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Dive into the research topics where Elizabeth Behm-Morawitz is active.

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Featured researches published by Elizabeth Behm-Morawitz.


Journalism & Mass Communication Quarterly | 2005

Latino Representation on Primetime Television

Dana Mastro; Elizabeth Behm-Morawitz

This study analyzes the frequency and quality of depictions of Latinos during the 2002 primetime television season. Research on cultivation theory and social identity theory provides insight into the potential implications of exposure to these images. Findings suggest that while advances have been made in terms of the quality of depictions of Latinos, many of these images remain tied to a few, longstanding media stereotypes. In addition, the rate at which Latinos are portrayed on television remains dramatically below that of the real-world population.


Media Psychology | 2007

The Cultivation of Social Perceptions of Latinos: A Mental Models Approach

Dana Mastro; Elizabeth Behm-Morawitz; Michelle Ortiz

This survey investigates the relationship between exposure to television portrayals of Latinos and real world perceptions of Latinos in the U.S. To aid in this assessment, contributions from the research on mental models were incorporated into a cultivation framework. From this mental models-based cultivation perspective, it was expected that amount of television exposure and existing cognitions regarding representations of Latinos in the media would interact in predicting real world perceptions of Latinos. Additionally, the amount of real world interracial contact with Latinos was predicted to moderate these effects. Findings provide support for the proposed relationships, indicating that as television consumption rates increase, extant cognitions regarding media depictions of Latinos and real world contact guide subsequent evaluations of Latinos.


Journalism & Mass Communication Quarterly | 2008

Mean Girls? The Influence of Gender Portrayals in Teen Movies on Emerging Adults' Gender-Based Attitudes and Beliefs:

Elizabeth Behm-Morawitz; Dana Mastro

This two-part exploratory study utilized a social cognitive theory framework in documenting gender portrayals in teen movies and investigating the influence of exposure to these images on gender-based beliefs about friendships, social aggression, and roles of women in society. First, a content analysis of gender portrayals in teen movies was conducted, revealing that female characters are more likely to be portrayed as socially aggressive than male characters. Second, college students were surveyed about their teen movie-viewing habits, gender-related beliefs, and attitudes. Findings suggest that viewing teen movies is associated with negative stereotypes about female friendships and gender roles.


Social media and society | 2016

Pinterest or Thinterest?: Social Comparison and Body Image on Social Media

Jennifer Lewallen; Elizabeth Behm-Morawitz

Social media have become increasingly popular mechanisms for communication. Past research suggests a link between using social media, upward social comparison, and negative affect. This online experiment of US women (N = 118) takes a media psychology approach to understanding how fitness images on the social networking website Pinterest contribute to social comparison as well as intentions to engage in extreme weight-loss behaviors. Findings suggest that individuals who follow more fitness boards on Pinterest are more likely to report intentions to engage in extreme weight-loss behaviors. Additionally, endorsement of an ideal female body type was positively related to both social comparison and intentions to engage in extreme weight-loss behaviors. Findings are discussed in light of social comparison theory, and suggestions are made are made for future experimental work.


Communication Quarterly | 2014

News Coverage of Immigration: The Influence of Exposure to Linguistic Bias in the News on Consumer's Racial/Ethnic Cognitions

Dana Mastro; Riva Tukachinsky; Elizabeth Behm-Morawitz; Erin Blecha

This two-study design applies assumptions rooted in frameworks of linguistic intergroup bias to the context of mass media content and effects. First, a content analysis of U.S. newspaper coverage of U.S.-Mexico immigration issues was conducted. The content analysis demonstrated a tendency to characterize undocumented immigrants in abstract and unfavorable language. The opposite was true of language associated with White immigration opponents. Next, an experiment indicated that exposure to abstract news articles resulted in more unfavorable attitudes about Latinos. However, exposure to concrete articles was associated with greater perceived severity of immigration. Both of these effects were moderated by in-group identification.


Journal of Media Psychology | 2016

Sexing the Avatar

Elizabeth Behm-Morawitz; Shannon Schipper

The present study explored the influence of avatar appearance on cyber-harassment in a virtual world. Specifically, this research examined how avatar gender and sexualization were related to the experience of sex- and non-sex-related harassment. An international sample of Second Life users (N = 216) completed an online questionnaire about their avatars appearance and virtual world experiences. Objectification theory and the disinhibition effect were used as theoretical grounding for the study. Results revealed disparate virtual experiences for male and female avatars and indicated that avatar sexualization was related to experiences of cyber-harassment for female avatars. The implications of this research extend beyond virtual worlds like Second Life to other Web-based communication applications that utilize avatars.


Cyberpsychology, Behavior, and Social Networking | 2016

A Second Chance at Health: How a 3D Virtual World Can Improve Health Self-Efficacy for Weight Loss Management Among Adults

Elizabeth Behm-Morawitz; Jennifer Lewallen; Grace Y. Choi

Health self-efficacy, or the beliefs in ones capabilities to perform health behaviors, is a significant factor in eliciting health behavior change, such as weight loss. Research has demonstrated that virtual embodiment has the potential to alter ones psychology and physicality, particularly in health contexts; however, little is known about the impacts embodiment in a virtual world has on health self-efficacy. The present research is a randomized controlled trial (N = 90) examining the effectiveness of virtual embodiment and play in a social virtual world (Second Life [SL]) for increasing health self-efficacy (exercise and nutrition efficacy) among overweight adults. Participants were randomly assigned to a 3D social virtual world (avatar virtual interaction experimental condition), 2D social networking site (no avatar virtual interaction control condition), or no intervention (no virtual interaction control condition). The findings of this study provide initial evidence for the use of SL to improve exercise efficacy and to support weight loss. Results also suggest that individuals who have higher self-presence with their avatar reap more benefits. Finally, quantitative findings are triangulated with qualitative data to increase confidence in the results and provide richer insight into the perceived effectiveness and limitations of SL for meeting weight loss goals. Themes resulting from the qualitative analysis indicate that participation in SL can improve motivation and efficacy to try new physical activities; however, individuals who have a dislike for video games may not be benefitted by avatar-based virtual interventions. Implications for research on the transformative potential of virtual embodiment and self-presence in general are discussed.


Mass Communication and Society | 2016

Lifestyles of the Rich and Famous: Celebrity Media Diet and the Cultivation of Emerging Adults’ Materialism

Jennifer Lewallen; Brandon Miller; Elizabeth Behm-Morawitz

The present study used cultivation theory to explore the relationships between celebrity media diet and materialism for a sample of 224 emerging adults. Results indicated main effects between both celebrity magazine consumption and celebrity TV news consumption on materialism. Total celebrity media diet was also significantly related to materialism. Findings suggest that a media diet high in celebrity culture and lifestyle has significant impact on emerging adults’ preoccupation with consumerism, particularly for women. This research contributes to a growing body of literature on the effects of a celebrity-saturated media environment and the cultivation of materialistic attitudes.


Communication Monographs | 2016

The effects of virtual racial embodiment in a gaming app on reducing prejudice

Elizabeth Behm-Morawitz; Hillary Pennell; Ashton Gerding Speno

ABSTRACT This research experimentally examined the effectiveness of the use of virtual racial embodiment in a digital gaming application for reducing bias against a non-dominant group. The findings of this study advance theory and have practical implications for the design of immersive diversity initiatives. We tested avatar creation and the gaming app as a new modality for stimulating perspective-taking. In addition, we explored how sex and race intersect in virtual embodiment and stereotyping. Results showed that creating and embodying a Black avatar produced more favorable beliefs about African American men, but not African American women, and greater support for “pro-minority” policies in comparison to creating and playing a White avatar. Avatar liking was a significant moderator, but self-presence had no effect.


Howard Journal of Communications | 2014

Cultivating Virtual Stereotypes?: The Impact of Video Game Play on Racial/Ethnic Stereotypes

Elizabeth Behm-Morawitz; David Ta

This study demonstrates broad-based, second-order cultivation effects from video game play and provides a significant contribution to our understanding of how virtual representations of race and ethnicity may impact real-world racial and ethnic beliefs. This research used a survey design to assess the relationship between White college students’ frequency of video game play and attitudes toward Blacks and Asians. Results suggest that video game play cultivates real-world beliefs about Blacks, such that individuals who spend more time playing video games have less egalitarian views of Blacks. Interracial contact was explored as a moderator but had no influence on the relationship between game play and stereotyping. Results are discussed from a cultivation theory as well as a social identity theory perspective.

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Dana Mastro

University of California

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Hillary Pennell

University of Central Missouri

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David Ta

University of Missouri–Kansas City

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Maria A. Kopacz

West Chester University of Pennsylvania

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