• About the Authors
  • Blogs and Shows
  • Journals
  • Open Invitation
  • References
  • Resources
  • Taxonomy
  • Who’s Who?

Media Psychology

~ Informing, Educating and Influencing

Media Psychology

Monthly Archives: September 2019

Virtually Better: How Virtual Reality Is Helping Treat Social Anxiety 

30 Monday Sep 2019

Posted by Donna L. Roberts, PhD in Psychology

≈ Comments Off on Virtually Better: How Virtual Reality Is Helping Treat Social Anxiety 

“The effectiveness of virtual reality exposure therapy is important because social anxiety disorder is vastly undertreated,” says Dr. Page Anderson.

Source: Virtually Better: How Virtual Reality Is Helping Treat Social Anxiety » Brain World

Kellie Williamson

We humans are deeply social creatures. We live our lives in the company of others: we work together, eat together, play together, and sleep together. Yet, for some of us, interacting with other people can really be “hell.” The prospect of talking with a stranger, ordering food in a restaurant, or speaking up in a work meeting, can, for some people, be an incredibly daunting and fear-provoking experience. This is very much the case for sufferers of “social anxiety disorder.”

Social anxiety is the intense fear of being negatively evaluated or judged in social situations. While it is not uncommon to feel nervous in certain social settings (think first date or giving a presentation), sufferers of social anxiety disorder experience this fear to such an extreme and excessive degree that they tend to avoid opportunities to socialize. Sufferers may find themselves avoiding job interviews, missing out on opportunities for promotion, and, in some severe cases, avoid public spaces altogether. As many as 15 million Americans suffer from social anxiety disorder, yet, only one-third of sufferers receive treatment. Seeking treatment can be difficult as doing so requires sufferers to interact with strangers — the kind of interpersonal experience that many sufferers are prone to avoiding.

Social anxiety is typically treated using a combination of cognitive behavioral therapy and exposure therapy. Under the guidance of a psychologist, patients are initially supported in facing their fears by imagining the fear-provoking setting, and later, by encountering the setting in real life, while accompanied by their therapist. One of the challenges of this kind of therapy is that exposing patients to fears in the real world involves unpredictability and uncertainty, where things can go awry, risking reinforcing a patient’s fear. In light of this, some psychologists are now embracing virtual reality technologies, which are offering a new form of exposure therapy to patients, an approach with very promising results.

At the Virtual Reality Medical Center in La Jolla, California, executive director and clinical health psychologist Dr. Brenda Wiederhold specializes in treating social anxiety disorder with the use of virtual reality exposure therapy. For over 20 years, Wiederhold has used various forms of virtual reality technology to help patients cope with the public-speaking demands of a new job, adjust to major life transitions (like going away to college), and enter new and challenging social environments. For Wiederhold, virtual reality creates a benign setting in which the feared social scenario can be controlled, and the patient’s responses can be carefully monitored, in a safe environment.

As with traditional cognitive behavioral therapy, Wiederhold’s treatment begins by teaching patients to recognize their bodily signals of anxiety, and then helps them to reframe the automatic thoughts they experience when encountering their feared situation. Once a patient has made progress with these skills, they can begin practicing in virtual social environments. Under Wiederhold’s careful supervision, patients wear virtual reality headsets and enter a virtual representation of the scenario they fear the most — be it talking in a boardroom meeting, presenting to an auditorium full of people, ordering a meal at a restaurant, or stopping a stranger on the street to ask for the time.

These virtual settings are populated with avatars that act and respond dynamically, almost like real people. As patients become more familiar with their virtual setting, Wiederhold is then able to adjust and ramp up the stressors in the controlled environment, giving patients an opportunity to practice their most feared worst case scenarios — for instance, by imitating restless, bored, or disruptive co-workers, or uninterested audience members, the patient is given a chance to build up a sense of control in these otherwise erratic settings. As such, patients are able to experience being in their feared situation, and coping through it, in the presence and safety of a therapist. Thanks to this controlled exposure, patients are then better equipped to face their fears in the real world.

Wiederhold has an extremely high success rate, with 92 percent of her patients showing considerable improvement in their social anxiety, leaving therapy displaying less avoidant behavior. Yet, according to Wiederhold, virtual reality exposure therapy does not work for everyone. “There is a small subset of people for whom virtual reality therapy does not work because they cannot become immersed in the setting,” says Wiederhold. “To be effective, patients have to suspend disbelief, let go of control, and give themselves permission to enter into the world.”

Perhaps surprisingly, immersion in the virtual world does not depend too heavily on the virtual world being an exact replica of the real world. As Wiederhold explains: “The very first virtual reality settings I used were crudely animated, and I did not think they would work. However, even crude animation is helpful for my clients.” For Wiederhold, it is about featuring the right cues. With social anxiety disorder, patients are very aware of other people’s eyes, gestures, and emotions, so it’s a matter of making the eyes very visible, with good and clear hand gestures. When presented with the right cues, patients’ brains then fill in the rest of the fear-provoking details, and the situation feels remarkably real. By facing their fears in a virtual world, patients are then one step closer to facing their fears in the real world.

The clinical successes of virtual reality exposure therapy have been underscored by growing empirical evidence. In a study, Dr. Page Anderson, associate professor from the department of psychology at Georgia State University, and colleagues conducted a randomized controlled trial of virtual reality exposure therapy in treating social anxiety disorder. There were 97 participants in the study. Each participant suffered from social anxiety disorder and a fear of public speaking. Anderson found that participants randomly allocated to virtual reality exposure therapy experienced improvement in their symptoms, and were less avoidant in public speaking contexts. Even after a one-year follow-up, participants’ improvements had been sustained.

According to Anderson: “The effectiveness of virtual reality exposure therapy is important because social anxiety disorder is vastly undertreated, especially among young adults, and is associated with being less likely to go to college, gaining employment, and remaining in employment.” Virtual reality technology not only offers therapists more control of the social setting, but also allows patients to benefit from safe, repeated exposure to feared situations. “In the real world, if you put yourself out there, and face your fear, you try to get through it as quickly as possible and it is not therapeutic. In a virtual reality environment, patients can repeat the experience until they feel they have mastery over it.”

In explaining how this virtual reality exposure therapy works, Anderson highlights recent psychological and neurological theories of how fear works: “Fear memories do not just fade away. Instead you have to develop competing memories, by giving yourself new experiences of whatever you fear. By doing this, the brain pathways that tell you to avoid something become less strong relative to the pathways that tell you to approach something. It is a matter of learning to inhibit your avoidance response.” The brain regions involved in fear responses are the limbic system, specifically the amygdala and hippocampus, and the prefrontal cortex.

“The prefrontal cortex is where your decision-making is happening. With exposure therapy, the idea is, you improve the ability of your prefrontal cortex to inhibit or override the powerful fear response of the more primal and instinctive limbic system,” says Anderson. Virtual reality exposure therapy gives patients the opportunity to form new, less fearful memories of their feared situations, which overtime can lead patients to override their avoidance tendencies.

Having found strong evidence in support of the efficacy of virtual reality exposure therapy, Anderson’s next venture is to develop and test self-administered, online treatment for social anxiety disorder that allows patients to be treated from home. In the future, it may well be possible for sufferers of social anxiety disorder to more easily overcome their initial aversion to seeking treatment in person, and to begin the daunting process of facing their fears alone.

This article was originally published in the Spring 2017 issue of Brain World Magazine.

Advertisement

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

Information Addiction: When information becomes a “drug”

23 Monday Sep 2019

Posted by Donna L. Roberts, PhD in Psychology

≈ Comments Off on Information Addiction: When information becomes a “drug”

New studies reveal that the excess of information can make us develop information addiction.  How the excess of information can turn you infoholic?

Source: ▷ Information Addiction: When information becomes a “drug”

JENNIFER DELGADO

Can’t stop checking your Smartphone, even if you are not waiting for any important message? Do you enter the online newspapers several times to check the news? Are you curious to know more about your neighbor or co-worker, even though you have no intention of relating to them? Do you “check” what others share in their social networks just out of curiosity? Maybe you are an infoholic!

It’s your brain’s fault! Researchers at the University of Berkeley discovered that information acts on the reward system of the brain in the same way as food or drugs.

Sometimes, we just want to know

We are curious. It’s not a secret. Curiosity encourages us to explore and discover. But perhaps we are much more curious and tattlers than we would be willing to admit. And maybe that curiosity can make us get saturated with useless information. Or that we get stuck in a search loop in which we never go into action, stunned by the number of options, the number of factors to consider and the new information that appears every day and contradicts the previous one, generating chaos and eliminating the space for the necessary reflection.

These researchers scanned people’s brains while they were immersed in a game of betting. Each participant received a series of lottery tickets and had to decide how much he was willing to pay to get more information about the odds he had of winning. In some cases, the information was valuable, as when there was a lot of money at stake, but in other cases that information did not contribute anything, as when there was little money at stake.

There was a trend: participants tended to overestimate the importance and value of information. And the greater the risk or the likelihood of winning, the more curiosity about that information increased, although in reality this had no influence on their decisions. I mean, they just wanted to know, for the sake of knowing.

Researchers believe that this behavior indicates that we not only look for information that is beneficial or valuable for some reason, but we like to obtain information in a general sense, whether we use it or not. It’s like wanting to know if we will receive a job offer, even if we don’t intend to accept it.

“Anticipation helps us determine how good or bad something can be. Anticipating a more pleasurable reward will make the information look more valuable than it really is”, the researchers said.

The brain scans revealed that the information activated the areas of the brain related to the reward, those that cause a release of dopamine and that are also activated in cases of addiction.

They concluded that “For the brain, information is its own reward, regardless of whether it is useful or not … In the same way that our brain likes the empty calories of junk food, information makes us feel good, even if it’s not useful.”

More information is not always better

We tend to think that the more information, the better. But it’s not always that way. Sometimes accumulating a lot of information can be detrimental to analysis, reflection and critical thinking. Consuming information as a drug implies that there is no processing of it, so it is useless.

In a world that bombards us with information constantly, we must keep it in mind or we risk losing ourselves in a sea of ​​news and content specifically created to “dope” us, not to grow or encourage us to reflect. We can really become infoholics.

In fact, a previous study conducted at the University of California revealed that social networks activate the amygdala and the striatum, brain structures involved in emotions and the anticipation of rewards, which are the same that are activated in addictions.

The desire to obtain more and more information, without doing anything profitable with it, generates the same impulsive behavior that is seen in addictions, silencing the inhibitory system that allows us to regain control.

Of course, that does not mean we should stop informing ourselves. It means that we must be critical with the information we consume and, above all, that we need to pass it through a sieve. Is it really worth losing so much time of our life consuming information that we will forget the next day?

Sources:

Kobayashi, K. &i Hsu, M. (2019) Common neural code for reward and information value. PNAS; 116 (26); 13061-13066.

Turel, O. et. Al. (2014) Examination of neural systems sub-serving facebook «addiction». Psychol Rep; 115(3): 675-695.

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

Quote

The brand connected consumer – Media Psychology

22 Sunday Sep 2019

Posted by Donna L. Roberts, PhD in Psychology

≈ Leave a comment

Tiffany White tells a cautionary tale about the modern, connected consumer. Tiffany Barnett White is Associate Professor of Business Administration and Bruce and Anne Strohm Faculty Fellow at the University of Illinois, College of Business. She joined the faculty at Illinois in 1999 and received a Ph.D. in marketing from Duke University in 2000. […]

via The [brand] connected consumer – Tiffany White  — consumer psychology research

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

The [brand] connected consumer – Tiffany White 

22 Sunday Sep 2019

Posted by Donna L. Roberts, PhD in Psychology

≈ Leave a comment

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

The man who gave us brainstorming meetings did his best thinking alone

21 Saturday Sep 2019

Posted by sergiodelbianco in Psychology

≈ Leave a comment

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

Money on the Mind

17 Tuesday Sep 2019

Posted by sergiodelbianco in Psychology

≈ Leave a comment

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

Image

Why Do We Buy Luxury Brands—and How Do They Make Us Feel?

17 Tuesday Sep 2019

via Why Do We Buy Luxury Brands—and How Do They Make Us Feel?

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

Posted by sergiodelbianco | Filed under Psychology

≈ Leave a comment

How the Tech Industry Uses Psychology to Hook Children

16 Monday Sep 2019

Posted by Donna L. Roberts, PhD in Psychology

≈ Comments Off on How the Tech Industry Uses Psychology to Hook Children

Source: Wavebreakmedia/Shutterstock

Why do kids struggle to look up from devices? The answer is persuasive design.

Source: How the Tech Industry Uses Psychology to Hook Children

This guest post is written by Richard Freed, Ph.D., psychologist and author of Wired Child: Reclaiming Childhood in a Digital Age, and Meghan Owenz, Ph.D., assistant teaching professor at Penn State University and founder of ScreenFreeParenting.com.

“Something’s wrong with my son. He won’t spend time with us, won’t do his homework… all he wants to do is be in his room and play his game.”

Parents, educators, and health professionals around the world are expressing frustration and alarm that children are being lost to video games, social media, and phones. What’s vital to understand is that children’s fixation with gadgets and entertainment applications is by design. Actually, a relatively new concept called persuasive design.

Persuasive design has been in the news a lot recently. Put simply, persuasive design is the practice of combining psychology and technology to change people’s behavior. Gadgets and applications are developed by psychologists and other user experience (UX) researchers who apply behavioral change techniques to manipulate users. The concept can sound scary, however, these techniques can be used to encourage positive behaviors, such as exercise, healthy eating, and smoking cessation.

Nonetheless, persuasive design is increasingly employed by video game and social media companies to pull users onto their sites and keep them there for as long as possible—as this drives revenue. While persuasive design is applied through technology, the power to alter behavior is primarily derived from psychology. Video game developer and psychologist John Hopson describes how Skinner-box principles are used to increase video game use, comparing players to lab animals: “This is not to say that players are the same as rats, but that there are general rules of learning which apply equally to both.” In his paper “Behavioral Game Design,” Hopson explains how psychology is used to keep players staring at screens, answering questions such as: “How do we make players maintain a high, consistent rate of activity?” and “How to make players play forever.”

Persuasive design works by creating digital environments that users believe fulfill their basic human drives — to be social or obtain goals — better than real-world alternatives. Specific techniques used by psychologists and other UX designers to hook users include the use of variable rewards, as video games and social networks are designed to act like slot machines. “Likes,” friend requests, game rewards, and loot boxes are doled out at just the right time to increase what’s referred to in the industry as “time on device.”

Persuasive Design’s Power Over Children and Teens

Many adults, influenced by persuasive design, are challenged to look away from their phones. However, children and teenagers are far more vulnerable, as their brains are still developing and executive functions—including impulse control—are not well developed. As Ramsay Brown, neuroscientist and co-founder of the artificial intelligence/machine learning company Boundless Mind, says in a recent Time article, “Your kid is not weak-willed because he can’t get off his phone… Your kid’s brain is being engineered to get him to stay on his phone.”

Techniques used by video game and social media companies often exploit children’s developmental vulnerabilities. For example, teens’ highly elevated desire for social acceptance and fear of social rejection is a well-known aspect of their psychological development. Rather than handling this limitation with caution, proponents of behavioral design see it as a gold mine. As psychologist B.J. Fogg, the father of persuasive design and creator of the Stanford University Behavioral Design Lab, says, “Today, with social technologies a reality, the methods for motivating people through social acceptance or social rejection have blossomed.”

Revealing another dark side of persuasive design, Bill Fulton, who trained in cognitive and quantitative psychology, says of video game makers, “If game designers are going to pull a person away from every other voluntary social activity or hobby or pastime, they’re going to have to engage that person at a very deep level in every possible way they can.” And that is a key reason why persuasive design is having such a negative impact on childhood, as digital products are built to be so seductive that they replace real-world activities—many of which kids need to grow up to be happy and successful.

Children’s time on screens and phones has increased exponentially in the past decade, with the typical U.S. teen now spending 6 hours, 40 minutes a day using screens for entertainment. Less advantaged children are even more immersed in screens: lower-income teens spend 8 hours, 7 minutes a day using screens for entertainment, compared to 5 hours, 42 minutes for their higher-income peers; and teens of high-school-educated parents spend 7 hours, 21 minutes each day with entertainment screens compared to 5 hours, 36 minutes for teens of parents with a college degree.

Persuasive Design’s Impact on Children’s Well-being

The technology industry’s use of behavioral psychologists and psychological manipulation tactics is contributing to high levels of stress in families and putting children’s well-being at risk. The American Psychological Association’s (APA’s) most recent Annual Stress in America study found that 48% of parents surveyed said that regulating their child’s screen-time is a “constant battle,” while 58% said their children spend too much time with their devices.

Even teenagers are admitting that screen-based technology is a problem. Fifty percent of U.S. teens report that they feel “addicted” to their devices. And hinting at compulsive or even addictive use, according to the Pew Research Center, over half of teens report that they have tried to cut back on their phone use. And, according to Pew, ninety percent of teens say that spending too much time online is a major problem for their generation.

Quality, peer-reviewed research is also demonstrating the serious negative effects of kids spending long periods of time with screens and phones. Psychologist Jean Twenge’s research reveals that the greater time teen girls spend on social media and smartphones the more likely they are to be depressed and have suicide-related behaviors. Kids’ wired lives are destructive because of their displacement of vital developmental activities, such as engaging with family, but also because screen immersion increases kids’ exposure to problem content, including cyberbullying and the fear of missing out (FOMO).

While girls are especially taken with social media, boys are more likely than girls to overuse video games, a problem associated with lower academic achievement. A recent National Bureau of Economic research study arguedthat the rise in recreational video game play may explain the decreased labor force participation of young males. Boys and young men are also more prone than their female counterparts to video game addiction, a diagnosis recently recognized by the World Health Organization, which is estimated to affect 8.5% of adolescent male gamers (compared to 4.5% of female adolescent gamers). Such addictions often lead to tragic outcomes for kids and their families.

What is the Psychology Profession Doing About Persuasive Design?

A surprising group has stepped forward to call attention to the harmful effects of persuasive design on children: technology executives. Tristan Harris, formerly a design ethicist at Google and now with the Center for Human Technology, says, “The job of these companies is to hook people, and they do that by hijacking our psychological vulnerabilities.” Likewise, Sean Parker, Facebook’s former president, says that Facebook exploits “vulnerability in human psychology” and remarked, “God only knows what it’s doing to our children’s brains.”

While tech execs are speaking out about the industry’s use of psychological manipulation, the American Psychological Association (APA) has not yet made a statement about psychologists and other UX designers employing psychological techniques that encourage kids’ screen and phone overuse. This is in spite of the APA Ethics Code, which says that psychologists are to do no harm, not engage in subterfuge, and be extra cautious in the treatment of children because of their struggles with “autonomous decision making.”

Moreover, every psychological intervention requires informed consent, e.g., efforts to change behavior through treatment are explained so that consumers can make informed choices about their treatment. This is obviously not happening with persuasive design. No one is informing these children or their parents that the reason kids cannot get off their devices is because the technology is designed that way. The bottom line: Psychologists’ use of persuasive design to influence children and teens is unethical, is hurting a generation of kids and their families, and should be immediately addressed by the APA.

By taking action, the APA has the opportunity to not only address psychologists’ use of persuasive design but also uphold public confidencein the profession. Parents around the world are increasingly angered by their inability to control their children’s destructive overuse of social media, video games, and smartphones. As the spotlight increasingly turns on psychologists’ role in creating digital products that encourage overuse, public confidence in psychologists and the profession will be jeopardized.

How You Can Help Children Hurt by Persuasive Design

We believe the APA should act to ensure that psychologists are engaged in healing children, not manipulating them through persuasive design. In conjunction with the Campaign for a Commercial-Free Childhood and Children’s Screen Time Action Network, we have written a letter to the APAasking that the organization take action on persuasive design.

We encourage the APA to call on psychologists and the tech industry to disclose their use of psychological persuasion, especially in digital products used by children. And we ask that the APA issue a formal public statement condemning psychologists’ role in designing persuasive technologies that increase children’s time spent on digital devices, as screen overuse poses risks to kids’ emotional well-being and academic success. Finally, the APA will benefit this generation of children by leading the charge to educate families about the negative effects of persuasive design and the potential for harm with device overuse.

Our letter to the APA gained national attention and has already been signed by many renowned psychologists and leaders in the field—including Mihaly Csikszentmihaly, Douglas Gentile, Mary Pipher, Sherry Turkle, and Jean Twenge. We now believe it’s time for the APA to hear your voice—that of parents, educators, health care providers, and concerned citizens. Add your name to the effort calling on the APA to address psychological manipulation in tech products used by kids, which you can view and sign here. By taking action, you will encourage the APA to fulfill its duty to protect children and families. You will also send a clear message that psychologists and their powerful tools should be dedicated to advancing, not detracting from, children’s health and well-being.

  • For help with fostering family connection and school success see Wired Child.  
  • For help with practical ways to return to natural play, visit screenfreeparenting.com
  • For help reversing the effects of screen time see Reset Your Child’s Brain. 

Sources

Aguiar, M., Bils, M., Charles, K. K., & Hurst, E. (2017). Leisure luxuries and the labor supply of young men. Cambridge, MA: National Bureau of Economic Research. Retrieved September 27, 2018, from https://scholar.princeton.edu/sites/default/files/maguiar/files/leisure-…

Fogg, B. (2009). A behavior model for persuasive design. Proceedings of the 4th International Conference on Persuasive Technology—Persuasive ‘09. Retrieved September 28, 2018, from https://www.mebook.se/images/page_file/38/Fogg%20Behavior%20Model.pdf

Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18. Psychological Science, 20(5), 594-602.

Sharif, I., & Sargent, J. D. (2006). Association between television, movie, and video game exposure and school performance. Pediatrics,118(4).

Twenge, J.M, Joiner, T.E., Rogers, M.L., & Martin, G. N. (2017). Increases in depressive symptoms, suicide-related outcomes, and suicide rates among U.S. adolescents after 2010 and links to increased new media screen time. Clinical Psychological Science, 6, 3-17

 

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

Brain Hacking

09 Monday Sep 2019

Posted by Donna L. Roberts, PhD in Psychology

≈ Comments Off on Brain Hacking

Silicon Valley is engineering your phone, apps and social media to get you hooked, says a former Google product manager.

 

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...

Quote

No Logo at 20: have we lost the battle against the total branding of our lives?

03 Tuesday Sep 2019

Posted by sergiodelbianco in Psychology

≈ Leave a comment

 

via No Logo at 20: have we lost the battle against the total branding of our lives?

Share this:

  • Email
  • Print
  • Facebook
  • LinkedIn
  • Pinterest
  • Reddit
  • Twitter
  • Tumblr

Like this:

Like Loading...
← Older posts
Ken Heller on

Enter your email address to follow this blog and receive notifications of new posts by email.

Join 4,693 other subscribers

Media Psychology

  • RSS - Posts
  • RSS - Comments

Blog Stats

  • 92,583 hits

Archives

  • December 2020 (3)
  • November 2020 (4)
  • September 2020 (1)
  • June 2020 (1)
  • April 2020 (1)
  • March 2020 (1)
  • February 2020 (3)
  • January 2020 (4)
  • December 2019 (8)
  • November 2019 (1)
  • October 2019 (5)
  • September 2019 (11)
  • August 2019 (7)
  • July 2019 (4)
  • June 2019 (3)
  • May 2019 (5)
  • April 2019 (8)
  • March 2019 (7)
  • February 2019 (4)
  • January 2019 (5)
  • December 2018 (4)
  • November 2018 (4)
  • October 2018 (5)
  • September 2018 (8)
  • August 2018 (7)
  • July 2018 (4)
  • June 2018 (3)
  • May 2018 (6)
  • April 2018 (4)
  • March 2018 (6)
  • February 2018 (6)
  • January 2018 (6)
  • December 2017 (4)
  • November 2017 (5)
  • October 2017 (5)
  • September 2017 (5)
  • August 2017 (5)
  • July 2017 (5)
  • June 2017 (5)
  • May 2017 (2)
  • April 2017 (2)
  • March 2017 (5)
  • February 2017 (4)
  • January 2017 (7)
  • December 2016 (3)
  • November 2016 (2)
  • October 2016 (4)
  • September 2016 (2)
  • August 2016 (2)
  • July 2016 (3)
  • June 2016 (5)
  • May 2016 (6)
  • April 2016 (4)
  • March 2016 (2)
  • February 2016 (1)
  • January 2016 (1)
  • December 2015 (1)
  • November 2015 (2)
  • January 2015 (1)
  • November 2014 (1)
  • September 2014 (1)
  • August 2014 (1)
  • July 2014 (4)
  • May 2014 (1)
  • April 2014 (1)
  • March 2014 (2)
  • February 2014 (2)
  • January 2014 (2)
  • December 2013 (4)
  • November 2013 (2)
  • October 2013 (1)
  • September 2013 (1)
  • August 2013 (4)
  • July 2013 (1)
  • June 2013 (1)
  • April 2013 (1)
  • March 2013 (4)
  • February 2013 (3)
  • January 2013 (5)
  • December 2012 (4)
  • November 2012 (6)

Addiction Advertising Agenda Setting Al-Jazeera Associated Press Behavioralism Bernays Cartoons Causality Cognitive Correlation Cultivation Theory Digital Immigrants Digital Natives Ellul Facebook Fallacious Arguments Film Framing Gaming Gerbner Giles Google Greenwald ICT Identity Imagery Impact of ICT Influence Ingress Internet Internet.org Journalism Marketing McCombs McLuhan Mean World Sydrome Media Media Effects Media Literacy Media Psychology Mobile Computing Mobile Phones Moscow Olympics Neural Pathways news coverage Operant Conditioning Persuasive Technology Physiological Psychology Pinterest Potter Prensky Privacy Propaganda Psychological Effects Psychological Operations Psychology Public Diplomacy Public Relations Quotes Sexism Skinner Smartphone Social Change Social Identity Social Media Social Networks Social Psychology Sports Taylor Technology The Engineering of Consent Transmedia Twitter Walking Dead

RSS The Amplifier – APA Div. 46 Newsletter

  • 2022 APA Division 46 Society for Media Psychology & Technology Convention/Social Hour Photos
  • APA Council Representative Report: August 2022 Council Meeting Highlights
  • President-Elect’s Column: Literally Sick and Tired of Political Advertising
  • Past President Column: Program, Awards, Social Hour
  • Student Committee Column: The Importance of the Pipeline

RSS APA Div. 46 Media Psychology and Technology Facebook Feed – Come check it out!

  • Kids Are Using Minecraft To Design A More Sustainable World 06/07/2015
  • Home – UsMeU 05/07/2015
  • Huggable Robot Befriends Girl in Hospital 03/07/2015
  • Lifelong learning is made possible by recycling of histones, study says 03/07/2015
  • Synthetic Love: Can a Human Fall in Love With a Robot? – 24/06/2015

RSS Changing Minds

  • An error has occurred; the feed is probably down. Try again later.

RSS Media Smarts

  • YCWW IV - Sexting 29/03/2023
    Language English

RSS Adam Curtis

  • HYPERNORMALISATION 11/10/2016
    Adam Curtis introduces his new epic film

RSS Media Psychology Blog

  • does resurge work : Resurge weight reduction supplement is a... 10/04/2020
    does resurge work : Resurge weight reduction supplement is a distinct advantage program that would bolster your ascent to control. It will change you and make you more grounded than at any other time with improved wellbeing that can assist you with getting away from heftiness. This Resurge audit tells how the Supplement will help your lack of sleep and weigh […]

RSS The Psych Files

  • Using the Keyword Mnemonic Technique to Memorize Lines 23/03/2023
    I explain how the keyword mnemonic technique can help actors memorize their lines. It’s an effective and fun strategy you can use in the beginning when you’re first learning lines, or during performance if something really unexpected happens and throws you. Keyword images can help get you back on your game. The post Using the Keyword Mnemonic Technique to Me […]

RSS The Media Zone

  • And He Knew All the Words 24/11/2014
    Stuart Fischoff pioneered Media Psychology. He was a TV talk-show shrink—until it got too rowdy even for him. He knew all the words to Sondheim. And now he's gone.

RSS The Media Psychology Effect

  • When AI Communication Exceeds the Limits of Human Psychology 14/03/2023
    Computer simulated communication is becoming undetectable, but AI isn’t always the best option. Tech management must be sensitive to the human need for personal help and attention.

RSS On The Media

  • An error has occurred; the feed is probably down. Try again later.

Blog at WordPress.com.

Privacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.
To find out more, including how to control cookies, see here: Cookie Policy
  • Follow Following
    • Media Psychology
    • Join 558 other followers
    • Already have a WordPress.com account? Log in now.
    • Media Psychology
    • Customize
    • Follow Following
    • Sign up
    • Log in
    • Report this content
    • View site in Reader
    • Manage subscriptions
    • Collapse this bar
%d bloggers like this: