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1.
This content analysis of gender role portrayals in 49 episodes of 40 distinct United States tween television programs aired in 2011 examined two genres: teen scene (geared towards girls) and action-adventure (geared towards boys). This programming is of interest because tweens are a lucrative market, they watch more television than any other age group, and television programs are created specifically for them. Furthermore, members of this special group are in an important developmental stage in which social and intellectual schema are established and identity and gender are explored. The analysis focused on the numbers of male and female characters in both genres, and the gender role portrayals of characters in terms of appearance, behaviors, and personality characteristics in the two genres. Results show that females, compared to the U.S. population, were underrepresented in the action adventure genre, but that the gender distribution in the teen scene genre mirrored the male–female distribution in the U.S. population. Overall, compared to males, females were more attractive, more concerned about their appearance, received comments about their “looks.” Females were presented similarly in both genres. Overall, males were shown in varying levels of attractiveness, and were portrayed more stereotypically in the action adventure genre. Exploring these results through the lenses of cultivation theory and social cognitive theory shows that tween viewers could potentially develop narrow conceptions about their range of possibilities in the world.  相似文献   

2.
This brief report presents an experiment testing the effect of immersion on emotional responses and cognitive genre categorisation of film viewers. Immersion of a film presentation was varied by presenting an animated movie either in a 3D-viewing condition (low immersive condition) or in a CAVE condition (high immersive condition, comparable to virtual reality experience). Viewers rated their emotions and categorised the movies into four basic film genres (action, drama, comedy, and non-fiction). Two distinct types of emotion were measured: Fictional World emotions (e.g., sadness) in response to the presented fictional events and Artefact emotions in response to the film as an artefact (e.g., fascination). Results showed that stronger immersion led to more intense emotions but did not influence genre categorisation. In line with expectations, both types of emotional response were intensified by high immersion. The results are explained by suggesting that highly immersive cinema has its impact on a basic dimension of emotion, namely arousal that underlies both types of emotions.  相似文献   

3.
Previous research on gender stereotyping in textbooks has focused primarily on pictures used in texts. However, many textbooks also use scenarios, with fictional characters, as pedagogical devices. Student characters in educational psychology textbooks were analyzed for potential gender stereotypes. Results revealed that male characters were depicted with negative masculine traits, such as aggression, significantly more often than were female characters. However, no differences were found for positive masculine traits or for feminine traits. Male characters were also portrayed as engaging in stereotypically masculine activities significantly more often than female characters, although no difference was found in science activity as a function of gender. The findings are discussed in terms of possible influence on preservice teachers who are the primary readers of educational psychology textbooks.  相似文献   

4.
Sheldon  Jane P. 《Sex roles》2004,51(7-8):433-444
Children are increasingly being exposed to educational technology at school. In response to this, the International Society for Technology in Education (ISTE) drafted a set of technology standards for teachers (ISTE, 2002) that specifically states that teachers should empower all students and support diversity. This content analysis of educational software for preschoolers was designed to look at gender representations and stereotyping. The results demonstrated significantly more male characters than female characters in preschool educational software, which makes it difficult for teachers to address gender diversity and suggests that girls are not as valued as boys are. Male characters were also more likely than female characters to exhibit several masculine-stereotypical traits. In addition, female characters more than male characters exhibited counterstereotypical behaviors, yet were more gender stereotyped in appearance.  相似文献   

5.
This study was designed to examine whether people's expectations differ regarding how music lyrics affect individual behavior as a function of music genre. Because legislative attention and media publicity have been biased against certain types of popular music (i.e., heavy metal and rap), the authors expected that those genres of music would be viewed more negatively than other genres of popular music, for which there has been little or no negative publicity (i.e., pop and country). Participants (N = 160 college students) rated their perceptions of how the lyrical content of a song would affect listeners' behavior. The authors presented prosocial or antisocial lyrical passages to students (N = 160) under the guise of four musical genres (heavy metal, rap, pop, and country). Participants rated the potential impact of the lyrics on listeners' behavior. Findings indicated that lyrics labeled as heavy metal or rap were perceived as less likely to inspire prosocial behavior but not more likely to inspire antisocial behavior than the same lyrics labeled as country or pop.  相似文献   

6.
This study focused on the influence of mediated and unmediated models on the decision of adolescents to employ both pro- and antisocial modes of conflict resolution. Adolescents indicated how likely they would use four antisocial modes (verbal aggression, physical aggression, regression, and revenge) and one prosocial mode to resolve two conflicts. Their responses were correlated with four television viewing clusters (ABC crime/adventure, CBS crime/adventure, situation comedy, and nonpolice/adventure), the perceived likelihood that peers would employ the modes and the perceived likelihood that parents would employ the modes to discipline them. The television viewing clusters were inconsistent predictors of the adolescent use of the modes. The best predictor of adolescent use of the modes was perceived peer use followed by perceived parental use. Both mediated and unmediated influences produced significant multiple correlations and explained 34% to 48% of the variance in the adolescent use of the modes.  相似文献   

7.
The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference.  相似文献   

8.
In a task involving the detection of a predesignated letter during the silent reading of a series of passages, left-brain-damaged aphasic patients and right-brain-damaged patients showed patterns of performance consistent with those of normal individuals. Both of the brain-damaged groups were more likely to detect letters when they were pronounced in a typical way (e.g., g in "ago") than in an atypical way (e.g., g in "through"), suggesting the use of phonological recoding during silent reading. In addition, both of these groups were more likely to detect letters when they occurred in content than in function words, suggesting a differential processing of these word types. Possible differences in the strategies predominantly relied on for phonological recoding and for the differential processing of content and function words by different groups of patients are discussed.  相似文献   

9.
The effects of gender of the subject and the target of aggression were studied by examining responses of 414 undergraduates to four anger-inducing scenarios. As predicted, in the three scenarios not involving dating, males tended to be more aggressive and to expect more approval of aggression from their friends than did females; more aggression was directed against a male, and friends approved more of aggression against a male than a female target. Also as predicted, in the scenario involving a romantic partner, females were more aggressive than males and expected more approval for aggression from friends; males were more likely than females to feel guilty, apologize, and speak politely to their dates. The results suggest that the relationship between gender and aggression is influenced by situational context, friends' anticipated reactions, feelings of guilt, and expectancies of successful outcomes.  相似文献   

10.
As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.  相似文献   

11.
The reported study follows the footsteps of Heider, and Simmel (1944) [Heider, F., & Simmel, M. (1944). An experimental study of apparent behavior. American Journal of Psychology, 57, 243–249] and Michotte (1946/1963) [Michotte, A. (1963). The perception of causality (T.R. Miles & E. Miles, Trans.). London: Methuen (Original work published 1946)] who demonstrated the role of object movement in attributions of life-likeness to figures. It goes one step further in studying the categorization of film scenes as to genre as a function of object movements.In an animated film scene portraying a chase, movements of the chasing object were systematically varied as to parameters: velocity, efficiency, fluency, detail, and deformation.The object movements were categorized by viewers into genres: non-fiction, comedy, drama, and action. Besides this categorization, viewers rated their animacy attribution and emotional response. Results showed that non-expert viewers were consistent in categorizing the genres according to object movement parameters. The size of its deviation from the unmanipulated movement scene determined the assignment of any target scene to one of the fiction genres: small and moderate deviations resulted in categorization as drama and action, and large deviations as comedy. The results suggest that genre classification is achieved by, at least, three distinct cognitive processes: (a) animacy attribution, which influences the fiction versus non-fiction classification; (b) emotional responses, which influences the classification of a specific fiction genre; and (c) the amount of deviation from reality, at least with regard to movements.  相似文献   

12.
This study is an update of research done primarily in the 1970s on gender representation in children's cartoons. In the present study, 175 episodes of 41 different cartoons were coded for numbers and demographic characteristics of male, female, and androgynous characters. Behaviors, communication characteristics, and total talk time of male and female characters were coded, along with copyright year and country of origin. Results indicated notable discrepancies between prominence and portrayal of male and female characters. Both male and female characters were portrayed stereotypically. Compared to female characters, male characters were given much more prominence, appeared more frequently, engaged in more of almost all of the noted behaviors, and talked significantly more. When male or female behavior and communication variables were divided by number of male or female characters or by total talk time, results indicated consistency with gender role stereotypes. Comparisons of pre- and post-1980 cartoons, however, indicated significant change toward a less stereotypical portrayal of the characters, particularly female characters.  相似文献   

13.
This review of the literature examines the effect of contextual variables (i.e., characteristics of the perpetrator and victims, observer characteristics) on perceptions of physical and psychological aggression in close relationships. Observers view physical aggression as more serious, harmful, abusive, and more deserving of punishment than psychological aggression, male aggression as more serious than female aggression, and aggression in committed, exclusive relationships as more serious than aggression in casual ones. Victims of psychological aggression, however, perceive it as more harmful than physical aggression and consider the effects to be longer-lasting. The disparity between observer and victim perceptions of physical and psychological aggression extends to mental health professionals, who tend to judge the severity of aggressive behaviors based on frequency and duration of the actions instead of perpetrator intent. This difference of opinion may influence the reporting of and intervention in physically or psychologically aggressive situations, and how these types of aggression are treated by legal professionals, especially if those legal professionals are informed about aggressive romantic relationships by third-party observers whose opinions of the situation differ from those of the victims.  相似文献   

14.
Leah D. Sheppard 《Sex roles》2018,79(9-10):565-577
The purpose of the present study was to examine gender differences in constructs associated with leadership aspirations in a sample of 467 undergraduate students because these might contribute to the gender gap in leadership attainment. The results demonstrated that female participants perceived themselves as having less leadership ability than male participants, and viewed their attainment of leadership roles as less likely than male participants did, which could reflect anticipated discrimination. Female participants reported less interest than male participants in elite leadership positions (e.g., CEO, senator), and associated positive characteristics with such roles less than male participants. They were also less likely than male participants to indicate a willingness to accept a promotion that would require them to sacrifice enjoyable work. Male and female participants ranked the importance of a variety of job and life attribute preferences similarly, though female participants emphasized the importance of life attribute preferences (e.g., family, good health), whereas male participants emphasized the importance of job attribute preferences (e.g., high salary). Finally, male participants were more likely than female participants to expect and prefer that they would out-earn their future spouses. These results highlight the need for greater consideration of how young women’s and men’s leadership aspirations and job/life preferences contribute to the gender gap in leadership attainment.  相似文献   

15.
Under the theoretical assumption that lexical ambiguity is not a homogeneous phenomenon, but rather that it is subdivided into two distinct types, namely homonymy and polysemy, the present study investigated whether these different types of lexical ambiguity are psychologically real. Four types of ambiguous words, homonymous words (e.g., "pen"), polysemous words with metaphorical extensions (e.g., "eye"), polysemous words with a count/mass metonymic extension (e.g., "turkey"), and polysemous words with a producer/product metonymic extension (e.g., "Dali"), were used in a cross-modal sentence-priming lexical decision task. Overall, the theoretical distinction between homonymy and polysemy was reflected in the results of the present study, which revealed differential processing depending on the type of ambiguity.  相似文献   

16.
Abstract

In this study effects of film velocity on genre recognition were tested. “Happy reunion” film scenes were taken from comic, action, drama, and nonfiction genres. Their speed was varied to result in 3 levels: original velocity, acceleration by one third, and deceleration by one third. Fifty participants judged the fittingness of all scenes in each of the 4 genres. Velocity proved to be an effective parameter in the recognition of the comical and dramatic genres but not of the action and nonfiction genres. As predicted, when a scene belonging to any genre was decelerated, participants judged the scene as belonging more to the dramatic genre (p < .01) and less to the comic genre (p < .01). Acceleration of a scene belonging to any genre increased its comical fittingness (p < .05). The role of prototypicality of scenes in the interaction with velocity turned out to be only modest. In a few cases genre crossings (i.e., confusing a scene's genre with another in recognition) resulted from velocity manipulations of nonprototypical but not prototypical scenes.  相似文献   

17.
Characters break the fourth wall on television when they speak directly to the camera. Using a stratified random sample of one episode of every situation comedy, drama, and reality program airing on the five broadcast networks in the United States (N?=?113) during the 2006–2007 prime-time season, we found that, overall, male characters broke the fourth wall more frequently than females. However, when a program employed at least one woman in a powerful behind-the-scenes position, female characters broke the fourth wall more than males. Also, male characters breaking the fourth wall were more likely to make personal comments about themselves and others, whereas female characters talked about competitive strategy and competition.  相似文献   

18.
19.
This study is an investigation of differences in the backgrounds, attitudes, and career-related expectations of black college females pursuing traditional (e.g. teaching, social work, and nursing) and nontraditional (e.g. sciences, engineering, pre-law, business) careers for women. The subjects were 147 black female undergraduates attending a large urban university in the midwest who completed a questionnaire. The results showed that mothers of nontraditionals were likely to be better educated than mothers of traditionals. Also, the mothers of nontraditionals were more likely to have worked in nontraditional fields themselves. Nontraditionals were more Likely to have had an early work experience, were more confident in their own ability to complete nontraditional educational programs, and had less traditional views about appropriate roles for women than traditionals. Hoowever, nontraditionals were less confident than traditionals that they and other women could actually achieve the careers they themselves were pursuing. Finally, nontraditionals did not think they were any less likely than traditionals to marry because of their career choices. However, nontraditionals did expect that they would have fewer female but more male friends because of their careers.  相似文献   

20.
Humor is enjoyable, yet few studies to date have reported that humor engages brain regions involved in reward processing (i.e., the mesolimbic reward system). Even fewer have investigated socially relevant, dynamic displays of real actors telling jokes. Instead, many studies have focused on responses to static cartoons or written jokes in isolation. In the present investigation, we used functional magnetic resonance imaging (fMRI) to examine brain activation in response to video clips of comedians performing stand-up comedy, a more socially relevant task than reading jokes or cartoons in isolation. Participants watched video clips of eight stand-up comedians, half female/half male, that were prerated by a separate group of participants from the same population as eliciting either high or low levels of amusement, thereby allowing us to control for comedian attributes and comedic style. We found that high-funny clips elicited more activation in several brain regions involved with reward responses, including the nucleus accumbens, caudate, and putamen. A regression with participants’ own ratings of humor revealed similar activity in reward areas as well as in regions involved in theory of mind. These findings indicate that dynamic social displays of humor do engage reward responses. The rewarding nature of humor may help explain why it is so valued socially.  相似文献   

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