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1.
Health Commun ; 33(10): 1223-1232, 2018 10.
Artículo en Inglés | MEDLINE | ID: mdl-28850253

RESUMEN

A 2 × 2 experiment was conducted, where participants watched anti-tobacco messages that varied in deception (content portraying tobacco companies as dishonest) and disgust (negative graphic images) content. Psychophysiological measures, self-report, and a recognition test were used to test hypotheses generated from the motivated cognition framework. The results of this study indicate that messages containing both deception and disgust push viewers into a cascade of defensive responses reflected by increased self-reported unpleasantness, reduced resources allocated to encoding, worsened recognition memory, and dampened emotional responses compared to messages depicting one attribute or neither. Findings from this study demonstrate the value of applying a motivated cognition theoretical framework in research on responses to emotional content in health messages and support previous research on defensive processing and message design of anti-tobacco messages.


Asunto(s)
Publicidad/métodos , Decepción , Asco , Productos de Tabaco/efectos adversos , Adulto , Femenino , Humanos , Masculino , Motivación , Cese del Hábito de Fumar/psicología , Encuestas y Cuestionarios , Adulto Joven
2.
Health Commun ; 32(11): 1319-1330, 2017 11.
Artículo en Inglés | MEDLINE | ID: mdl-27690639

RESUMEN

This study experimentally examines the effect of smoking cues and disgust images commonly found in anti-tobacco advertisements on tobacco smokers' message processing. In a 2 (smoking cues) × 2 (disgust) within-subjects experiment, smokers watched anti-tobacco advertisements selected to vary in presence/absence of smoking cues and high/low ratings of disgust. The results of the experiment suggest that smoking cues and disgust images each have effects on resource allocation, recognition memory, emotional responses, smoking urges, and intentions to quit smoking. However, the most notable finding in this study was how the combination of smoking cues and disgust images in a single anti-tobacco message resulted in defensive message processing. Theoretical and applied implications of these findings are discussed along with future research directions.


Asunto(s)
Señales (Psicología) , Motivación , Avisos de Utilidad Pública como Asunto , Cese del Hábito de Fumar/psicología , Fumar/psicología , Adulto , Femenino , Humanos , Masculino
3.
Health Commun ; 27(1): 42-8, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-21707406

RESUMEN

This experiment explored how the emotional tone and visual complexity of direct-to-consumer (DTC) drug advertisements affect the encoding and storage of specific risk and benefit statements about each of the drugs in question. Results are interpreted under the limited capacity model of motivated mediated message processing framework. Findings suggest that DTC drug ads should be pleasantly toned and high in visual complexity in order to maximize encoding and storage of risk and benefit information.


Asunto(s)
Publicidad/métodos , Información de Salud al Consumidor/métodos , Emociones , Medicamentos bajo Prescripción , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Motivación , Reconocimiento en Psicología
4.
Front Psychol ; 12: 659547, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34040567

RESUMEN

The objective of this study was to investigate the effects of avatar sex, salience of avatar sex, and player sex-type on less conscious embodied emotional arousal and valence vs. consciously perceived emotional arousal and valence elicited by a gaming experience. The experiment conducted a 2 avatar sex (female × male) × 2 salience of avatar sex (high × low) × 2 player sex-type (sex-typed × non-sex-typed) mixed model factorial design. Participants were randomly assigned to one of two gameplay conditions (high-salience male and female avatar or low-salience male and female avatar) and then played two 15-min sessions of a video game-one session playing the game as a male avatar and one session playing the game as a female avatar. The order in which participants played as either a male or female avatar was randomized. Psychophysiological indicators of arousal (skin conductance) and valence (facial electromyography) were recorded during gameplay. Self-report measures of arousal and valence were obtained immediately after each 15-min session of gameplay. Data analysis tested hypotheses concerning the effects of avatar sex, salience of avatar sex, and player sex-type separately on real-time embodied variation in arousal and valence as revealed through physiological indicators and conscious perception of arousal and valence obtained through self-report measures.

5.
Politics Life Sci ; 36(2): 37-48, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-29355102

RESUMEN

Recent research has revealed the complex origins of political identification and the possible effects of this identification on social and political behavior. This article reports the results of a structural equation analysis of national survey data that attempts to replicate the finding that an individual's negativity bias predicts conservative ideology. The analysis employs the Motivational Activation Measure (MAM) as an index of an individual's positivity offset and negativity bias. In addition, information-seeking behavior is assessed in relation to traditional and interactive media sources of political information. Results show that although MAM does not consistently predict political identification, it can be used to predict extremeness of political views. Specifically, high negativity bias was associated with extreme conservatism, whereas low negativity bias was associated with extreme liberalism. In addition, political identification was found to moderate the relationship between motivational traits and information-seeking behavior.


Asunto(s)
Negativismo , Política , Identificación Social , Conducta , Humanos , Modelos Psicológicos , Personalidad , Encuestas y Cuestionarios
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