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Munno proposal mindsnewmedia
1. Minds & New Media
Research Project Idea No. 1: Psychological factors
with disclosure.
New and emerging technologies provide a richer experience (and
increase their economic viability) when people are willing to
share: Their location, mood, likes and dislikes, political opinions,
etc.
What are the psychological processes involved in the decision of
whether to share information?
What platforms and designs encourage/inhibit various types of
disclosure?
The project could consist of both a literature review and some
sort of experiment or survey, although I am unsure exactly what
research design would be most appropriate for these questions.
It would be fascinating to collect some psychophysiological data and
learn more about how the brain makes these decisions.
2. Idea No. 2: Immersive learning environments and
parental self-efficacy
Videos games that promote child learning are a booming business.
But what about games that teach expectant and new parents how to be good parents? A
Google search did not turn up a single example.
The coming generation of parents have all been raised on video games.
Parenting – like being a surgeon or pilot – is a high-wire act where some mistakes are
irreversible. Likewise, new and expecting parents may be more willing to reveal and address
shortcomings in a virtual environment than with a doctor or peers.
Research has shown that a child’s earliest experience profoundly shapes his/her cognitive
abilities
http://www.library.ca.gov/crb/98/01/98001.pdf; http://catdir.loc.gov/catdir/samples/cam032/99025362.pdf
It has also shown that increasing parental self-efficacy leads to better outcomes for the children,
and for the entire community in which they live.
Dumka, L., Gonzales, N., Wheeler, L., & Millsap, R. (2010). Parenting self-efficacy and parenting practices over
time in Mexican American Families. Journal of Family Psychology. 24(5), 522-531, doi: 10.1037/a0020833
I have written a literature review for another class that looks at parental self-efficacy and social
cognitive theory. I propose to extend that review and to focus it on the potential of new and
emerging technologies, particularly immersive and networked gaming.
If such a game does exist, we could test its effectiveness experimentally. If not, the paper could include a
discussion of potentially beneficial design elements and how we would test such a game, with the goal of actually
producing the game over the summer or Fall 2012.
3. Idea No. 3: News as mediating effect on video game
violence’s desensitizing effect.
Research covered in class has shown that violent video games desensitize people
to real violence.
Heavy users had lower P3 brain waves when they were shown images of real violence than
light users. P3 is a measure of aversion. Both groups played a round of a violent game
before being shown the photo.
For this project, I propose an experimental design similar to the one employed for
the study referenced above.
However, in this case, I’d propose to create several groups:
Group 1: Survey to determine violent gaming level > Playing of a violent game > Exposure to
images of real violence while measuring P3
Group 2: Between the playing and the viewing of the real violence, they’d watch a TV news
broadcast about a violent incident.
Group 3: Between the playing and the viewing of the real violence, we’d have the participants
read a news article framed a straight news report.
Group 4: Between the playing and the viewing of the real violence, we’d have the participants
read a news article framed as a human-interest narrative that personalizes the
consequences of violence.
In addition to testing some of the theories covered in this course, this would also
significantly expand framing theory, for which I have already constructed a decent
literature review that we could incorporate here .
H1: Group 4 < Desensitization than Group 1
H2: Group 2 & 3 = Group 1 Desensitization