Stacy L. Smith's research while affiliated with University of Southern California and other places
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Publications (30)
In this paper, we introduce the Moral Narrative Analyzer for Movies (MoNA-M), a web-based, hybrid content-analytical platform that combines automated and human content codings to extract moral content from popular film scripts. We present a computational pipeline that parses film scripts in both PDF, as well as text format, and subsequently extract...
Each year, USC Annenberg’s Media, Diversity, & Social Change Initiative produces a report examining gender and race/ethnicity on screen and behind the camera across the 100 top‐grossing fictional films. A total of 700 films and 30,835 characters have been analyzed across the 100 top‐grossing films of 2007, 2008, 2009, 2010, 2012, 2013, and 2014 (ex...
Smith and Smith claimed that altruistic action “is intended to benefit others beyond simple sociability or duties associated with role.” This definition will need to be carefully applied to behavior in communal cultures because they have extended obligation networks, the basis of which are expected helping behaviors offered to others in the network...
This study examined the strength and mood management potential of positive parasocial relationships with favorite television characters in maltreated children. Based on a survey of 270 children (67 maltreated; 203 non-maltreated) between the ages of 5 and 16 years old, maltreated children watched 50 per cent more television per day than non-maltrea...
The purpose of this content analysis was to examine gender-related portrayals in popular G-rated films. Our research questions
addressed the prevalence and nature of males and females in general-audience fare. To answer our research queries, 101 of
the top-grossing box office films released theatrically in the United States and Canada from 1990 to...
This study examined male and female sexuality in video game characters. The top 20, best selling console (Microsoft Xbox,
Sony PlayStation2, and Nintendo GameCube) video games from the U.S. market for fiscal year 2003 were content analyzed. The
60 video games yielded a total of 489 separate characters with an identifiable sex for coding. Chi-square...
This research utilized a content analysis of 64 hours of reality dating shows and a survey of 197 young adults to determine the extent to which the content on these shows was related to actual dating attitudes, preferred date characteristics, and dating behaviors of viewers of that genre. Results show that male viewers, those who perceived higher r...
Using a representative sample of television content featuring 2,227 programs across different genres and 18 different channels, the frequency and context of altruistic actions were content analyzed. A social cognitive theory approach was taken to guide the selection of contextual variables. The results showed that 73% of the programs in the sample...
The purpose of this study was to examine age-related differences in children's responses to news coverage of the War on Iraq. To this end, a random sample of 161 parents of 5- to 17-year-olds in Ingham County, Michigan was surveyed about their child's fear responses to the war and patterns of exposure. Using developmental theory and research, age-r...
A survey of 341 undergraduate students (118 males, 223 females) assessed five aggression-related personality characteris- tics and their relationships to the preference for violent media. Positive relationships were predicted for aggression, impulsivity and sensation seeking with exposure to media violence and negative relationships for empathy and...
We focused on contextual patterns in the portrayals of television violence. Patterns are constructed by comparing contextual cues at one level of the television show, such as the macrolevel of the entire program, with the contextual cues at a more microlevel, such as the violent interaction. When the two sets of cues match on characteristics such a...
This Study was designed to assess the prevalence and context of violence in prime-time television programming using a random, representative sample of 23 broadcast, independent, and cable channels. Results showed that, regardless of the times of day, viewers are likely to encounter violence in roughly 2 out of 3 programs when they view television....
Annenberg School for Communication at the University of Southern California This study examined physical violence portrayed in a sample of televised professional wrestling. Trained research assistants coded the frequency of violent interactions, perpetrator characteristics, and contextual features (extent of violence, use of weapons, consequence of...
Americans are increasingly concerned about video games, presumably due to the amount and graphicness of violence they contain. Social Cognitive Theory suggests that people are more likely to imitate characters they see as attractive or similar to self. To date, however, little research has examined attributes of violent characters in video games re...
The purpose of this article is to determine the amount and context of gun violence across 2 electronic media. Study I focuses on the landscape of gun violence on television, including the number of high risk portrayals. Study 2 provides data on the attributes of gun violence in video games. Results for each study are reported in terms of amount per...
The aim of this study was to content analyze 60 of the most popular video games for violence from three gaming systems: Nintendo 64, Sega Dream-Cast, and Sony PlayStation. Games were played for 10-minutes and videotaped for later content analysis. Adapting the coding scheme from the National Television Violence Study (Wilson et al., 1997, 1998, Smi...
This study examines the perpetrators of violence on American television in terms of their chronological age. In particular, the content analysis compares the amount and nature of violence committed by child and teen characters to that committed by adult characters. The results suggest that younger perpetrators are depicted in several ways that pose...
The purpose of this study was to examine violence in music video programming. Using a representative sample of television content, we assessed whether the amount and context of physical aggression varied across different music video channels (BET, MTV, VH-1) and genres (adult contemporary, heavy metal, rap rhythm and blues, and rock). The results r...
This study investigates the nature and extent of violence contained in television programming that targets children aged 12 and younger. The measures employed in this content analysis are grounded in previous experimental research that bas identified contextual features that either diminish or enhance the risk of harmful effects associated with vie...
This experiment assesses children's reactions to particular features of television news. Children from two age groups (6- to 7-year-olds vs. 10- to 11-year-olds) viewed one of four versions of a news story about gang violence. The versions were created by varying the inclusion of video footage of the crime (footage vs. no footage) and proximity of...
This content analysis identifies the web of context that typically appears in the portrayal of television fictional violence. Highly graphic portrayals of violence are most likely in live action non-humorous programs with human perpetrators and targets. Graphicness was also found to vary across consequences to the victim, levels of reward, and use...
This chapter focuses on individuals' television viewing habits and examines the amount of violence on American television. It discusses what the research community has concluded about the effects of exposure to media violence and the theoretical mechanisms that account for the impact of exposure to violence on television. The chapter outlines the c...
Reviews what is known about the harmful impact of exposure to media violence on children, adolescents, and adults. Individuals' viewing habits (specifically, how much time adults and children spend watching TV) are examined. The amount of violence on American television is examined. The authors contend that understanding the prevalence of violence...
Young children encounter certain emotions and affective situations on television long before they experience these same phenomena in real life. Television plays a central role in children's beliefs about emotions, their own emotional experiences, and their overall emotional development. This chapter focuses on children's responses to emotional port...
The abstract for this document is available on CSA Illumina.To view the Abstract, click the Abstract button above the document title.
Citations
... In fact, the opportunity for Japanese people to see real or screen versions of Caucasian faces is greater than the opportunity for Norwegians to see Japanese faces. Smith et al. (2015) reported that in the Hollywood 100 top films of 2014, 73.1% of the main characters of movies were Caucasian, while Asian actors accounted for only 5.9%. Therefore, ordinary Norwegians are seldom exposed to East Asian people or electronic versions of their faces. ...
Reference: The other-race effect in the uncanny valley
... As also noted, these functions have been investigated primarily within interpersonal contexts, but nonverbal events also perform a range of public communicative tasks. According to Manusov and Jaworksi (2006), these functions include portrayals of and learning about emotional expressions (i.e., the ways in which television viewing affects the ability to encode or decode emotions, e.g., Feldman, Coats, & Spielman, 1996; and how TV influences beliefs about emotions in the real world, e.g., Wilson & Smith, 1998). The authors also discuss lines of scholarship that focus on how nonverbal cues work as persuasion within the media, with much of this research honing in on the political context and nonverbal cues' effects on judgments (i.e., impression formation) and voting behavior (e.g., Gregory & Gallagher, 2002;Seiter, 2001). ...
... 7). Dark side research often explores topics that are easily and ostensibly seen as negative in nature such as deception, aggression, or physical violence (Smith & Granados, 2010). However, it is important to note that behavior some might label as rewarding can still be enacted or maintained in abusive ways. ...
... Violent, aggressive environment makes people insensitive to the television violence as well as "heavy viewing" of violence on TV. Both these assumptions support desensitization theory; in accordance with it, the extended/repeated exposure to the media valence leads to the less physiological response and less salient emotional arousal (Smith & Donnerstein, 1998: Carnagey & Anderson, 2003. Desensitization effects are applicable mainly to the violent media content (Krahé et al, 2011). ...
... Altruism is a motivational state with the ultimate goal of increasing another's welfare [32], and altruistic behavior is thus defined as acts of cognitive or physical helping and sharing that occur outside the bounds of role relationships [33]. Hereby, the selfless motive and behavior of CS hosts that benefit third parties' welfare is a typical altruism [13,14], which is the unique appeal of CS hosts, distinguished from Airbnb and any other P2P hosts. ...
... Preschool and school-aged children are typically measured as having a PSR if a media character can be named as the child's favorite (Hoffner, 1996;Richards & Calvert, 2017;Rosaen & Dibble, 2008;Rosaen et al., 2011). Parent reports are often used to assess young children's PSRs with a favorite character for two main reasons. ...
... Sin embargo, al ser perpetradas por individuos cuyos periodos de vida reflejan la niñez y adolescencia, estas podrían ser imitadas por los espectadores, en caso de que las interpretasen como normales o aceptables. Es por lo anterior mencionado, que se han efectuado y se continúan desarrollando investigaciones delimitadas en esclarecer el impacto de la violencia aquí analizada en la adquisición de patrones de conducta agresivos en la población infantil y juvenil (Kunkel, et al. 1995;Cohen, 1998;Gordo, 1999;Manzo-Chávez y Reyes-Virrueta, 2009; Pinto, Alves y Haase, 2012 y Cusi-Arriaga, 2017). ...
... Children in the different developmental stages have different cognitive levels, which affects how they comprehend and interpret media content (Cantor & Sparks, 1984). Studies have probed age-related differences in media effects and revealed that the intensity of news portrayals that elicit children's fear seems to depend on the child's age (Kruuse & Kalmus, 2016;Smith & Wilson, 2000;Valkenburg et al., 2000). ...
... The second type of violence is more like a sport that people accept and appreciate. For example, World Wrestling Entertainment's (WWE) Monday night shows soared in popularity in the late 1990s, even reaching a peak of 8 million viewers at a time [1]. But in today's society, people are becoming afraid of the effects of sports violence, both positive and negative. ...
... Additionally, visual frames are easier to be employed in developing a 31 corresponding interpretation of news events when the used visuals are more graphic (Fahmy, 2010a). Several studies underlined the significance of using graphic visuals as framing devices as they can grab the audience's attention due to their shocking content and convey the feeling that they are closer to the action (e.g., Fahmy et al., 2006;Potter & Smith, 2000;Scharrer & Blackburn, 2015;Zelizer, 2005). In a study investigating Al Jazeera viewers' support for graphic and warrelated visuals, Fahmy and Johnson (2007) concluded that viewers see graphic visuals as important in communicating war's ugliness, allowing those who are far from a conflict to learn about the degree of brutality or force imposed. ...