's argument that media audiences are "tireless moral monitors" then you might be inclined to think that the salience of different moral modules would be a strong predictor as to whether or not an individual would be able to be immersed into a media environment. That is, if a media environment features violations of moral modules that were salient to an individual (say, strong violations of harm and care when playing a violent video game) then you would argue that the moral violation would likely be an inhibitor to immersion. &lt;br /&gt;&lt;br /&gt;(2) If you subscribe to Raney's argument that media audiences do not necessarily consider morality until they are confronted with it - in line with the concept of humans as cognitive misers - than you might expect immersion in a narrative environment to be a predictor of moral salience. The concept here (albeit a bit rough) is that if we don't believe an environment is "real" then we might not necessarily care about the morality of the actions in the environment. The line of thinking here is borrowed from the concept of the "magic circle" in which ficticious or play environments are thought of as distinct from the real world. For example, a boxer might be completely sanctioned (even encouraged) to be violent and aggressive in a boxing ring, but understand that these same actions are morally improper in the real world.  &lt;br /&gt;&lt;br /&gt;So, given these very rough (and un-cited) thoughts, what do you think? I'll continue fleshing this argument out into a testable set of hypotheses over the coming months. &lt;br /&gt;&lt;br /&gt;~nick&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-794031301045360608?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/794031301045360608/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=794031301045360608' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/794031301045360608'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/794031301045360608'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/05/immersion-moral-salience-or-moral.html' title='Immersion --&gt; Moral Salience, or Moral Salience --&gt; Immersion?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2905754141711295805</id><published>2010-05-06T20:48:00.001-04:00</published><updated>2010-05-06T20:51:14.932-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games in the news...'/><title type='text'>Five Creepy Ways Video Games Are Trying To Get You Addicted</title><content type='html'>This article is a repost from Cracked.com (known for their scholarly acumen, right?), but it actually has some rather interesting research tie-ins. The original article can be found &lt;a href="http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html"&gt;here&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; Article did not look good in formatting, so check it out at: &lt;a href="http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html"&gt;http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html&lt;/a&gt;. NSFW, but some interesting thoughts, especially re: Skinner Box.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2905754141711295805?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2905754141711295805/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2905754141711295805' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2905754141711295805'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2905754141711295805'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/05/five-creepy-ways-video-games-are-trying.html' title='Five Creepy Ways Video Games Are Trying To Get You Addicted'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-8452874239023093430</id><published>2010-04-25T13:46:00.003-04:00</published><updated>2010-04-25T13:53:30.700-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mass media history'/><title type='text'>Media History: Hindsight is 20/20?</title><content type='html'>I stumbled across this &lt;a href="http://www.asylum.com/2010/04/21/internet-will-fail-bold-predictions-that-bombed/"&gt;discussion of media innovations &lt;/a&gt;while perusing one of my favorite Web sites, &lt;a href="http://www.mentalfloss.com"&gt;Mental_Floss&lt;/a&gt;. It's a discussion of (in)famous predictions regarding new media invenstions, check it out? &lt;br /&gt;&lt;span class="fullpost"&gt;Some excerpts from the article:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;"Using Twitter for literate communication is about as likely as firing up a CB radio and hearing some guy recite 'The Iliad.'"&lt;/strong&gt; -- Bruce Sterling, a science-fiction writer and journalist, told The New York Times.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;"For the most part, the portable computer is a dream machine for the few ... On the whole, people don't want to lug a computer with them to the beach or on a train to while away hours they would rather spend reading the sports or business section of the newspaper. Somehow, the microcomputer industry has assumed that everyone would love to have a keyboard grafted on as an extension of their fingers. It just is not so ... Because no matter how inexpensive the machines become, and no matter how sophisticated their software, I still can't imagine the average user taking one along when going fishing."&lt;/strong&gt; -- Erik Sandberg-Diment, the founder of the early computer magazine ROM, said in a Dec. 8, 1985, op-ed in the New York Times.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;"TV will never be a serious competitor for radio because people must sit and keep their eyes glued on a screen; the average American family hasn't time for it."&lt;/strong&gt; -- author unknown, from The New York Times, 1939&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;"The wireless music box has no imaginable commercial value. Who would pay for a message sent to nobody in particular?"&lt;/strong&gt; -- the heads of RCA respond to David Sarnoff's pitch for investment in radio.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;"Printed books will never be the equivalent of handwritten codices, especially since printed books are often deficient in spelling and appearance."&lt;/strong&gt; -- the 15th-century monk Trithemius wrote In his treatise "In Praise of Copying" &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-8452874239023093430?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/8452874239023093430/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=8452874239023093430' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8452874239023093430'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8452874239023093430'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/04/hindsight-is-2020.html' title='Media History: Hindsight is 20/20?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3609389027759199491</id><published>2010-04-23T10:08:00.002-04:00</published><updated>2010-04-23T10:24:52.516-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='New Announcements'/><title type='text'>The Brass Ring</title><content type='html'>After months of toiling, I am finally defending the dissertation! I will be in East Lansing, MI on Monday, May 3rd at 3:30 p.m. for the defense. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;In the meantime, I am preparing my Year-End Review at Young Harris College and packing for my research trip to Germany. Once the defense is completed, I hope to prepare a pair of journal submissions; once I return from Germany, I'll be working through the back-log of research idears I've had in the last few years (so friends and colleagues, look for a string of e-mails and phone calls). &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3609389027759199491?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3609389027759199491/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3609389027759199491' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3609389027759199491'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3609389027759199491'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/04/after-months-of-toiling-i-am-finally.html' title='The Brass Ring'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-8953725555943486660</id><published>2010-03-28T11:28:00.000-04:00</published><updated>2010-03-28T11:29:34.998-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='religion and research'/><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Communication and Religion - any advice?</title><content type='html'>Colleagues, &lt;br /&gt;&lt;br /&gt;I am preparing a seminar/discussion on the use of Communication Technology by ministers and other religious leaders for an upcoming workshop at my college (we are a Methodist-affiliated institution)... &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;The presentation is tentatively titled, ""New Media, New Members: Using new technologies to reach, form, and sustain new communities of faith". As I gather my materials for the presentation, if anyone has any scholarship or other information that might be of particular relevance to this population (i.e. penetration rates and usage data, effectiveness, etc.) I would be more than interested in reading it. I am looking for both empirical information as well as rhetorical. We are hoping to make this a series of small lectures. &lt;br /&gt;&lt;br /&gt;~nick&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-8953725555943486660?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/8953725555943486660/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=8953725555943486660' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8953725555943486660'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8953725555943486660'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/03/communication-and-religion-any-advice.html' title='Communication and Religion - any advice?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-1172855170663530669</id><published>2010-01-31T11:12:00.003-05:00</published><updated>2010-02-01T14:16:19.648-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><category scheme='http://www.blogger.com/atom/ns#' term='mental models'/><title type='text'>Why does the "Hawk Board" suck?</title><content type='html'>For anyone who's been following recent video game controller trends in the industry, you might have stumbed across the newest: &lt;a href="http://www.thride.com/us/"&gt;a skateboard&lt;/a&gt;. It has not been without controversy...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;Well, the ratings are coming in, and they are not good. &lt;a href="http://www.metacritic.com/games/platforms/ps3/tonyhawkride?q=tony hawk ride"&gt;MetaCritic&lt;/a&gt; scores for the game/controller combination are in the mid- to high-40s (on a 100-point scale), and gamers are screaming that the skateboard controller is simply too hard to use. Gamers are especially upset because previous versions of Tony Hawk have been lauded for their ease of play and accessibility, yet the new Ride (with the skateboard controller) has a very steep learning curve. &lt;br /&gt;&lt;br /&gt;Here's a thought: real skateboarding has a steep learning curve, and perhaps the controller is 'too perfect' at replicating skateboarding to appeal to video game fans. If we frame this in terms of mental models and natural mapping (see Tamborini &amp; Bowman, 2010, for an application of mental models to video games), we might expect that the mental model associated with video game skateboarding has little - if anything - in common with the mental model associated with actual skateboarding. &lt;br /&gt;&lt;br /&gt;So I'm wondering if perhaps we compared skateboarder's and video gamers-but-non-skateboarder's ability to handle the Ride controller, would we see a difference in their ability to play the game, controlling for prior experiences? &lt;br /&gt;&lt;br /&gt;This isn't just an idear to test Tony Hawk Ride; but there's been a glut of games recently introducing customized controllers (starting with Guitar and Band Hero but getting into DJ Hero). I wonder if these newer controllers are making games less accessible to video game players, and perhaps replicating their 'real life' actions with too much fidelity? &lt;br /&gt;&lt;br /&gt;References:&lt;br /&gt;&lt;br /&gt;Tamborini, R., &amp; Bowman, N. D. (in press).  Presence in Video Games. In C. Bracken &amp; P. Skalski (Eds.) Telepresence and popular media. New York: Routledge.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-1172855170663530669?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/1172855170663530669/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=1172855170663530669' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1172855170663530669'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1172855170663530669'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/01/why-does-hawk-board-suck.html' title='Why does the &quot;Hawk Board&quot; suck?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-5303594189610619030</id><published>2010-01-29T18:19:00.002-05:00</published><updated>2010-01-29T18:24:23.175-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><category scheme='http://www.blogger.com/atom/ns#' term='neurological research'/><category scheme='http://www.blogger.com/atom/ns#' term='communobiology'/><title type='text'>Anyone know about the brain size -- video game skill correlation?</title><content type='html'>I stumbled across a blog posting at mental_floss entitled "Does Brain Size Determine Video Game Skill?" I don't have much to say about their interpretation of the study, but nonetheless this could be an interesting read...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; Here's the abstract of the study; you can also download the paper &lt;a href="http://cercor.oxfordjournals.org/cgi/reprint/bhp293v1?maxtoshow=&amp;HITS=10&amp;hits=10&amp;RESULTFORMAT=&amp;fulltext=game+player&amp;searchid=1&amp;FIRSTINDEX=0&amp;resourcetype=HWCIT"&gt;here&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;Video game skills transfer to other tasks, but individual differences in performance and in learning and transfer rates make it difficult to identify the source of transfer benefits. We asked whether variability in initial acquisition and of improvement in performance on a demanding video game, the Space Fortress game, could be predicted by variations in the pretraining volume of either of 2 key brain regions implicated in learning and memory: the striatum, implicated in procedural learning and cognitive flexibility, and the hippocampus, implicated in declarative memory. We found that hippocampal volumes did not predict learning improvement but that striatal volumes did. Moreover, for the striatum, the volumes of the dorsal striatum predicted improvement in performance but the volumes of the ventral striatum did not. Both ventral and dorsal striatal volumes predicted early acquisition rates. Furthermore, this early-stage correlation between striatal volumes and learning held regardless of the cognitive flexibility demands of the game versions, whereas the predictive power of the dorsal striatal volumes held selectively for performance improvements in a game version emphasizing cognitive flexibility. These findings suggest a neuroanatomical basis for the superiority of training strategies that promote cognitive flexibility and transfer to untrained tasks. &lt;br /&gt;&lt;br /&gt; &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-5303594189610619030?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/5303594189610619030/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=5303594189610619030' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5303594189610619030'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5303594189610619030'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/01/anyone-know-about-brain-size-video-game.html' title='Anyone know about the brain size -- video game skill correlation?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4984744333746900648</id><published>2010-01-14T18:31:00.003-05:00</published><updated>2010-01-14T18:34:52.931-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='job searching'/><title type='text'>What can you do with a degree in Communication (esp. Mass Media?)</title><content type='html'>For anyone interested, I've put together a pamphlet/brochure on "What can you do with a degree in Communication" that I have been distributing throughout the academy (i.e., CRTNET and other listservs)...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;Unlike other literature, this document attempts to take a more personal approach to the subject, by providing testimonials from past COM students at a wide variety of different schools and careers. A link to the document can be found &lt;a href="http://ndbowman.info/YHC_Students/Intro%20to%20Media%20-%20Spring%2010/Testimonials%20(booklet).doc"&gt;here&lt;/a&gt;. Feel free to spread liberally, and if you're interested in contributing to this project, please contact me &lt;a href="mailto:ndbowman@yhc.edu"&gt;here&lt;/a&gt;.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4984744333746900648?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4984744333746900648/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4984744333746900648' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4984744333746900648'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4984744333746900648'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/01/what-can-you-do-with-degree-in.html' title='What can you do with a degree in Communication (esp. Mass Media?)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6717070813562273956</id><published>2010-01-11T14:28:00.003-05:00</published><updated>2010-01-11T14:48:09.774-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='debate'/><category scheme='http://www.blogger.com/atom/ns#' term='video games research'/><category scheme='http://www.blogger.com/atom/ns#' term='identification'/><title type='text'>Why not a Magic Circle?</title><content type='html'>The more I read and review video game research - namely, VG effects research - the more I take question with the assumption that VG players actually identify with VG characters (and subsequent actions of those VG characters)...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;Rather, I wonder why so many researchers talk about identification as something of import/interest in VG effects. You're thinking at this piont, "Nick, of course identification is important in narrative media" but hear me out.&lt;br /&gt;&lt;br /&gt;I used to box in high school. I'd train for weeks in a gym to fight another human being that - so far as I know - has never done a thing to harm me; as a relative pacifist, I don't often feel that violence solves anything. So I'd train for a fight, then have the fight. In ring this stranger and I would wail on each other for minutes upon minutes. After the fight was over, I'd take a shower, get dressed, and drive home. I hardly ever got into fist fights in high school, save my time in the boxing ring. And in the ring, the fighting was both sanctioned and encouraged; in fact, it was goal-oriented (my goal being to win the match). &lt;br /&gt;&lt;br /&gt;My (short) point (long version reserved for now)? During the boxing match, I was not identifying as a fighter out to harm another individual (in fact, this would have gone against my own morality); rather, I was an athlete doing what was necessary within the rules of my sport to win the match. No ill will, and not (real) intention to harm my opponent (beyond the constraints of the sport). &lt;br /&gt;&lt;br /&gt;Is video game play not the same way? How many of you actually recall the narrative of Mario Bros., or seriously took stock in your actions as you used Ryu to pummel M. Bison into submission to beat the game, or thought twice about whipping a zombie hooker because it was not 'morally correct'? &lt;br /&gt;&lt;br /&gt;What I am arguing is not that we ignore identification, but rather we should examine the causes and extent to which identification actually takes place, rather than assuming that it always does and using this logic to argue for a moderating effect. Put another way, quit assuming identification, and start measureing it!&lt;br /&gt;&lt;br /&gt;Am I making a moot point? Methinks not. I have already this year reviewed two papers for major journals where identification is experimentally manipulated w/o measurement. &lt;br /&gt;&lt;br /&gt;Rant drawing to a close...thoughts? &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6717070813562273956?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6717070813562273956/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6717070813562273956' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6717070813562273956'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6717070813562273956'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2010/01/why-not-magic-circle.html' title='Why not a Magic Circle?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2319611721599804227</id><published>2009-12-10T09:33:00.002-05:00</published><updated>2009-12-10T09:38:18.422-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='debate'/><title type='text'>Is Facebook a mass medium, or an interpersonal one?</title><content type='html'>I'd like to start a discussion. Should Facebook be considered a mass medium, or an interpersonal one? Share your thoughts, and I'll post mine below...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;[Nick's thoughts coming soon. HINT: He is probably going to argue in favor of the Interpersonal. Why? Mass media is defined as (a) impersonal source and (b) anonymous receiver. Albeit social distance can play a role in here, the source of most FB messages is highly conspicuous, and the receivers are self-selected and self-identified. I am thinking much about the 'persons' on Facebook and not the organizations and groups, of course.]&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2319611721599804227?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2319611721599804227/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2319611721599804227' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2319611721599804227'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2319611721599804227'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/12/is-facebook-mass-medium-or.html' title='Is Facebook a mass medium, or an interpersonal one?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2321573910332698942</id><published>2009-12-08T10:36:00.002-05:00</published><updated>2009-12-08T10:53:15.461-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='other bloggers'/><title type='text'>Reward vs. Encouragement in Video Games</title><content type='html'>Jason Tocci has a wonderful blog entry on the nature of narrative in video games, focusing on the duality between reward and encouragement...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;a href="http://www.geekstudies.org/2009/11/encouragement-vs-reward"&gt;http://www.geekstudies.org/2009/11/encouragement-vs-reward&lt;/a&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2321573910332698942?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2321573910332698942/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2321573910332698942' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2321573910332698942'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2321573910332698942'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/12/reward-vs-encouragement-in-video-games.html' title='Reward vs. Encouragement in Video Games'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4706932317726924442</id><published>2009-12-07T09:48:00.002-05:00</published><updated>2009-12-07T09:55:35.329-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='publications'/><category scheme='http://www.blogger.com/atom/ns#' term='recent publications'/><title type='text'>Morality study accepted @ JoBEM</title><content type='html'>Congratulations to the MSU research team, who has just received word of their forthcoming publication "Repeated Exposure to Daytime Soap Opera and Trends in Moral Judgment" in the Journal of Broadcasting and Electronic Media. You can read an abstract of the study below. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;strong&gt;Repeated Exposure to Daytime Soap Opera and Trends in Moral Judgment&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;This study examined the influence of prolonged exposure to soap opera on character dispositions and real-world moral judgments. Eight groups viewed from zero to seven weeks of soap opera prior to a final week after which participants completed measures of disposition towards show characters and well as perceptions of morality in real-world situations. Results demonstrated the effect of prolonged exposure on both the polarization of dispositions toward characters and a trend in moral judgments toward social convention. These findings highlight the role of disposition within social cognitive theory, and the importance of dispositional considerations in understanding learned morality. &lt;br /&gt;&lt;br /&gt;Citation is: Tamborini, R., Weber, R., Eden, A., Bowman, N. D., &amp; Grizzard, M. (in press). Repeated exposure to daytime soap opera and shifts in moral judgment toward social convention. Manuscript forthcoming in Journal of Broadcasting and Electronic Media, 54(4). Please contact any of the authors for more information on the manuscript; I can be contacted at &lt;a href="mailto:ndbowman@yhc.edu"&gt;ndbowman@yhc.ed&lt;/a&gt;u. &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4706932317726924442?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4706932317726924442/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4706932317726924442' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4706932317726924442'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4706932317726924442'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/12/morality-study-accepted-jobem.html' title='Morality study accepted @ JoBEM'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-89251989622620846</id><published>2009-12-07T08:30:00.000-05:00</published><updated>2009-12-07T08:31:15.685-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='NCA'/><title type='text'>Call for Reviewers: Mass Communication Division of the National Communication Association (Sumana Chattopadhyay)</title><content type='html'>I invite all mass communication/media scholars affiliated with the National Communication Association to become 2010 NCA competitive paper reviewers. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;A steady increase in paper and panel submissions to the division has created a real need for additional reviewers. If you are interested in becoming a reviewer, please email Sumana Chattopadhyay of Marquette University at sumana.chattopadhyay@mu.edu. In your email, please specify if you prefer to read qualitative papers only, quantitative papers only, or either qualitative or quantitative papers. Also, please specify which of the following topics you can review: Advertising/Consumer Culture, Children/Adolescents/Youth, Critical/Cultural Studies, Feminism/Women’s Studies, Film/Cinema, Health, History, International/Intercultural, Journalism/News (including Framing), Masculinity Studies, Media Effects, Music/Music Video, New Technology (e.g., Blogs, Internet, Social Networking), Political Communication, Pop Culture, Race, Rhetoric, Sexuality, Sports, Stereotyping, Telecommunications Law/Policy/Business (e.g., digital conversion), and Television Content.  Feel free to specify other areas not covered above. If the division can recruit enough volunteers for this task, then the number of papers assigned to any one reviewer will be kept to a minimum. Graduate students are also encouraged to act as reviewers. In your email, please also include whether you would be willing to serve as a panel chair or respondent at the conference.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-89251989622620846?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/89251989622620846/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=89251989622620846' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/89251989622620846'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/89251989622620846'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/12/call-for-reviewers-mass-communication.html' title='Call for Reviewers: Mass Communication Division of the National Communication Association (Sumana Chattopadhyay)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6425207813118745029</id><published>2009-12-05T14:32:00.005-05:00</published><updated>2009-12-07T10:02:52.539-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Moral development and moral recognition and Children - a proposal</title><content type='html'>Something to chew on for those of you interested in Moral Foundations Theory and media consumption. I had a brief e-mail exchange with Jonathon Haidt (Virginia, the 'author' of MFT) and he wasn't too sure of any current research on MFT and children. Any critical thoughts on this idear would be appreciated; this is a project proposal I'm working on with a colleague of mine - Sven Joeckel - in Germany. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; Media consumption is often assumed to lead to a decline of morals, virtues and values (Wilson 2008; Reichartz 2008). Still, research on moral foundations and media is limited, or as Wilson (2008) puts it: “Researchers have written widely on how the media affect children's behaviors, both prosocial and antisocial. But they have paid little attention to the moral lessons children learn from the media that may be underlying these behaviors” (pp. 98). Moreover, when research on children and morality is conducted, this research is often rooted in the rationalist perspective of moral psychology in the Kohlberg (1981; 1976) tradition, which breaks down moral development into three discrete stages: pre-conventional (in which children consider morality in terms of punishment and reward), conventional (in which children consider morality in terms of social sanctions and rules), and post-conventional (in which children consider universal ethical principles in their moral reasoning). However, this typology has been criticized by others as relying too heavily on formal reasoning, confusing intuitive morals for socially-constructed virtues (Haidt &amp; Joseph, 2004). Haidt and Joseph (2004) argue that the rationalist approach to morality is akin to “studying the rational tail that got wagged by the emotional dog” (pp. 57).&lt;br /&gt; &lt;br /&gt;The proposed research project adopts a different perspective, arguing from the intuitionist perspective of Moral Foundation Theory (MFT; Haidt &amp; Joseph 2007). From the intuitionist’s framework, moral decisions are made as a ‘gut reaction’ of sorts, rather than a deliberate cognitive process; moreover, this intuitionist’s perspective fits well within the assumption of human beings as cognitive misers who often behave and respond in less than rational ways (Nisbett &amp; Ross, 1980, Stanovich, 2009). Haidt (2001) argues for the existence of five intuitive and universal moral foundations, which include considerations of (1) harm and care, (2) fairness and reciprocity, (3) loyalty, (4) authority and respect, and (5) purity and sanctity; collectively, these considerations are labeled as moral foundations (or moral modules), and are central to Moral Foundations Theory (MFT). One benefit of MFT lies in the fact that the theory expands the notion of socially-constructed moral development by conceptualizing moral judgments as intuitions whose salience may depend on cultural aspects and experiences. For media research, the intuitional perspective may further foster the understanding of disposition-based theories of media entertainment (Tamborini in press; Zillmann 2000) by including considerations of righteousness and morality as central components of audience disposition formation. The inclusion of moral foundations in disposition theory allows us to understand why some cultures (or moral subcultures) form different dispositional considerations toward media characters than others. This very concept was examined in work by Eden, Oliver, Tamborini, Woolley, and Limperos (2009), who used MFT and disposition theory to explain how audiences distinguish between heroes and villains in popular entertainment media. MFT has already been employed by the visiting researcher and his colleagues to analyze other areas of media consumption, including the appeal of media that violates different moral foundations (Tamborini, Eden, Bowman, Grizzard, Weber, 2009) and using morality subcultures defined by MFT to explain the appeal of violent media (Tamborini, Eden, Bowman, Grizzard, &amp; Lachlan, 2009). Although these studies have not examined cross-cultural populations in the traditional sense (i.e., comparing US and German populations’ response to media), the concept ‘moral subcultures’ – groups of individuals who differ in their values, such as US liberals and conservatives (Haidt &amp; Graham, 2007) – can be broadly understood in terms of nationality (eg. Haidt &amp; Joseph, 2007). &lt;br /&gt;&lt;br /&gt;Of particular interest to our research proposal is the nature of media consumption, morality, and children. We focus on adolescents for two reasons related to MFT: (a) moral foundations, although intuitive, might not be as salient in adolescents as they are in adults (Steinberg &amp; Morris 2001; Wilson 2008; von Salisch 2001) and (b) the salience of moral foundations during childhood is expected to differ between cultures, such as the US and Germany (Haidt &amp; Joseph 2007). These two components of MFT are important because we aspire to discuss the relevance of MFT to the discourse on value formation. Values – following the tradition of Inglehardt (1971) – can be seen as societal belief systems rooted in the social conditions at one’s adolescence. Tamborini (in press) asserts that exposure to entertainment media that repeatedly upholds or violates moral foundations should lead to more lasting shifts in values, as alluded to in research by Tamborini et al (2009). If this is true, than studying the extent to which young children recognize and respond to entertainment media featuring violations or reinforcement of different moral foundations becomes paramount to understanding how moral intuitions develop into larger cultural values.  &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6425207813118745029?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6425207813118745029/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6425207813118745029' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6425207813118745029'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6425207813118745029'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/12/mft-and-children-proposal.html' title='Moral development and moral recognition and Children - a proposal'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6392654910618822696</id><published>2009-10-17T18:31:00.003-04:00</published><updated>2009-10-17T18:33:03.798-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='careers'/><title type='text'>Communication Careers</title><content type='html'>Folks, see below for a request for help regarding Communication Studies careers. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;Dear colleague,&lt;br /&gt;&lt;br /&gt;I’m writing you today in hopes that you might be able to help with a project involving student recruiting into the Communication Studies program here at Young Harris College. I’m writing you today because I’m trying to collect testimonials from friends and colleagues of mine whom have earned college degrees in Communication Studies or a related field so that I can show my current YHC students the many possibilities within this major. No doubt you have seen lists that typically include a “What can you do with a Communication Studies degree?” and list some of the many different career opportunities. Although these lists are helpful (in fact, I have several in my office now), I would like to perhaps make the information a bit more personal by trying to add real names and faces to this information. &lt;br /&gt;&lt;br /&gt;This is where you come in.&lt;br /&gt;&lt;br /&gt;If you have a moment, I would really appreciate your willingness to provide a testimonial or personal story regarding your career with a Communication Studies degree. This can be a written testimonial, a short story describing how you found your job, or even a video or podcast addressed to students where you discuss your experiences in college and in your career as they relate to Communication Studies. It is my belief that by making this a personal statement rather than a mere list of career aspirations, we might be able to capture the students’ attention and show them that Communication Studies isn’t just a piece of paper; indeed it is a gateway to a wide and varied range of careers. Notably, we are not looking for any specific career profile. Rather, we are hoping to see a wide variety of different career choices – traditional or otherwise – represented in these testimonials. &lt;br /&gt;&lt;br /&gt;I have always argued that in the Age of Information, understanding the principles of communication is paramount to success.  The world economy is no longer built on agriculture or mass production; it is built upon access to information and information management. &lt;br /&gt;&lt;br /&gt;Please consider contributing to this project, and if I can answer any further questions do not hesitate to contact me at &lt;a href="mailto:ndbowman@yhc.edu"&gt;ndbowman@yhc.edu&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;Sincerely, &lt;br /&gt;&lt;br /&gt;~nick&lt;br /&gt;&lt;br /&gt;&lt;a href="http://ndbowman.info"&gt;Nicholas David Bowman&lt;/a&gt;&lt;br /&gt;Assistant Professor, Media Studies&lt;br /&gt;Young Harris College&lt;br /&gt;&lt;br /&gt;P.S. Should you be interested in helping with this project, you should know that we are conducting our next Communication Studies workshop on Thursday, October 22nd. If you think that you might be able to assist us for this upcoming workshop, it would be greatly appreciated. However, if you cannot make this deadline we would still like to include your information for our files.  &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6392654910618822696?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6392654910618822696/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6392654910618822696' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6392654910618822696'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6392654910618822696'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/10/communication-careers.html' title='Communication Careers'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3688414822472869720</id><published>2009-10-01T12:34:00.002-04:00</published><updated>2009-10-01T12:36:05.208-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='other news'/><title type='text'>Google Bungle</title><content type='html'>Short story in USA Today by Byron Acohido...CPA fined $33,000 after blaming Google for mistake&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;strong&gt;CPA fined $33,000 after blaming Google for mistake&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;Former CPA Kenneth Woodward has been fined $33,000 for back taxes after trying to blame Google for guiding him to make a mistake interpreting tax laws. The case underscores that search engines deliver content relevant to the query terms -- results that may, or may not, be truthful.&lt;br /&gt;&lt;br /&gt;"It sounds like this individual wanted to invoke a particular interpretation of the IRS tax code. He managed to find others advocating a particular treatment of IRA rollovers on Google, and would now like to claim that Google’s inclusion of those tax law interpretations makes them authoritative," says Kevin Lee, CEO of search consultancy Didit.&lt;br /&gt;&lt;br /&gt;But no search engine factors truthfulness is crawling the Web for Web links relevant to your search query.&lt;br /&gt;&lt;br /&gt;"Search engines provide searchers with a kind of guided tour of the scope of information that’s out there on the Web," says Lee. "A search engine can return self-fulfilling results."&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3688414822472869720?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3688414822472869720/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3688414822472869720' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3688414822472869720'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3688414822472869720'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/10/google-bungle.html' title='Google Bungle'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2478468000981652796</id><published>2009-09-30T17:32:00.002-04:00</published><updated>2009-09-30T17:36:47.965-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='job searching'/><title type='text'>Job Opportunity @ YHC</title><content type='html'>&lt;div align="left"&gt;Dear bloggers,&lt;br /&gt;&lt;br /&gt;I wanted to make you all aware of a faculty search being conducted at my host institution, &lt;a href="http://www.yhc.edu/"&gt;Young Harris College&lt;/a&gt;. We are a small-but-growing liberal arts college currenting in the process of creating a Communication Studies major with a Media Studies emphasis. The full text of the job is available below.&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;strong&gt;&lt;/div&gt;&lt;/strong&gt;&lt;/span&gt;&lt;div align="center"&gt;&lt;span class="fullpost"&gt;&lt;strong&gt;Assistant Professor, Communication Studies (tenure-track)&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;span class="fullpost"&gt;&lt;strong&gt;Mass Media &lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;span class="fullpost"&gt;&lt;strong&gt;Young Harris College &lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="fullpost"&gt;&lt;strong&gt;&lt;div align="center"&gt;&lt;br /&gt;&lt;/div&gt;&lt;/strong&gt;&lt;/span&gt;&lt;span class="fullpost"&gt;&lt;p&gt;ng Harris College is a selective liberal arts institution serving students who demonstrate strong academic commitment. Founded in 1886 and affiliated with The United Methodist Church, the college currently enrolls approximately 700 students across four divisions - Fine Arts, Humanities, Mathematics and Science, and Social and Behavioral Sciences - with a student-to-faculty ratio of 12:1. Young Harris College enjoys a strong endowment and is engaged in significant expansion after receiving approval in 2008 from the Southern Association of Colleges and Schools (SACS) to begin offering baccalaureate degrees in a number of fields. Young Harris College is located two hours north of Atlanta and two hours south of Asheville, NC in the beautiful North Georgia Mountains.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;Young Harris College invites applications for a full-time, tenure-track Assistant Professor of Communication to teach in Communication Studies with a concentration in Media Studies beginning August 9, 2010. The successful candidate will have an earned doctorate in Communication Studies or related field (A.B.D. candidates will be considered), with a strong commitment to teaching in an undergraduate, liberal arts curriculum. As the major is in its foundational stage, the candidate will be encouraged to take an active role in the creation and implementation of new courses that reflect both their area of expertise as well as the current state of mass media research and practice. Areas of interest include, but are not limited, to journalism, media literacy, media law and policy, media production, new media technologies, media psychology, and media uses and effects research. Research and scholarly work in the candidate’s area of expertise is encouraged and supported by the institution, and current faculty members actively publish in a wide variety of top research journals and other academic and scholarly outlets.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;Applications should be sent to Human Resources Director, Young Harris College, P.O. Box 68, Young Harris, GA 30582. Electronic applications are preferred (Word format) and should be sent to HumanResources@yhc.edu. Applications should include a cover letter, curriculum vitae, a one-page essay describing teaching philosophy, three letters of reference and scanned in transcripts. The selected candidate must successfully pass a background check. Review of applications will continue until the position is filled. Specific questions about the position or the major can be directed to Nick Bowman, Assistant Professor of Media Studies, at ndbowman@yhc.edu or (706) 379-5215.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;Applicants who would enrich the diversity of the campus community are strongly encouraged to apply. EOE M/F/D/V&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="fullpost"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2478468000981652796?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2478468000981652796/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2478468000981652796' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2478468000981652796'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2478468000981652796'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/09/job-opportunity-yhc.html' title='Job Opportunity @ YHC'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4867001950677704945</id><published>2009-08-06T15:43:00.003-04:00</published><updated>2009-08-06T17:24:10.913-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='administrative'/><title type='text'>Blogging is BACK!</title><content type='html'>Hey Folks! &lt;br /&gt;&lt;br /&gt;Okay, after a long hiatus, we are ready to begin blogging...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; If you are are interested in contributing to the blog this year, please contact Nick Bowman at ndbowman@yhc.edu. Remember, the blog is a WONDERFUL place to post and discuss rough research idears with your like-minded (and sometimes, not so like-minded) peers and collagues, all in the spirit of collegiality. I will be posting some new thoughts soon as the school years quickly gets underway. Until then, Happy blogging! &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4867001950677704945?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4867001950677704945/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4867001950677704945' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4867001950677704945'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4867001950677704945'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/08/blogging-is-back.html' title='Blogging is BACK!'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-2359167798945585910</id><published>2009-04-29T12:12:00.006-04:00</published><updated>2009-04-29T16:20:22.607-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>HTML Reaction Time Program - Check it?</title><content type='html'>Folks, &lt;br /&gt;&lt;br /&gt;Using HTML and a simple .wav file (and some wonderful programming assistance from my colleague Robert Lewis), I/we have been able to create a simple HTML program that will administer a noise blast and then calculate how long it takes a research participant to respond to the noise. This is exceptionally useful in research that examines response time to stimuli. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;p&gt;The program can be found &lt;a href="http://ndbowman.info/dissRTdata/rttimer.html"&gt;here&lt;/a&gt;. Feel free to view the source code (Page --&gt; View Source) and copy it into your own HTML Editor, or contact me (bowmann5@msu.edu) to request the source code.&lt;/p&gt; &lt;br /&gt;&lt;br /&gt;The page is working well. However, I still need help with three parts of the program if anyone out there is interested:&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;p&gt; (1) Does anyone know how to program HTML to automatically save the elapsed time data to another file? Right now, I simply write down each trial result as they are displayed on screen. The current program stores 10 seperate trials, but if you close the Web browser you will lose the data. [incidentally, making more trials is quite easy if you view the source code] =)&lt;/p&gt;&lt;br /&gt;&lt;p&gt; (2) Does anyone have an idea on how we could get one button for all functions (start timer, play noise, and stop timer)? It would be great if all operations - noise blast, start timer, stop timer, and store data - could all be performed with one click&lt;/p&gt;&lt;br /&gt;&lt;p&gt; (3) Does anyone know how to write HTML code so that, rather than using a mouse button click as input, the program will recognize any keystroke from the keyboard? This would make it easier for the researcher to operate the program.&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;p&gt; I hope you enjoy this program and find it useful. Robert and I worked hard on it, and it is a much better option than throwing money down for Direct RT and/or SuperLab 4.0, the standard reaction time measure programs.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-2359167798945585910?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/2359167798945585910/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=2359167798945585910' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2359167798945585910'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/2359167798945585910'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/04/reaction-time-program-cost-000.html' title='HTML Reaction Time Program - Check it?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-7334109728634708943</id><published>2009-03-30T21:51:00.009-04:00</published><updated>2009-04-01T12:32:43.506-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Distractor/Secondary Task Measure for $16.14 (some assembly required)</title><content type='html'>After talking with one of my colleagues here at MSU about my latest study idea - measuring the intervention potential of a video game with variable control/input settings - I've finally created a Secondary Task device that I think will work...&lt;br /&gt;&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_kUyeOvpAl44/SdF4ZtUwH6I/AAAAAAAAADE/K8Z5AtAFHCU/s1600-h/Full+Assembly.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_kUyeOvpAl44/SdF4ZtUwH6I/AAAAAAAAADE/K8Z5AtAFHCU/s200/Full+Assembly.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5319165017959964578" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;p&gt;The device shown above is a simple, homemade LED diode that is activated by a 'soft switch'; that is, a switch that immediately shuts off once the user stops pressing it. The device can be used to measure attention as it can be given to participants in a study as a 'secondary task', or a task to be completed in addition to the primary task of an experiment (i.e., playing a video game). The theory here is that, when instructed to push the button and activate the LED every Nth seconds, participants who are highly absorbed in a video game (or any activity for that matter) will miss more button pushes than an individual who is not so absorbed.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;The device is easy to assemble, and requires no soldering or other technical skills. You will need (price indicated in parentheses, from Radio Shack): &lt;br /&gt;* one (1) 9-volt battery ($4.49)&lt;br /&gt;* one (1) 9-volt battery snap connecter ($1.99)&lt;br /&gt;* one (1) LED assembly with built-in resistor, graded at 12 volts maximum ($1.99)&lt;br /&gt;* one (1) soft-touch momentary pushbutton switch ($2.99)&lt;br /&gt;* one (1) project enclosure, 4" X 2" x 1" ($2.69)&lt;br /&gt;* one (1) roll electrical tape, 20' ($1.99)&lt;/p&gt;&lt;br /&gt;&lt;p&gt; Once you have the materials, the project is pretty simple. You want to connect the negative cables (the black cables) from the battery to one end of the LED assembly. For the positive cables (the red cables), you want to connect the red cables from the battery to the pushbutton switch, and from the pushbutton switch to the other end of the LED assembly. Test the completed LED circuit by pressing the button; you should be able to operate the LED with the pushbutton.&lt;/p&gt;.&lt;br /&gt;&lt;p&gt;After you have tested the completed circuit, disassemble the entire circuit and strip the positive and negative wires so that you can wind them around each other when it is time to connect everything permanently. Stencil holes in the top of the project enclosure for the LED and for the pushbutton. Carefully drill holes in the top of the housing that are large enough to house each component snugly. Feed the wires and the components through the holes, and fasten the components in place; both components come with a small lugnut and washer so that you can fasten them to the project box. &lt;/p&gt; &lt;br /&gt;&lt;p&gt;After these are fastened, connect the positive (red) cable from the LED to the pushbutton, and use a small strip of electrical tape to secure the wiring to the project enclosure. Then, connect the 9-volt battery to the 9-volt battery snap connecter, and take the positive (red) cable from the 9-volt battery snap connecter and attached it to the other pushbutton connection. Use a small strip of electrical tape to secure the wiring to the project enclosure. Finally, connect the negative (black) cable from the 9-volt battery snap connector and secure it to the negative (black) cable from the LED, and use a small strip of electrical tape to secure the wiring to teh project enclosure. You may also consider using a small piece of electrical tape to protect the exposed wiring from where the two negative (black) cables meet. Finally, use some velcro to secure the 9-volt battery inside the project enclosure.&lt;/p&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_kUyeOvpAl44/SdF9PGep9hI/AAAAAAAAADU/nMNwilHV1KI/s1600-h/Assembly+Up+Close.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://1.bp.blogspot.com/_kUyeOvpAl44/SdF9PGep9hI/AAAAAAAAADU/nMNwilHV1KI/s200/Assembly+Up+Close.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5319170333291968018" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_kUyeOvpAl44/SdF9O7odxxI/AAAAAAAAADM/mmnTlSkMwRE/s1600-h/Assembly+Distant.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_kUyeOvpAl44/SdF9O7odxxI/AAAAAAAAADM/mmnTlSkMwRE/s200/Assembly+Distant.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5319170330380322578" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p&gt;It took me about 30 minutes to complete the project, and most importantly I thought that the final results came out pretty clean-looking. Now, we'll wait to see if it works in action. I'd love to hear other's suggestions for measuring attention via distraction/secondary tasks. &lt;/p&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-7334109728634708943?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/7334109728634708943/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=7334109728634708943' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7334109728634708943'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7334109728634708943'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/03/distractorsecondary-task-measure-for.html' title='Distractor/Secondary Task Measure for $16.14 (some assembly required)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_kUyeOvpAl44/SdF4ZtUwH6I/AAAAAAAAADE/K8Z5AtAFHCU/s72-c/Full+Assembly.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-7215522807973592339</id><published>2009-03-18T21:56:00.003-04:00</published><updated>2009-03-18T23:50:35.892-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>User Demand on Mood Repair</title><content type='html'>The effect of user demand on mood repair&lt;br /&gt;A(nother) Research Idear by Nick Bowman&lt;br /&gt;&lt;br /&gt;Okay, so here's my latest stab at exploring Mood Management/Mood Repair in Video Games. This time, I'm focusng on the role of user demand (and its influence on intervention potential). Read below, and feel free to comment. I've also got four questions that I might need help answering (or, at least, it would be neat to get your feedback on these)...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;br /&gt;The ability of entertainment media to serve as a regulator of one’s mood state was proposed by Zillmann and Bryant (1985). Their theory – known today as mood management theory – explains that individuals are motivated to dissipate noxious mood states whenever possible, and will make media choices in line with this motivation. The result of this selective exposure to media fare is mood repair; that is, a marked shift in mood state from noxious to optimal. This process has been tested with a variety of entertainment media, including television and film (Bryant &amp; Zillmann, 1984), music (Knobloch &amp; Zillmann, 2002), and Internet browsing behavior (Mastro, Eastin, &amp; Tamborini, 2003).&lt;br /&gt;&lt;br /&gt;Although there are many different factors that determine the extent to which a media offering will aid in mood repair, one factor of particular import to the current study is the medium’s intervention potential, defined as its ability to capture an aroused individual’s attentional resources (Bryant &amp; Davies, 2006). Messages with higher intervention potential are more likely to distract an individual from the root cause of their noxious mood state, thus hastening the mood repair process. Moreover, just as we might expect the content of different media messages to differ in their intervention potential – as has been demonstrated in experiments testing the intervention potential of newspaper articles accompanied by hostile/violent photographs as compared to innocuous photos (Zillmann, Knobloch, &amp; Yu, 2001; Knobloch, Hastall, Zillmann, &amp; Callison, 2003) – the current study proposes that different forms of media – such as video games and television – might also differ in their intervention potential. &lt;br /&gt;&lt;br /&gt;When discussing the intervention potential of different media forms, Bryant and Davies (2006) note that the highly interactive nature of video games demands more of a user’s attentional resources than other media, as the user is actively engaging in the media content rather than passively observing it. This active engagement increases the medium’s ability to intervene in noxious mood states, and therefore aid in the mood repair process. Vorderer (2000) offers a similar claim, arguing that video games demand both cognitive and tactile engagement, and thus increase their intervention potential over other media forms. Similarly, Klimmt &amp; Hartmann (2006) note that video games are specifically designed to demand input from the user in order to progress, and therefore should have a higher intervention potential relative to less demanding media, such as television; however, as Bryant &amp; Davies (2006) note, this proposition has yet to be empirically tested. &lt;br /&gt;&lt;br /&gt;An experiment is proposed to examine the ability of two different media forms – video games and television – to effectively repair mood as a function of the demands they place on the user; that is, as a function of their intervention potential. For this study, user demand is conceptually defined as the number of actions per minute required by the user to progress a mediated narrative. It is believed that in general, video games will have a higher user demand than television, as they require more action on behalf of the user (c.f. Klimmt &amp; Hartmann, 2006) and thus be more adept at mood repair controlling for other factors. Empirically demonstrating both (a) the difference in intervention potential qua user demand between video games and television and (b) the subsequent difference in mood repair between playing video games and watching television are the central goals of the current study. &lt;br /&gt;&lt;br /&gt;Additionally, video games can also differ in their intervention potential both between games and within games, based on which games are played and how these games are configured. One might expect a video game such as a flight simulator that requires several different user inputs at one time (e.g., separate controllers for throttle, joystick, and rudders) to demand more of the user than other video games that require only one or two button presses, such as the seminal platform game Super Mario Bros.. Furthermore, we might even expect different control configurations of the same video game to have an effect on user demand. Using the flight simulator example from above, we might expect that playing this game with some or all of the input functions set on auto-pilot (such as automatic throttle control and/or automatic flight trajectory) would lower user demand as compared to playing the same flight simulator with full user control. &lt;br /&gt;&lt;br /&gt;From this, the following predictions are made:&lt;br /&gt;&lt;br /&gt;H1: Playing video games should lead to greater mood repair than watching similar content on television.&lt;br /&gt;&lt;br /&gt;Controlling for content, it is expected that playing video games will be more absorbing than watching television. This is because video games by their nature require more of the user’s input in order to progress the narrative, and thus have a greater intervention potential than similarly-valenced television content.  &lt;br /&gt;&lt;br /&gt;H2: Video games that differ in their user demand will also differ in their intervention potential such that video games low in user demand will be less effective at mood repair than video games high in user demand. &lt;br /&gt;&lt;br /&gt;Within the same video game, we should expect significant differences in user demand to&lt;br /&gt;exist based on how the game’s control scheme is configured. Specifically, the more a user relies on automatic functions when playing a video game (functions that control elements of the game without the user’s input), the less demanding that video game should be for the user; that is, the lower its intervention potential. This difference in intervention potential will result in games with low user demand being less effective at mood repair than games with high user demand. &lt;br /&gt;&lt;br /&gt;In addition to the above hypotheses, the following research questions are posed: &lt;br /&gt;&lt;br /&gt;RQ1: Will a low demand video game have more intervention potential than watching television of similar content?&lt;br /&gt;&lt;br /&gt;From a pure demand perspective, there should not be a discernable difference &lt;br /&gt;between a video game on full automatic mode (that is, a video game that requires no user input) and television programming of similar content. However, there are some idiosyncrasies associated with video games that might suggest otherwise. For example, often times users will watch video games in full automatic mode (i.e. ‘demonstration mode’) in order to learn how to play the game for future game sessions, even if it is not expressly clear that there will be a future game session. Also, it could be the case that simply holding and manipulating video game controls while viewing a video game in full automatic mode – even with the knowledge that one’s input has no agency over the game – might have more intervention potential than passively watching television programming. However, having no theoretical backing with which to expect these differences, a prediction is not tendered. &lt;br /&gt;&lt;br /&gt;Experimental Conditions&lt;br /&gt;&lt;br /&gt;1) Television Programming: Participants in this condition will watch footage of a Lockheed-Martin flight demonstration for a jet fighter landing. The full video is ~ 5:56, view at: http://www.youtube.com/watch?v=Wvjf6SA87BA&amp;feature=related&lt;br /&gt;&lt;br /&gt;2) Video game on full automatic mode: Participants will play Lock-On, a combat flight simulator available on GameTap. In this condition, participants will play the game with all flight controls set to autopilot; that is, the game will progress without any user input. In this condition, participants will watch as the video game automatically navigates a fighter jet to an unknown airstrip and performs an automatic landing. &lt;br /&gt;&lt;br /&gt;3) Video game on ‘part-time’ automatic mode: Participants will play Lock-On, a combat flight simulator available on GameTap. In this condition, participants will play the game with some of the autopilot features turned on. Specifically, the user’s fighter jet will (a) automatically navigate itself to an unknown airstrip, (b) automatically configure itself for landing (e.g., lowering landing gears and landing flaps), and (c) automatically level itself for a proper landing. At this point, control of the jet will be handed to the participant, who will have to manipulate the throttle and joystick to bring the plane to a safe landing. Once on the ground, the player will need to engage the planes wheelbrakes and dispense the drag parachute to bring the jet to a complete stop on the runway. &lt;br /&gt;&lt;br /&gt;4) Video game with no automatic settings: Participants will play Lock-On, a combat flight simulator available on GameTap. In this condition, participants will have full control over the aircraft, including all throttle, joystick, rudder, and navigation systems. The participants will need to carefully navigate the jet fighter to an unknown airstrip, engage their landing gear and flaps, successfully land the airplane, and bring the jet to a complete stop on the runway with no assistance from the computer. &lt;br /&gt;&lt;br /&gt;Mood manipulations&lt;br /&gt;&lt;br /&gt;1) Stress, defined as overstimulation or a high level of felt arousal (Bryant &amp; Zillmann, 1984), is a noxious mood state characterized by extreme arousal. Stress is understood generally by Seyle (1978) as the body’s response to outside demand that takes one out of equilibrium. &lt;br /&gt;&lt;br /&gt;For the stress induction, For the stress induction, participants will be asked to complete a booklet of logic puzzles followed by a set of GRE practice questions. These questions are designed to exceed the talents of the participants. Furthermore, participants in the stress induction will be under constant nagging from an experimenter to perform better. The validity of this induction has been demonstrated in prior research (Bryant &amp; Zillmann, 1984; Mastro et al., 2002).&lt;br /&gt;2) A control condition, with no mood manipulation. In this condition, participants will play video games/watch television programming first, then complete pertinent scales. Following this, they will complete the equivalent of 40 minutes of ‘filler’ scales (which might include scales and surveys for other, ongoing research).  &lt;br /&gt;&lt;br /&gt;3) [OPTIONAL] Boredom is defined as understimulation, characterized by a low level of felt arousal (Bryant &amp; Zillmann, 1984). Boredom has also been understood by Fisher (1993) as “an unpleasant, transient affective state in which the individual feels a pervasive lack of interest in and difficulty concentrating on the current activity” (pp. 396).  &lt;br /&gt;&lt;br /&gt;For the boredom induction, participants will be asked to thread metal washers into a length of string and to complete a booklet of dot-to-dot drawings designed for primary school children. These questions are designed to exceed the talents of the participants. Furthermore, participants in the boredom induction will be left to their own volition. The validity of this induction has been demonstrated in prior research (Bryant &amp; Zillmann, 1984; Mastro et al., 2002).&lt;br /&gt;&lt;br /&gt;Method&lt;br /&gt;&lt;br /&gt;Participants will be solicited via various University networks. All participants will be offered $10 cash for participation in “A one hour study on various cognitive skills”*. Once entering the lab – 562 COM ARTS – participants will be randomly assigned to a mood manipulation (stress or control) as well as a user demand condition (television viewing, video game in full autopilot, video game with partial autopilot, and video game with no autopilot). &lt;br /&gt;&lt;br /&gt;a. For participants in the stress condition:&lt;br /&gt;Participants will be given a booklet of logic puzzles and given 20 minutes to complete the entire booklet. Participants will be specifically instructed that they must correctly solve the  puzzles to receive payment for the study; the booklet will contain 20 different puzzles – enough that it would be impossible for the average person to complete all of them in the allotted time. After 20 minutes have passed, participants will then be given sections from practice GRE, LSAT, and MCAT tests. Again, they will be instructed that all test will be graded, and that they must get passing scores on the exams in order to receive payment for the study; they will be given another 20 minutes to complete these tests. During the administration of all logic puzzles and tests, the research will constantly inform participants that they must hurry to complete all exam questions, and remind them that they must score well on all exams to receive full payment. Following all testing, participants will be subjected to one of the four experimental conditions outlined above (each takes ~ 5 to 6 minutes). Following the experimental condition, participants will complete the arousal self-measures and the PANAS. &lt;br /&gt;&lt;br /&gt;b. For participants in the control condition: participants will be subjected to one of the four experimental conditions outlined above (each takes ~ 5 to 6 minutes). Following the experimental condition, participants will complete the arousal self-measures and the PANAS. Following this, participants will be given the equivalent of 40 minutes of ‘filler’ scales (which might include scales and surveys for other, ongoing research).  &lt;br /&gt;&lt;br /&gt;*All participants who successfully complete the study will also be entered into a raffle for $100 cash. &lt;br /&gt;&lt;br /&gt;Measures&lt;br /&gt;&lt;br /&gt;1) Mood Repair: Measured using the PANAS scale (Watson, Clark, &amp; Tellegen, 1988), with items designed to measure state-based positive and negative affect. &lt;br /&gt;&lt;br /&gt;2) Arousal: Measured two different ways&lt;br /&gt;a. Self-report – using the Perceived Arousal Scale (Anderson, Anderson, &amp; Deuser, 1996; Anderson, Deuser, &amp; DeNeve, 1995), a 24-item Likert-style scale with seven response options. &lt;br /&gt;b. [OPTIONAL] Physiological* -- using the Cateye PL-6000, a heart rate monitor that takes real-time measures of participants ‘beats per minute’. This measure is taken continuously throughout the duration of the study. This method has been used in prior research on video games and arousal (c.f. Calvent &amp; Tan, 1994). &lt;br /&gt;*If administered, arousal measures will be taken at 10-second intervals for the duration of the study. &lt;br /&gt;&lt;br /&gt;3) [CONTROL VARIABLES: Administered as an on-line pre-survey]&lt;br /&gt;a. Video Game Self-Efficacy&lt;br /&gt;b. Self-Determination Theory (TRAIT)&lt;br /&gt;c. Gender&lt;br /&gt;&lt;br /&gt;References&lt;br /&gt;&lt;br /&gt;Anderson, C.A., Anderson, K.B., &amp; Deuser, W.E. (1996). Examining an affective aggression framework: Weapon and temperature effects on aggressive thoughts, affect, and attitudes. Personality and Social Psychology Bulletin, 22, 366-376.&lt;br /&gt;&lt;br /&gt;Anderson, C.A, Deuser, W.E., DeNeve, K. (1995). Hot temperatures, hostile affect, hostile cognition, and arousal: Tests of a general model of affective aggression. Personality and Social Psychology Bulletin, 21, 434-448.&lt;br /&gt;&lt;br /&gt;Bryant, J., &amp; Davies, J. (2006). Selective exposure to video games. In P. Vorderer and D. Zillmann (Eds.) Playing video games: Motives, responses, and consequences (pp. 181-194). Hillsdale, NJ: LEA. &lt;br /&gt;&lt;br /&gt;Bryant, J., &amp; Zillmann, D. (1984). Using television to alleviate boredom and stress: Selective exposure as a function of induced excitational states. Journal of Broadcasting, 28, 1-20.&lt;br /&gt;&lt;br /&gt;Fisher, C. D. (1993). Boredom at work: A neglected concept. Human Relations, 46, 395–417.&lt;br /&gt;&lt;br /&gt;Calvert, S. L., &amp; Tan, S. L. (1994). Impact of virtual reality on young adults’ physiological arousal and aggressive thoughts: Interaction versus observation. Journal of Applied Developmental Psychology, 15, 125-139. &lt;br /&gt; &lt;br /&gt;Klimmt, C., &amp; Hartmann, T. (2006). Effectance, self-efficacy, and the motivation to play video games. In P. Vorderer and D. Zillmann (Eds.), Playing video games: Motives, responses, and consequences (pp. 133-146). Hillsdale, NJ: LEA. &lt;br /&gt;&lt;br /&gt;Knobloch, S., Hastall, M., Zillmann, D., &amp; Callison, C. (2003). Imagery effects on the selective reading of Internet newsmagazines: A cross-cultural examination. Communication Research, 30(1), 3-29. &lt;br /&gt;&lt;br /&gt;Knobloch, S., &amp; Zillmann, D. (2002). Mood management via the digital jukebox. Journal of Communication, 52 (2), 351-366.&lt;br /&gt;&lt;br /&gt;Mastro, D. E., Eastin, M. S., &amp; Tamborini, R. (2002). Internet search behaviors and mood alterations: A selective exposure approach. Media Psychology, 4, 157-172.&lt;br /&gt;&lt;br /&gt;Selye, H. (1978). The stress of life (2nd ed.). Columbus, OH: McGraw-Hill. &lt;br /&gt;&lt;br /&gt;Vorderer, P. (2000). Interactive entertainment and beyond. In D. Zillmann &amp; P. Vorderer (Eds.), Media entertainment: The psychology of its appeal (pp. 21-36). Mahwah, NJ: LEA.&lt;br /&gt;&lt;br /&gt;Watson, D., Clark, L. A., &amp; Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: The PANAS scale. Journal of Personality and Social Psychology, 54, 1063-1070. &lt;br /&gt;&lt;br /&gt;Zillmann, D., &amp; Bryant, J. (1985). Affect, mood, and emotion as determinants of selective exposure. In D. Zillmann &amp; J. Bryant (Eds.), Selective exposure to communication. (pp. 157-190). Hillsdale, NJ: LEA.&lt;br /&gt;&lt;br /&gt;Zillmann, D., Knobloch, S., &amp; Yu, H. (2001). Effects of photographs on the selective reading of news reports. Media Psychology, 3(4), 301-324. &lt;br /&gt;&lt;br /&gt;IMPORTANT QUESTIONS&lt;br /&gt;&lt;br /&gt;For this study to be truly worthwhile, how does it answer these four questions: &lt;br /&gt;&lt;br /&gt;1) What makes television different from video games?&lt;br /&gt;2) How does this difference work?&lt;br /&gt;3) How is this difference relevant to selective exposure/mood management/mood repair?&lt;br /&gt;4) How does my study demonstrate this?&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-7215522807973592339?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/7215522807973592339/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=7215522807973592339' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7215522807973592339'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/7215522807973592339'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/03/user-demand-on-mood-repair.html' title='User Demand on Mood Repair'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-1914584352810681383</id><published>2009-02-22T22:21:00.004-05:00</published><updated>2009-02-22T22:32:51.409-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games in the news...'/><title type='text'>California Video Game Sale Restrictions Overturned</title><content type='html'>You may have been following a proposed law in California that, if approved, would have banned the sale or rental of violent video games to minors (note: violence was not explicated, but reference is made to 'ultra-violent' games)...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;Two separate stories - one reported by the &lt;a href="http://www.msnbc.msn.com/id/29304769/"&gt;Associated Press &lt;/a&gt;and the other filed by the &lt;a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2007/08/06/BAG55RDVS424.DTL"&gt;San Francisco Times&lt;/a&gt; - follow the most recent action. Most currently, a federal judge struck down the legislation. An excerpt from the SF Times story:&lt;br /&gt;&lt;br /&gt;"In his 17-page decision, U.S. District Judge Ronald Whyte in San Jose wrote that there is insufficient evidence to conclude that video games "are any more harmful than violent television, movies, internet sites or other speech-related exposures."'&lt;br /&gt;&lt;br /&gt;Interesting, the bill's author - Dr. Leeland Yee (D-San Francisco) - holds a Ph.D. in child psychology. &lt;br /&gt;&lt;br /&gt;I was unable to find the actual language of the latest version of the bill, but this &lt;a href="http://en.wikipedia.org/wiki/California_Assembly_Bills_1792_%26_1793"&gt;WikiPedia entry&lt;/a&gt; provides some background on California Assembly Bills 1792 and1793. &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-1914584352810681383?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/1914584352810681383/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=1914584352810681383' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1914584352810681383'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/1914584352810681383'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/02/california-video-game-sale-restrictions.html' title='California Video Game Sale Restrictions Overturned'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3144606450956204406</id><published>2009-02-18T10:59:00.006-05:00</published><updated>2009-02-18T11:14:37.913-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Help with a 'new' behavior aggression measure?</title><content type='html'>Our research team here at MSU is working on adapting a new aggression measure based on Cohen et al. (1996) and the Culture of Honor study. You may recall the 'chicken game' used in that work [see diagram]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_kUyeOvpAl44/SZww39nmcvI/AAAAAAAAACE/T-lZOl6mNfM/s1600-h/ChickenDance.JPG"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 131px;" src="http://4.bp.blogspot.com/_kUyeOvpAl44/SZww39nmcvI/AAAAAAAAACE/T-lZOl6mNfM/s320/ChickenDance.JPG" border="0" alt=""id="BLOGGER_PHOTO_ID_5304168199127200498" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; So, here's a breakdown of the 'rough procedures':&lt;br /&gt;&lt;br /&gt;To measure aggression from this scenario, we consider how close to the confederate our participant comes using some unit of distance. A distance of zero (i.e., contact with the confederate) would be considered the most aggressive act, and the greater the distance between the participant and the confederate, the less aggressive we consider the participant to be. An overhead view of such a scenario is presented above.&lt;br /&gt;&lt;br /&gt;a) Following scale completion, participant is asked to take their study materials to a reception desk. Notably, these instructions are given in a neutral tone. &lt;br /&gt;&lt;br /&gt;“Now that you have completed the study, we would like to you take your study materials to the reception desk for scoring. The desk is at the end of the hall, to the left.”&lt;br /&gt;&lt;br /&gt;b)The confederate, upon hearing the instructions to the participants, begins walking down the hall in the opposite direction – from the reception desk towards the participant. Confederate is instructed to walk in a straight line and not to yield to the participant. &lt;br /&gt;&lt;br /&gt;c)The confederate continues to walk toward the participant in a straight line to a pre-marked spot on the floor. The participant has two options:&lt;br /&gt;&lt;br /&gt;a.Continue on their path until colliding with the confederate&lt;br /&gt;b.Yielding the hallway to the confederate by stopping at some point and allowing the confederate to pass&lt;br /&gt;&lt;br /&gt;If a.: the confederate allows the participant to collide with them, yields the floor to the participant, and continues to walk toward the end of the hallway. &lt;br /&gt;If b.: the confederate passes the participant, taking special care to note the exact spot at which the participant yielded the hallway. Once the participants has cleared the hallway and is at the reception desk. The confederate measures the distance between the pre-marked spot and the exact spot at which the participant yielded the hallway; this distance is recorded in centimeters. To aid in marking the participants ‘yield spot’, the confederate may drop a nondescript object – such as a paper clip – on the floor as he/she passes the participant. &lt;br /&gt;&lt;br /&gt;Any thoughts?  &lt;br /&gt;&lt;br /&gt;Reference: Cohen, D., Nisbett, R. E., Bowdle, B. F., &amp; Schwarz, N. (1996). &lt;a href="http://chiron.valdosta.edu/mawhatley/7670/activity/honor.htm#fn14"&gt;Insult, Aggression, and the Southern Culture of Honor: An “Experimental Ethnography”. &lt;/a&gt;Journal of Personality and Social Psychology, 70(5), 945-960. &lt;br /&gt;&lt;br /&gt;Also see Myers, D. (2005). Social Psychology (8th Ed.). New York: McGraw Hill.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3144606450956204406?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3144606450956204406/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3144606450956204406' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3144606450956204406'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3144606450956204406'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/02/help-with-new-behavior-aggression.html' title='Help with a &apos;new&apos; behavior aggression measure?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_kUyeOvpAl44/SZww39nmcvI/AAAAAAAAACE/T-lZOl6mNfM/s72-c/ChickenDance.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-798945868225502844</id><published>2009-02-03T11:35:00.005-05:00</published><updated>2009-02-03T11:47:23.951-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Prospectus: The effect of user control on mood repair</title><content type='html'>Here's my latest theoretical quandry regarding mood repair and video games...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;The effect of user control on mood repair&lt;/strong&gt;&lt;br /&gt;&lt;em&gt;an idea-in-the-making by &lt;a href="mailto:bowmann5@msu.edu"&gt;Nick Bowman, Michigan State University&lt;/a&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;"The affect-dependent theory of stimulus arrangement, better known as mood management theory (Zillmann &amp; Bryant, 1985) asserts that individuals experiencing noxious mood states are motivated to selectively exposure themselves to media that are best-suited to dissipate such states.  One variable of a medium that serves as a particularly good indicator of its ability to dissipate noxious mood states is that medium’s intervention potential  - defined as the medium’s ability to capture an individual’s attentional resources. Assuming that media content is held constant  (and thus controlling for content features that would affect the mood management process, such as semantic and behavioral affinity of the content to one’s current mood state), we can predict that the extent to which two media forms – such as television and video game – differ in their intervention potential  would demonstrate each medium’s relative ability to repair noxious mood states.&lt;br /&gt;&lt;br /&gt;Although many factors can influence intervention potential, one variable of particular application to comparisons of television and video games is the element of user control, defined conceptually as the breadth and depth of agency a user is afforded over an avatar in a mediated environment. From this conceptualization, we can expect that video games by definition to offer more user control than television, which offers no user control. Thus, in an experiment where a noxious mood state (e.g., boredom) is induced and participants are randomly assigned to either (a) watch xx minutes of pre-recorded video game content (ostensibly animated television content) or (b) play xx minutes of the same content, we can predict that those participants randomly assigned to the video game condition should experience more mood repair than those participants randomly assigned to the viewing condition. Furthermore, if we can hold content constant in both condition (or to the extent this is possible, i.e. by pre-recording video game play and ‘repackaging’ it as animated television for the viewing condition), we should be able to attribute a substantial amount of the variance in subsequent mood repair to user control, a variable know to differ between television and video games."&lt;br /&gt;&lt;br /&gt;Thoughts?&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-798945868225502844?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/798945868225502844/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=798945868225502844' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/798945868225502844'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/798945868225502844'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/02/effect-of-user-control-on-mood-repair.html' title='Prospectus: The effect of user control on mood repair'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3411762392415023239</id><published>2009-01-16T16:29:00.002-05:00</published><updated>2009-01-16T16:32:17.664-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='other news'/><title type='text'>The job market..</title><content type='html'>Although this posting is not about Media Theory, it is rather interesting to those of us looking for jobs in this year's very tough market. The short version: universities are spending less money on instructional costs (such as faculty) and more on other schtuff...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;a href="http://www.usatoday.com/news/education/2009-01-14-college-spending_N.htm"&gt;Colleges cut instruction spending&lt;/a&gt; &lt;br /&gt;By Mary Beth Marklein, USA TODAY&lt;br /&gt;&lt;br /&gt;Most of the nation's colleges are gradually paring back their investments in classroom teaching, an analysis of federal data shows. And all colleges have in recent years been spending a greater share of their revenue on expenses other than instruction, including computing centers, student services, administrative salaries and lawn care.&lt;br /&gt;&lt;br /&gt;Those are among findings of a report released today that sheds light on where various types of colleges and universities get their money and how they spend it. While instruction remains the largest share of education and general spending at most colleges, much of the revenue raised by increasing tuition is not going to that core function of higher education, it concludes.&lt;br /&gt;&lt;br /&gt;With one notable exception, "Students are paying for more and arguably getting less, particularly in the classroom," says Jane Wellman, director of the Delta Cost Project, a Washington-based non-profit that released the report. It is based on federally reported data from 2002 to 2006 of nearly 2,000 public and private institutions that enroll about 75% of all college students.&lt;br /&gt;&lt;br /&gt;The exception is private research universities, which spend more per student than any other sector, but which enroll fewer students overall than most other institutions.&lt;br /&gt;&lt;br /&gt;The report found that total spending on education and related services, including academic and administrative support, remained flat or declined between 2002 and 2006 everywhere but at those institutions, which can draw from more sources, including endowment income.&lt;br /&gt;&lt;br /&gt;That could change as more private research universities, including Cornell, Harvard and Yale, see precipitous drops in their endowments.&lt;br /&gt;&lt;br /&gt;At public colleges and universities, much of the decline in instruction spending — which is primarily faculty salaries and benefits — can be linked to a decline in state appropriations.&lt;br /&gt;&lt;br /&gt;"I don't think institutions have decided to disinvest in instruction," Wellman says, but their spending patterns do show "a lack of a strategic approach."&lt;br /&gt;&lt;br /&gt;"The quickest place to cut costs is in instructional programs. When the primary focus is on balancing the budget from year to year, you grab what you can and spend where you must," Wellman says.&lt;br /&gt;&lt;br /&gt;Existing data can't speak to the quality of education, nor is it detailed enough to determine whether specific spending is justified. A key goal of the report is to encourage institutions and policymakers to be more transparent about their finances.&lt;br /&gt;&lt;br /&gt;"Policymakers and the public are showing increasing skepticism about spending in higher education, questioning whether tuition increases are helping to expand access and improve quality," it says. "The data in this report show that this is a valid question."&lt;br /&gt;&lt;br /&gt;Other findings:&lt;br /&gt;&lt;br /&gt;•More students, particularly low-income and minority students, are attending the colleges and universities with the least to invest in students. "Basically what we're asking is (for) a set of folks who don't have resources to pay more, even as we disinvest in their instruction," says Kati Haycock, president of the Education Trust, a non-profit that works to increase access to college.&lt;br /&gt;&lt;br /&gt;•If tuition increases were tied to increased spending on education-related expenses, tuition at most public institutions would have dropped between 2002 and 2006. At public research universities, about 8% of tuition increases can be linked to increased spending on education-related expenses.&lt;br /&gt;&lt;br /&gt;•At some point between 2002 and 2004, most private four-colleges began spending a larger share of their budget on administrative and academic support than on instruction. The exception: private research universities.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3411762392415023239?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3411762392415023239/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3411762392415023239' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3411762392415023239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3411762392415023239'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/01/job-market.html' title='The job market..'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-8205098188389873330</id><published>2009-01-16T10:27:00.006-05:00</published><updated>2009-01-16T10:56:34.794-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='research thoughts'/><title type='text'>Mood --&gt; Gameplay (Part 1)</title><content type='html'>So I've been going in circles lately in hopes of specifying my final program of study (i.e., my dissertation), but there are some central issues that I'm stuck on. The theory: selective exposure; The issue: differentiating video games from television, and how SET processes may be different from one medium to the other; The task: demonstrating this empirically. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;We know that within SET we can focus on four aspects of a medium (excerpted in part from dissertation proposal: Bowman, 2008):&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Arousal regulation&lt;/strong&gt; is understood as the ability for a medium to increase or decrease an individual’s felt arousal. With respect to media, it refers to the tendency of individuals to choose media that will help them achieve an optimal level of arousal. ...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Absorption potential (also called intervention potential)&lt;/strong&gt; is understood as the ability for a medium to capture an individual’s attentional resources. Put simply, the more absorbing a media message is, the more likely it is to hold an individual’s attention and intervene in their mood state. &lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Behavioral affinity&lt;/strong&gt; refers to similarity between message content and one’s current affective state. For example, if an individual was in an aggressive (perhaps even hostile) mood state, a violent boxing match would be understood to have a high level of behavioral affinity, whereas a romantic comedy would have a relatively low level of behavioral affinity.&lt;br /&gt; &lt;br /&gt;&lt;strong&gt;Hedonic valence&lt;/strong&gt; is understood to be the general pleasurable or unpleasurable tone of a message. One can point to the prototypical Hollywood ‘buddy comedy’ (e.g., Turner and Hooch) as a genre with a generally pleasurable tone, and the blood-soaked ‘slasher’ film (e.g., Friday the 13th) as a genre with a generally unpleasurable tone. &lt;br /&gt;&lt;br /&gt;What is interesting about video games (and how I think they differ from video games) is: &lt;br /&gt;&lt;em&gt;[DISCLAIMER - these are very rough thoughts, so please help me plow through them]&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;*Demand: Video games demand constant feedback from the user to progress the narrative, whereas television does not. If we define demand as the number of actions required by the user per minute, we would expect video games to be more demanding than television, and different types of games to be more demanding than others. In terms of intervention potential, we then should expect games that are more demanding to have more intervention potential (all other things being equal) than games that are less demanding, and we should expect gaming in general to have more intervention potential than television. But some questions arise here. For example, are we talking about physically demanding (number of actions per minute, as I state here) or are we talking about cognitively demanding (which might be considered as number of decisions per minute). If we are talking cognitive, are video games necessarily more cognitively demanding that television? How intertwined are physical and cognitive demands? And can physical demands be seperate from arousal (one should expect that an activity that is physically demanding should also be more arousing). &lt;br /&gt;&lt;br /&gt;*Play Styles. Another unique aspect of video games is that (in some games) the same game can be played a variety of different ways, which might change the games behavioral affinity to one's mood state. With traditional media, the audience has no influence over the narrative; violent movies are always violent and romantic movies are always romantic. Thus, the decition to watch or not watch is binary. However, with video games the user has some control over the relative level of behavioral affinity the game has with one's mood state (a continuum); in fact, some games allow for a variety of different play styles that span several different emotions (several continuums). Think of &lt;a href="http://www.rockstargames.com/IV/"&gt;Grand Theft Auto 4&lt;/a&gt;, as type of sandbox games allows the player a freedom-of-choice that affords the game to be played in a variety of ways (although one could argue here that violence gameplay is certainly featured and rewarded over other styles of play). Two prominent play styles in GTA4 are 'violent' (i.e., killing everything in sight) or 'parkour' (i.e., wandering and touring the landscape). Adhering strictly to SET, we might expect for example that an individual in an angry mood (due to some altercation) might play the game less violently than somebody not in such a mood [in an effort to lower the game's behavioral affinity to their own mood state]. Or we might expect a stressed individual to play the game in a more 'parkour' style than someone not experiencing so much stress. The point of this? Television shows are 'locked in' to either having behvioral affinity or not having behavioral affinity, but video games - because of the user's control over the medium - can offer the user several different ways to repair mood.&lt;br /&gt;&lt;br /&gt;**More in Part 2** &lt;br /&gt;&lt;br /&gt;(special thanks to Ron Tamborini for his help plowing through these many issues)&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-8205098188389873330?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/8205098188389873330/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=8205098188389873330' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8205098188389873330'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8205098188389873330'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/01/mood-gameplay-part-1.html' title='Mood --&gt; Gameplay (Part 1)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6308106714434919117</id><published>2009-01-16T09:47:00.004-05:00</published><updated>2009-01-16T10:00:37.192-05:00</updated><title type='text'></title><content type='html'>What is A B + - ?&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; Hi readers.  My name is Andy Boyan.  I am a sometimes contributor here, and I am a colleague of Nick, Allison, and Matt at MSU.  I started &lt;a href="http://www.blogger.com/www.abplusminus.blogspot.com"&gt;my own blog&lt;/a&gt; (called AB+-) to cover some of my thoughts on a more regular basis, and Nick has been kind enough to let me link here over on that side ------------------&gt;&lt;br /&gt;&lt;br /&gt;I am primarily interested in games, and entertainment to a degree, but the real goal of the AB+- blog is to examine game mechanics.  By mechanics I mean: the designation of possible actions and the limitations imposed upon those actions that make up the second-by-second activity of game play.  These designations include: 1) the physical properties of the virtual world and 2) the abilities of the avatar. In essence, game mechanics are the rules of the game, but in the case of virtual worlds that digital games provide, these rules can include things like the forces of gravity, physics, light, time, and other more abstract physical principles as well as traditional winning conditions and moves.&lt;br /&gt;&lt;br /&gt;In the blog, I typically post a game that is free to play or download online and provide a small blurb about it.  Then I play the game and provide a synopsis of the game mechanics with emphasis on how they are unique or clever, or how they might be used to create novel play or educational experiences.  For example this week I posted, played and reviewed &lt;a href="http://www.hemispheregames.com/?page_id=17"&gt;Osmos&lt;/a&gt; (video below) and &lt;a href="http://www.shrapnelgames.com/Digital_Eel/BP/BP_page.html"&gt;Brainpipe&lt;/a&gt; - both games nominated in the &lt;a href="http://www.igf.com/index.html"&gt;Independent Games Festival&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;object height="302" width="400"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2754925&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=2754925&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="302" width="400"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Anyways, I hope some of you stop by and see if the blog is something you enjoy or find useful.  It will be regularly updated and can be found on Google Reader.&lt;br /&gt;&lt;br /&gt;-ab&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6308106714434919117?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6308106714434919117/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6308106714434919117' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6308106714434919117'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6308106714434919117'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/01/what-is-b-hi-readers.html' title=''/><author><name>Andy Boyan</name><uri>https://profiles.google.com/104949457793988484111</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-Wz80O5Au6aQ/AAAAAAAAAAI/AAAAAAAABEk/NI9nQSVUAVc/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3936254031959156598</id><published>2009-01-15T10:32:00.002-05:00</published><updated>2009-01-15T10:36:20.244-05:00</updated><title type='text'>MMT iPhone Application</title><content type='html'>Benedikt Terhechte has designed an iphone application based on Mood Management Theory (Zillmann &amp; Bryant, 1986). From his blog:&lt;br /&gt;&lt;br /&gt;"Are you in a sad or bad mood and need an uplift? Something happy, comforting, delightful? This is where Happiness comes in. This app will change your mood within a few seconds. The basic principle is one, which has been tested and verified in countless scientific studies*: If we see a smile, if we hear laughter, and if we experience a comforting and relaxing situation, then this will lead to extended happiness and joy."&lt;br /&gt;&lt;br /&gt;&lt;a href="http://happiness.terhech.de/"&gt;link&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3936254031959156598?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3936254031959156598/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3936254031959156598' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3936254031959156598'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3936254031959156598'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/01/mmt-iphone-application.html' title='MMT iPhone Application'/><author><name>Allison Eden</name><uri>http://www.blogger.com/profile/00443495244912175017</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-5102192158837187132</id><published>2009-01-14T22:22:00.005-05:00</published><updated>2009-01-14T22:53:03.242-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news and information'/><title type='text'>Video Games and the Army, Take Two</title><content type='html'>Many of you may be familiar with the "&lt;a href="http://www.americasarmy.com/"&gt;America's Army&lt;/a&gt;" video game concept; which by the way is still available for download. Take this concept, and mix it with the concepts of natural mapping, (tele)presence, and $12 million dollars from the US government and you have the &lt;a href="http://www.cnn.com/2009/TECH/01/14/am.army.experience/index.html"&gt;Army Experience Center&lt;/a&gt; in Franklin Mills (PA) Mall... &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;Army using video games to tempt recruits &lt;br /&gt;by Adam Reiss&lt;br /&gt;&lt;br /&gt;PHILADELPHIA, Pennsylvania (CNN) -- Shoppers who listen closely as they approach Franklin Mills Mall in Philadelphia, Pennsylvania, can hear the sounds of gunfire from inside. But it's nothing to worry about. The noise is coming from a 14,500-square-foot unit tucked in next to the Banana Republic and Victoria's Secret shops -- the Army Experience Center, a state-of-the-art facility with a Humvee, a Black Hawk helicopter and an Apache gunship. &lt;br /&gt;&lt;br /&gt;The facility, the only one of its kind in the nation, represents a $12 million, two-year experiment by the Army to boost recruiting numbers. &lt;br /&gt;&lt;br /&gt;"Enemy right, enemy right!" echoes from the Black Hawk simulator room, where new recruits Zach Ziegler and Spencer Elmore grip M4 assault rifles as they fire at the enemy in a virtual war zone. &lt;br /&gt;&lt;br /&gt;The two 19-year-olds said they like the upscale feel of the center and the fact that the recruiters were not pushy when they came to inquire. &lt;br /&gt;&lt;br /&gt;"It helps them recruit people, but it doesn't force them," Elmore said. "You come to play games, and your eye starts to wonder what the Army does have to offer, and maybe it's something for me." &lt;br /&gt;&lt;br /&gt;The Philadelphia area has proven difficult for Army recruiters, they said, and they hope this center will increase enlistment. &lt;br /&gt;&lt;br /&gt;The center and its 22 recruiters replaced five smaller recruitment offices in the area. Four months into the experiment, the center has signed up 37 full-time soldiers and five reservists.  &lt;br /&gt;&lt;br /&gt;The new marketing approach includes 60 computers and 19 Xbox games for a hands-on, virtual reality experience that youth of all ages can participate in. Some come just to play games after school. &lt;br /&gt;&lt;br /&gt;"They have all these kids in here that are 13, 14, 15 years old," said new recruit Brett Verbich, who signed up to be a Black Hawk mechanic. "They get more exposed to it now because, you know, they are not going to walk into a regular recruiting station at 14 years old thinking about going into the Army." &lt;br /&gt;&lt;br /&gt;Maj. Larry Dillard, a program manager based at the Pentagon, has been intimately involved with the creation of the center. One of its goals, he said, is to help overcome misconceptions about the Army. &lt;br /&gt;&lt;br /&gt;"You can get all of your questions answered, and in the Army experience center you're not going to get a pushy, hard sell," he said. "I mean, we really just want people to understand the Army. If you come in and decide the Army's not for you, but you leave understanding the Army better, then from our perspective that's success." &lt;br /&gt;&lt;br /&gt;As the U.S. wages wars in Iraq and Afghanistan, the Army has been looking at new approaches to attracting soldiers since a dismal recruiting year in 2005. Other steps have included increasing bonuses, hiring more recruiters and easing some standards. &lt;br /&gt;&lt;br /&gt;High unemployment tends to be good for Army recruiting, so the latest downturn also has helped sign up more people. The Army surpassed its goal of 80,000 recruits in the fiscal year that ended September 30. &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-5102192158837187132?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/5102192158837187132/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=5102192158837187132' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5102192158837187132'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5102192158837187132'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/01/video-games-and-army-take-two.html' title='Video Games and the Army, Take Two'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-5857393019180329905</id><published>2009-01-11T15:28:00.002-05:00</published><updated>2009-01-11T15:35:43.272-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news and information'/><title type='text'>Video Games: The new Ivory tower?</title><content type='html'>I've been talking about this for about four months now, but there have been numerous reports that as the economy spins downward (heck, we're even feeling the belt-tightening here in Academia, as those of us on the job market are well aware of), Video Games seem to be charging forward... &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; GameStop stock (GME) has been steadliy increasing since late November 2008, now trading at $26.13 per share, and &lt;a href="http://www.webwire.com/ViewPressRel.asp?aId=81677"&gt;holiday shoppers reported no decline in purchasing video game system&lt;/a&gt;s. &lt;br /&gt;&lt;br /&gt;Now consider this recent article in &lt;a href="http://blogs.usatoday.com/technologylive/2009/01/gaming-shines-i.html"&gt;USA Today&lt;/a&gt;.&lt;br /&gt;&lt;strong&gt;&lt;br /&gt;Gaming shines in tough market&lt;/strong&gt;&lt;br /&gt;&lt;em&gt;by Mike Snider&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;"Video games will eclipse all other forms of entertainment in the decade ahead," said Mike Griffith, president and CEO of Activision, publisher of games such as Guitar Hero and Call of Duty.&lt;br /&gt;&lt;br /&gt;Before Griffith took the stage during an industry insider session at the Consumer Electronics Show today, the Neversoft development team took the stage to debut Fuel, a song from the upcoming Guitar Hero Metallica, due out in the first half of this year.&lt;br /&gt;&lt;br /&gt;"Guitar Hero is a game but it's also music and a new way entertainment is being shaped," he said. "We all have an inner rock star waiting to be released. This is Guitar Hero's secret."&lt;br /&gt;&lt;br /&gt;Music companies can leverage video games to increase sales in other areas. According to Nielsen, he said, artists with songs in Guitar Hero games have seen download sales rise from 18% to 843%.&lt;br /&gt;&lt;br /&gt;And sales of actual guitars and music instruments are also getting a boost from music-based games. At Guitar Center stores, sales increased 27% during the holiday season.  Executives attributed that to interest in video games.       &lt;br /&gt;&lt;br /&gt;While most other media consumption -- movie tickets, CDs, network TV watching -- is down or flat, time spent playing video games has increased about 12%, Griffiths says. &lt;br /&gt;&lt;br /&gt;He showed video of game developers doing full-body 3D-scans of the actors from the newest James Bond movie, Quantum of Solace, for the company's video game based on the film.            &lt;br /&gt;&lt;br /&gt;"With onscreen action so realistic, it is becoming a legitimate storytelling medium that rivals movies," Griffiths says. &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-5857393019180329905?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/5857393019180329905/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=5857393019180329905' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5857393019180329905'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5857393019180329905'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/01/video-games-new-ivory-tower.html' title='Video Games: The new Ivory tower?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4405097729279622582</id><published>2009-01-04T14:16:00.004-05:00</published><updated>2009-01-04T14:23:05.419-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news and information'/><title type='text'>PS2 still the most popular?</title><content type='html'>I stumbled across this news blurb this morning, and it reminded me of some research conducted by Sven Joeckel (IJK:HMT - Hannover) and myself regarding the relative effect of technology on game enjoyment. Specifically, we found that although next gen game systems (i.e. the 7th generation of PS3, X-Box360, etc.) are superior on most all presentation aspects, such as graphics and sound, this does not necessarily translate to increased enjoyment. &lt;br /&gt;&lt;br /&gt;&lt;strong&gt;PlayStation 2, Still the Most Popular Choice...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;By David Fierce&lt;br /&gt;&lt;br /&gt;A recent report of the Nielsen Research Group showed that PlayStation 2 was the gamers’ favorite gaming console in 2008. The study collected data about how many minutes gamers around the world played on their consoles on average per week.&lt;br /&gt;&lt;br /&gt;It seems that the so-called next-generation gaming consoles, including PlayStation 3 and the Xbox 360 didn’t manage to increase their overall popularity to the extent of Sony’s previous generation PlayStation.&lt;br /&gt;&lt;br /&gt;However, some may argue that PlayStation 2 is still the winner in terms of all-time sales, with over 140 million units sold worldwide since it was released in 2000. According to the study, PlayStation 2 totaled 31.7 percent of overall gaming console playtime. This is almost two times more than Xbox 360, which came in second with 17.2 percent playtime.&lt;br /&gt;&lt;br /&gt;It is interesting that Nintendo’s gaming console, the Wii, was bested by Xbox 360 and hauled in 13.4 percent, contradicting sales figures, which show that Wii smashed its competition, PlayStation 3 and the Xbox range, combined. Another striking fact is that, not only Xbox 360 bested PlayStation 3, but it was also the first generation of Xbox, which defeated Sony’s gaming platform by 2.4 percent.&lt;br /&gt;&lt;br /&gt;The research group at Nielsen selected several households and then collected data about the time users spend playing on their consoles. A similar method is used in television businesses.&lt;br /&gt;&lt;br /&gt;Nielsen showed a similar report regarding PC games that users play. With no much of a surprise, Blizzard’s World of Warcraft was the most played PC game with a stunning 10 hours of playtime per week on average.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4405097729279622582?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4405097729279622582/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4405097729279622582' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4405097729279622582'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4405097729279622582'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2009/01/ps2-still-most-popular.html' title='PS2 still the most popular?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6721417806707940470</id><published>2008-10-06T16:08:00.002-04:00</published><updated>2008-10-06T16:09:15.896-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='administrative'/><title type='text'>Coming soon...regular contributions!</title><content type='html'>Bloggers,&lt;br /&gt;&lt;br /&gt;Back by popular(?) demand, we are going to again organize a regular contribution of blog postings. If you're interested in being part of the regular rotation, e-mail Nick at &lt;a href="mailto:bowmann5@msu.edu"&gt;bowmann5@msu.edu&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6721417806707940470?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6721417806707940470/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6721417806707940470' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6721417806707940470'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6721417806707940470'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/10/coming-soonregular-contributions.html' title='Coming soon...regular contributions!'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-305742531305731293</id><published>2008-10-05T20:31:00.002-04:00</published><updated>2008-10-05T20:33:35.182-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='subject recruitment'/><title type='text'>Looking for help getting survey participants</title><content type='html'>Hey guys! Please consider forwarding the following post to anyone you know who plays video games...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; Do you have 15 minutes to complete a study about perceptions of video game players? If so, researchers at Michigan State University are very interested in your opinions! Please log on to:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.msu.edu/~bowmann5"&gt;www.msu.edu/~bowmann5&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;All eligible respondents – you must be 18 years of age to complete this study – will be entered into a raffle to win a $30 Best Buy gift certificate [NOTE: This study is not sponsored or affiliated with Best Buy]. The survey will ask you to watch a short video clip of a video game being played and then answer a series of questions about the video. All results will be kept anonymous, and none of your information will be shared or used for any other purposes. The only personal information we will request of you is your e-mail address so that we can contact you if you win the Best Buy gift certificate raffle; this information will be destroyed at the conclusion of the study and you are NOT required to give this information if you choose not to. Also, your e-mail address will not be shared with anyone. &lt;br /&gt;&lt;br /&gt;Please consider completing our survey. It will take less than 15 minutes and will greatly assist us in our research efforts. If you have further questions about this study, you are welcome to contact Nick Bowman at bowmann5@msu.edu. &lt;br /&gt;&lt;br /&gt;DISCLAIMER: This study is approved by the Institutional Review Board at Michigan State University, IRB#X08-312, approved March 28, 2008. If you have any questions or concerns about your role and rights as a research participant, or would like to register a complaint about this study, you may contact, anonymously if you wish, the Director of MSU’s Human Research Protection Program, Dr. Peter Vasilenko, at (517) 355-2180, Fax (517) 432-4503, or e-mail irb@msu.edu or regular mail at 202 Olds Hall, MSU, East Lansing, MI 48824.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-305742531305731293?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/305742531305731293/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=305742531305731293' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/305742531305731293'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/305742531305731293'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/10/looking-for-help-getting-survey.html' title='Looking for help getting survey participants'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3232354559493150718</id><published>2008-09-26T13:46:00.000-04:00</published><updated>2008-09-26T13:47:14.144-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='CFP'/><category scheme='http://www.blogger.com/atom/ns#' term='RMCR'/><title type='text'>RMCR CFP</title><content type='html'>Calling all Graduate students and professors of graduate students!&lt;br /&gt;&lt;br /&gt;The Rocky Mountain Communication Review (RMCR) is excited to announce its official calls for the 2008-2009 Academic Year. As an electronic graduate student journal run by graduate students for graduate students, RMCR is dedicated to supporting young scholars and publishing cutting edge graduate student work in Communication.  We encourage you to read the calls below, submit, and spread the word. All submissions are due no later than 12/01/2008.  You can also visit http://www.rmcr.utah.edu/ &lt;http://webmail.natcom.org/exchweb/bin/redir.asp?URL=http://www.rmcr.utah.edu/&gt; &lt;br /&gt;&lt;br /&gt;See CFP below...&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;br /&gt;&lt;br /&gt;General Call &lt;br /&gt;&lt;br /&gt;As always, RMCR seeks substantive manuscripts examining any disciplinary topic in communication from any epistemological and methodological approach. We also publish manuscripts that are resources for future scholarship such as analytical literature reviews and annotated bibliographies.  In particular, RMCR solicits submissions that authors have presented at local, regional, and national conferences, who seek to move their essays from the conference level to publication.  Our mission at RMCR is to fill the space between convention papers and our national and regional disciplinary journals. &lt;br /&gt;&lt;br /&gt;This Graduate Student Life &lt;br /&gt;&lt;br /&gt;As a graduate student, do you also try to apply your scholarship in the community or engage in social justice, civic engagement, or try to make social change?  Are there particular challenges that you face? Are there projects that you have worked on or efforts that you would like to share and discuss? Theories and methodologies that you find useful, relevant, or applicable to these goals? "This Graduate Student Life: Commentary and Community" is a regularly featured column about the experiences and challenges of graduate life.  For the current issue, we are particularly interested in the experiences of graduate students who are actively trying to balance academic life while also applying their knowledge outside of the academy in the form of civic engagement, and social justice.  All methodologies and theoretical backgrounds will be considered. To be submit to the Winter 2008 Graduate Student Life forum, completed essays and/or proposals (which should include a 500-700 word s!&lt;br /&gt; ynopsis of the planned essay) should be submitted to Autumn Garrison @autumngarrison@gmail.com on or before 12/01/2008.  For more information, please contact Autumn.  Additionally, RMCR accepts proposals on a rolling basis for future editions of This Graduate Student Life. Please visit our archives (www.rmcr.utah.edu &lt;http://webmail.natcom.org/exchweb/bin/redir.asp?URL=http://www.rmcr.utah.edu&gt; ) to read previously published Graduate Life pieces.   &lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;Special Sections and Alternative Scholarship &lt;br /&gt;&lt;br /&gt;RMCR is pleased to announce that it seeks nontraditional forms of scholarship to broaden the scope of the journal and to address a growing enthusiasm for technological innovations in the communication discipline. The electronic format of the journal offers an outlet for a wide range of submissions. Scholars should consider the full spectrum of critically informed creative possibilities that online publishing can offer. Examples include: films, new media, recorded technologically enhanced performance pieces, linear and interactive documentaries, e-games, interactive websites, visual and digital rhetoric. &lt;br /&gt;&lt;br /&gt;Given the innovative nature of such submissions, traditional review processes may not apply. RMCR will work with the author/developer to ensure an impartial review of the project. All entries and suggestions should be directed to the special sections editor, Ru Wood @ rulon.wood@utah.edu&lt;br /&gt;&lt;br /&gt;Book Reviews &lt;br /&gt;&lt;br /&gt;We currently seek reviewers and suggested books (or other texts) for review in all areas of communication studies. We are interested in forthcoming or recently published books that address significant issues and promise to make important contributions to any of the following areas: communication theory, cultural studies, rhetorical theory and criticism, qualitative and quantitative research methods, interpersonal, small group, intercultural, nonverbal, organizational, political, environmental, health, and mass communication. &lt;br /&gt;&lt;br /&gt;The editorial board encourages authors and publishers to send forthcoming books to our editorial board or to inquire about submitting potential reviews. Submissions should include all relevant bibliographic information, a brief statement that describes the significance of the book related to the study of communication, basic information pertaining to publication, and a critical discussion of the text's central claim(s). Proposals received on or before October 31, 2008 will be considered for publication in our Summer issue. Subsequent proposals will be considered on a rolling basis for future editions of the journal. For more information or to submit proposals please contact Autumn Garrison @gmail.com &lt;http://webmail.natcom.org/exchweb/bin/redir.asp?URL=http://gmail.com&gt; &lt;br /&gt;&lt;br /&gt;Reviewers &lt;br /&gt;&lt;br /&gt;In addition to quality submissions, RMCR also seeks qualified graduate students to review incoming submissions.  Applicants should possess a solid command of their communication sub-discipline(s) and methodology(ies) as well as the desire to gain experience in reviewing and editing. RMCR will do its best to ensure applicants receive papers relative to their areas of interest.  Please complete the Reviewer Contact form found on our website (www.rmcr.utah.edu &lt;http://webmail.natcom.org/exchweb/bin/redir.asp?URL=http://www.rmcr.utah.edu&gt; ) and forward the application along with your Curriculum Vita to the new Editor (autumngarrison@gmail.com). &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3232354559493150718?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3232354559493150718/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3232354559493150718' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3232354559493150718'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3232354559493150718'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/09/rmcr-cfp.html' title='RMCR CFP'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-8487450806487286787</id><published>2008-09-22T14:56:00.002-04:00</published><updated>2008-09-22T14:59:02.060-04:00</updated><title type='text'></title><content type='html'>Gamers playing games playing games playing games&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;I thought this was a meta-physical conundrum in terms of uses and gratifications, and perhaps other theories as well.  If not, it sure is a funny thing to think about.&lt;br /&gt;&lt;br /&gt;While gamers are playing WoW, they must wait around sometimes.  A good sized portion of the game is actually waiting around.  To pass the time, they play &lt;a href="http://www6.popcap.com/promos/wow/"&gt;other games that are now embedded into WoW via addons&lt;/a&gt;.  Wow.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-8487450806487286787?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/8487450806487286787/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=8487450806487286787' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8487450806487286787'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/8487450806487286787'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/09/gamers-playing-games-playing-games.html' title=''/><author><name>Andy Boyan</name><uri>https://profiles.google.com/104949457793988484111</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-Wz80O5Au6aQ/AAAAAAAAAAI/AAAAAAAABEk/NI9nQSVUAVc/s512-c/photo.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6936641047269781214</id><published>2008-09-17T17:00:00.004-04:00</published><updated>2008-09-17T17:03:27.000-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='CFP'/><category scheme='http://www.blogger.com/atom/ns#' term='AEJMC ESIG'/><title type='text'>2009 AEJMC Mid-Winter Conference CFP</title><content type='html'>As the research chair for the Entertainment Studies Interest Group @ AEJMC, I'm soliciting paper and panel proposals for the upcoming conference. Click the link to read the official CFP. &lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; &lt;br /&gt;** AEJMC Entertainment Studies Interest Group**&lt;br /&gt;CALL FOR PAPER ABSTRACTS AND PANEL PROPOSALS&lt;br /&gt;&lt;br /&gt;2009 AEJMC MIDWINTER CONFERENCE&lt;br /&gt;March 6-8, 2009&lt;br /&gt;Gaylord College of Journalism and Mass Communication&lt;br /&gt; University of Oklahoma&lt;br /&gt;(Conference web page: http://www.ou.edu/gaylord)&lt;br /&gt;&lt;br /&gt;The AEJMC Midwinter Conference is an annual forum for the presentation of research in areas relevant to the 12 AEJMC divisions, interest groups and commissions sponsoring the conference. The conference follows a rather informal structure that allows for presentations and extended discussions in a relaxed setting. The conference is scheduled for March 6-8 at the Gaylord College of Journalism and Mass Communication (University of Oklahoma) in Norman, Oklahoma. The location offers participants many winter diversions outside the conference activities, including world-class museums and art galleries. General questions about the conference can be sent to Elanie Steyn, Conference Site Host (Elanie@ou.edu).&lt;br /&gt; &lt;br /&gt;The Entertainment Studies Interest Group (ESIG) is now accepting paper abstracts and panel proposals to be considered for inclusion in this year’s conference (see guidelines for submission below). For questions about ESIG or submissions to ESIG, please contact Midwinter Conference Research Chair Nick Bowman, (bowmann5@msu.edu). &lt;br /&gt;&lt;br /&gt;Paper submissions: Authors should submit research paper proposals consisting of a 300- to 500-word abstract to the relevant division/interest group/commission contact person. Do not submit full papers. The abstracts should give a clear sense of the scope of the research and the method of inquiry used. Conclusions should be highlighted for works that have been completed by the submission deadline. Do not send full research papers for consideration. However, authors of proposals accepted for presentation at the conference must submit complete research papers, not exceeding 30 pages, to their discussant two weeks prior to the conference. PAPERS PRESENTED AT THIS CONFERENCE ALSO ARE ELIGIBLE FOR PRESENTATION AT THE NATIONAL AEJMC CONVENTION. Accepted authors are encouraged to use feedback from reviewers at this conference as they improve and finalize works in progress for submission to the national conference.&lt;br /&gt;&lt;br /&gt;Panel submissions: Panel organizers should submit proposals to the relevant division/interest group/commission contact person indicating the panel title, a description of the session’s focus, the issues to be discussed, and a list of panelists (potential and confirmed), including affiliation.&lt;br /&gt;&lt;br /&gt;Format: Identify the paper’s author(s) or panel’s organizer(s) on the title page only and include the mailing address, telephone number and e-mail address of the person to whom inquiries should be addressed.  The title should be on the first page of the text and on running heads on each page of text. Include your abstract or proposal as an attachment in a standard word-processing format (preferably Word or RTF).  Also, please ensure that you remove any identifying information from your document (with the exception of the title page). &lt;br /&gt;&lt;br /&gt;Deadline: All abstracts and panel proposals must be e-mailed to Nick Bowman (bowmann5@msu.edu) by December 13, 2008.  Please include an e-mail address so that he can notify you by January 10, 2009 if your abstract or panel proposal is accepted.  &lt;br /&gt;Registration: Details on conference registration, hotel accommodation, and travel information will be available at http://www.ou.edu/gaylord.&lt;br /&gt;&lt;br /&gt;** AEJMC Entertainment Studies Interest Group**&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-6936641047269781214?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/6936641047269781214/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=6936641047269781214' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6936641047269781214'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/6936641047269781214'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/09/2009-aejmc-mid-winter-conference-cfp.html' title='2009 AEJMC Mid-Winter Conference CFP'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4635567661892587238</id><published>2008-08-19T14:26:00.003-04:00</published><updated>2008-08-19T14:33:03.321-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news and information'/><title type='text'>Video Games Help Kids Learn (from CNN.com)</title><content type='html'>Some recent press coverage from the APA convention in Boston related to video game effects. Nothing new, but an interesting read perhaps. Full article can be found &lt;a href="http://cnn.site.printthis.clickability.com/pt/cpt?action=cpt&amp;title=Video+games+help+kids+learn%2C+experts+say+-+CNN.com&amp;expire=09%2F17%2F2008&amp;urlID=30453588&amp;fb=Y&amp;url=http%3A%2F%2Fwww.cnn.com%2F2008%2FTECH%2Fptech%2F08%2F18%2Fvideogames.learning.ap%2Findex.html&amp;partnerID=211911"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;BOSTON, Massachusetts (AP) -- Parents, don't put away those video games just yet -- today's gamer may be tomorrow's top surgeon.&lt;br /&gt;&lt;br /&gt;Researchers who gathered in Boston for the American Psychological Association convention detailed a series of studies suggesting video games can be powerful learning tools -- from increasing younger students' problem-solving potential to improving the suturing skills of laparoscopic surgeons.&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt; One study even looked at whether playing "World of Warcraft," the world's biggest multiplayer online game, can improve scientific thinking.&lt;br /&gt;&lt;br /&gt;The conclusion? Certain types of video games can have benefits beyond the virtual thrills of blowing up demons.&lt;br /&gt;&lt;br /&gt;In one Fordham University study, 122 students in fifth, sixth and seventh grades were asked to think out loud for 20 minutes while playing a game they had never seen before. Researchers studied the children's statements to see if playing the game improved cognitive and perceptual skills.&lt;br /&gt;&lt;br /&gt;While older children seemed more interested in just playing the game, younger children showed more interest in setting up a series of short-term goals needed to help them learn the game.&lt;br /&gt;&lt;br /&gt;"The younger kids are focusing more on their planning and problem solving while they are actually playing the game, while adolescents are focusing less on their planning and strategizing and more on the here and now," said Fordham psychologist Fran Blumberg, who conducted the research last year and plans to submit it for publication. "They're thinking less strategically than the younger kids."&lt;br /&gt;&lt;br /&gt;Studies by Iowa State University psychologist Douglas Gentile and Dr. James Rosser, head of minimally invasive surgery at Beth Israel Deaconess Medical Center in Boston, compared surgeons who play video games to those who don't.&lt;br /&gt;&lt;br /&gt;The edge went to gamer surgeons, they found, even after taking into account differences in age, years of medical training and the number of laparoscopic surgeries performed. In laparoscopic procedures, surgeons use small incisions, thin surgical tools and video cameras to see inside the body.&lt;br /&gt;&lt;br /&gt;One study of 33 laparoscopic surgeons found that those who played video games were 27percent faster at advanced surgical procedures and made 37 percent fewer errors than those who didn't.&lt;br /&gt;&lt;br /&gt;Advanced video game skills also were a good way to predict suturing abilities, according to their study, which was published in the Archives of Surgery in 2007.&lt;br /&gt;&lt;br /&gt;Research Gentile and Rosser conducted for a second as yet unpublished study of 303 laparoscopic surgeons found those who played video games requiring spacial skills and hand dexterity performed better at those skills when tested later compared to surgeons who didn't play videos, Gentile said.&lt;br /&gt;&lt;br /&gt;"The single best predictor of their skills is how much they had played video games in the past and how much they played now. Those were better predictors of surgical skills than years of training and number of surgeries performed," Gentile said. "So the first question you might ask your surgeon is how many of these (surgeries) have you done and the second question is 'Are you a gamer?"'&lt;br /&gt;&lt;br /&gt;Some videos games even appear to sharpen scientific thinking skills.&lt;br /&gt;&lt;br /&gt;Researchers at the University of Wisconsin at Madison looked at a random sample of 2,000 chat room posts about "World of Warcraft" to see what the players were discussing. The game is set in a fantasy world where players hunt, gather and battle to move their characters to higher levels. Players who work together succeed faster.&lt;br /&gt;&lt;br /&gt;The research found the game encouraged scientific thinking, like using systems and models for understanding situations and using math and testing to investigate problems.&lt;br /&gt;&lt;br /&gt;The vast majority of the discussion participants, 86 percent, shared knowledge to solve problems and more than half, 58 percent, used systematic and evaluative processes, researchers found.&lt;br /&gt;&lt;br /&gt;The forums show that gamers are "creating an environment in which informal scientific reasoning practices are being learned," said Sean Duncan, a doctoral student who worked on the "World of Warcraft" report with lead author Constance Steinkuehler. The paper is set for publication in the Journal of Science Education and Technology.&lt;br /&gt;&lt;br /&gt;The news wasn't all good.&lt;br /&gt;&lt;br /&gt;Other studies confirmed earlier research that found students who played violent games tended to be more hostile, less forgiving and believed violence to be normal compared to those who played nonviolent games. And those who played more entertainment games did poorer in school and were are greater risk of obesity.&lt;br /&gt;&lt;br /&gt;Copyright 2008 The Associated Press. &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4635567661892587238?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4635567661892587238/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4635567661892587238' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4635567661892587238'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4635567661892587238'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/08/video-games-help-kids-learn-from-cnncom.html' title='Video Games Help Kids Learn (from CNN.com)'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-4814959266052978711</id><published>2008-08-19T14:22:00.002-04:00</published><updated>2008-08-19T14:24:07.612-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='New Announcements'/><title type='text'>Coming soon...more blog action</title><content type='html'>Bloggers,&lt;br /&gt;&lt;br /&gt;As we all emerge from our Summer hiatus, be looking for some more discussions here shortly. Already some of the crew here @ MSU have been busy on publications and projects this summer and we have a lot of questions for our fellow bloggers. We're likely going to be organizing a posting schedule for some of the more regular contributors, so if you'd like to be on the schedule hit me back at bowmann5@msu.edu. Otherwise, check back early and often for more updates as Fall semester gets underway!&lt;br /&gt;&lt;br /&gt;~Nick&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-4814959266052978711?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/4814959266052978711/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=4814959266052978711' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4814959266052978711'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/4814959266052978711'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/08/coming-soonmore-blog-action.html' title='Coming soon...more blog action'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-3077745419776326080</id><published>2008-08-10T14:20:00.002-04:00</published><updated>2008-08-10T14:29:40.701-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='AEJMC ESIG'/><title type='text'>AEJMC Mid-Winter Conference</title><content type='html'>Hey guys,&lt;br /&gt;&lt;br /&gt;In case you haven't heard, the Entertainment Studies Interest Group of AEJMC participates in the Mid-Winter conference, usually in late-February/early-March. Although the details have not be finalized for this year's conference, information from last year tells me that they will be looking for 300- to 500-word abstracts to be submitted no later than early- to mid-December, with the expecation that full manuscripts will be drafted before the conference starts. This could be a very fruitful output for some of your research, and I would encourage you to submit when information is available. I will post updates about the conference as it comes available. Fun?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-3077745419776326080?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/3077745419776326080/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=3077745419776326080' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3077745419776326080'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/3077745419776326080'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/08/aejmc-mid-winter-conference.html' title='AEJMC Mid-Winter Conference'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-5214551309668991625</id><published>2008-08-04T15:39:00.004-04:00</published><updated>2008-08-19T14:25:32.798-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='other news'/><title type='text'>Don't quit your day job?</title><content type='html'>Yet more proof that academics are truly rock stars:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://usatoday.printthis.clickability.com/pt/cpt?action=cpt&amp;title=Guitar+geek%3A+Queen%27s+May+publishes+astrophysics+thesis+-+USATODAY.com&amp;expire=&amp;urlID=30163522&amp;fb=Y&amp;url=http%3A%2F%2Fwww.usatoday.com%2Ftech%2Fscience%2Fspace%2F2008-08-04-brian-may-astrophysics_N.htm&amp;partnerID=1665"&gt;Guitar geek: Queen's May publishes astrophysics thesis &lt;/a&gt;&lt;br /&gt;by Space.com staff&lt;br /&gt;&lt;br /&gt;The founder of the legendary rock band Queen has completed his doctoral thesis in astrophysics after taking a 30-year break to play some guitar.&lt;br /&gt;&lt;br /&gt;Brian May's thesis examines the mysterious phenomenon known as Zodiacal light, a misty diffuse cone of light that appears in the western sky after sunset and in the eastern sky before sunrise... &lt;br /&gt;&lt;span class="fullpost"&gt; &lt;br /&gt;Casual observers, if they live under very dark rural skies, can best see the light two to three hours before sunrise as they look east, and many people have been fooled into seeing it as the first sign of morning twilight. A Persian astronomer who lived around the 12th century referred to it as "false dawn" in a poem.&lt;br /&gt;&lt;br /&gt;Astronomers now know that Zodiacal light represents reflected sunlight shining on scattered space debris clustered most densely near the sun. The millions of particles range in size from tiny asteroids to microscopic dust grains, and extend outward beyond the orbit of Mars.&lt;br /&gt;&lt;br /&gt;May's work focuses on an instrument that recorded 250 scans of morning and evening Zodiacal light between 1971 and 1972. The Fabry-Perot Spectrometer is located at the Observatorio del Teide at Izana in Tenerife, the largest of the Canary Islands.&lt;br /&gt;&lt;br /&gt;The completed thesis appears as the book A Survey of Radial Velocities in the Zodiacal Dust Cloud (Springer and Canopus Publishing Ltd., 2008).&lt;br /&gt;&lt;br /&gt;"I have thoroughly enjoyed my years playing guitar and recording music with Queen, but it's extremely gratifying to see the publication of my thesis," May said. "I've been fascinated with astronomy for years, and I was happy to finally complete my Ph.D. last year and record my studies of the Zodiacal Light in this book."&lt;br /&gt;&lt;br /&gt;May officially received his doctorate on Aug. 24, 2007, from the Imperial College in London. He also gained the appointment of chancellor for Liverpool John Moores University in November of that year, showing that he's not just any guitar hero.&lt;br /&gt;&lt;br /&gt;Copyright 2007, SPACE.com Inc. ALL RIGHTS RESERVED.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180579119396277144-5214551309668991625?l=onmediatheory.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://onmediatheory.blogspot.com/feeds/5214551309668991625/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180579119396277144&amp;postID=5214551309668991625' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5214551309668991625'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180579119396277144/posts/default/5214551309668991625'/><link rel='alternate' type='text/html' href='http://onmediatheory.blogspot.com/2008/08/dont-quit-your-day-job.html' title='Don&apos;t quit your day job?'/><author><name>Author: Nick Bowman</name><uri>http://www.blogger.com/profile/09003770987131224684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://4.bp.blogspot.com/-AR8pTkDcaLw/TyxMyKVlcDI/AAAAAAAAANU/zDkLtx8FNAY/s220/416808_10101696765904344_2328858_78622091_1080751137_n.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180579119396277144.post-6734919454817566572</id><published>2008-08-04T14:32:00.002-
