Presence and Media Effects Research Paul Skalski & James Denny Cleveland State University.

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Presentation transcript:

Presence and Media Effects Research Paul Skalski & James Denny Cleveland State University

Quote: Frightened Media User “When the Martians were spraying the people at Grover’s Mill with heat ray… at first we couldn’t believe it was happening but it was so real….” Q: Is this in response to an IMAX movie, or video game, or other advanced medium? A: No, it’s in response to a radio broadcast from the late 1930s!

The War of the Worlds Broadcast Halloween evening, 1938—CBS radio show Mercury Theater of the Air (narrated by Orson Welles) broadcast an adaptation of H. G. Wells’s novel War of the Worlds. Around 6 million heard the broadcast. More than 1 million were frightened or disturbed.

Orson Welles on the radio

Aftermath

The War of the Worlds Broadcast Aftermath studied by Cantril (1940). Why did it frighten some and not others? Although not explicitly studied or mentioned at the time, PRESENCE very likely played a part: 1) The broadcast was highly realistic and praised for its dramatic excellence (content variables). 2) Listeners were new to the technology and its conventions (form/content variables).

Presence and Media Effects Research The scientific study of media effects has a rich history dating back to prominent events like the War of the Worlds broadcast and World War II propaganda studies. This presentation highlights the potential for the concept of presence to illuminate and inform media effects scholarship areas beyond entertainment and persuasion.

Presence and Media/Communication Theory A number of theories have been developed to explain the media’s influence, including: Agenda setting (Dearing & Rogers, 1996) Cultivation (Gerbner et al., 2002) Priming (Jo & Berkowitz, 1994) Social Cognitive Theory (Bandura, 2002) Each can be linked to the presence concept.

Example: Presence and Social Cognitive Theory From Albert Bandura (1960s) as Social Learning Theory. Says children and others learn through observation. May imitate what they see on television and in other media, as shown in the Bobo doll studies and numerous investigations since.

Example: Presence and Social Cognitive Theory Has since become Social Cognitive Theory, which takes a host of variables into account:

Example: Presence and Social Cognitive Theory Presence clearly fits into the Attentional Processes subfunction, likely as an observer attribute affected by modeled events. The presence and mental models work of Wirth et al. (2007) and others would also suggest that presence affects retention. Implication: Presence fits somewhere between attention and retention, facilitating social cognitive theory outcomes.

Presence and Media Effects Research Domains The role of presence in three popular media effects research areas are highlighted here: 1. Media Violence 2. Media Sex/Pornography 3. Frightening Media

Media Violence Research INFO IN GENERAL

Presence and Media Violence A handful of studies have looked at the role of presence in video game violence effects (e.g., Tamborini et al., 2004; Nowak, Krcmar, & Farrar, 2006). Why might presence in response to games and other media technologies affect violent outcomes?

Presence and Media Violence Tamborini & Skalski (2006) suggest that feeling spatially present in violent games that require players to repeatedly aggress against others can foster the development of mental models for real-life aggression. This should be intensified when games have naturally mapped controls that increase presence.

Example: The Nintendo Wii

Example: Manhunt games