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Dive into the research topics where Julia K. Woolley is active.

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Featured researches published by Julia K. Woolley.


Mass Communication and Society | 2010

The 2008 Presidential Election, 2.0: A Content Analysis of User-Generated Political Facebook Groups

Julia K. Woolley; Anthony M. Limperos; Mary Beth Oliver

Although Facebook is primarily known for building and maintaining relationships, the 2008 presidential election highlighted this social networking website as a viable tool for political communication. In fact, during primary season until Election Day in 2008, Facebook users created more than 1,000 Facebook group pages that focused on Barack Obama and John McCain. Using quantitative content analysis, the primary purpose of this study was to assess how both John McCain and Barack Obama were portrayed across these Facebook groups. Results indicated that group membership and activity levels were higher for Barack Obama than for John McCain. Overall, Barack Obama was portrayed more positively across Facebook groups than John McCain. In addition, profanity, racial, religious, and age-related language were also coded for and varied with regard to how each candidate was portrayed. Theoretical and practical implications are discussed.


Cyberpsychology, Behavior, and Social Networking | 2012

Feeling the Need for (Personalized) Speed: How Natural Controls and Customization Contribute to Enjoyment of a Racing Game Through Enhanced Immersion

Mike Schmierbach; Anthony M. Limperos; Julia K. Woolley

Prior research suggests that video game features that appear natural or that otherwise allow players to identify with their in-game experience will promote enjoyment. Using a 2 × 2 experiment, this study demonstrates the positive effects of a steering-wheel controller and the opportunity to customize the driven vehicle on enjoyment of a console driving game, as mediated by transportation and challenge-skill balance. The role of presence is also probed, with results suggesting no direct link to enjoyment.


Mass Communication and Society | 2014

Entertainment We Watch and Entertainment We Appreciate: Patterns of Motion Picture Consumption and Acclaim Over Three Decades

Mary Beth Oliver; Erin Ash; Julia K. Woolley; Drew D. Shade; Keunyeong Kim

An analysis of 582 film titles spanning the years from 1980 to 2010 was conducted to examine the attributes and characteristics that predicted both viewership (e.g., box-office revenues) and critical acclaim (e.g., awards, audience ratings). Overall, viewership was highest for action/adventure films and lowest for dramas. In contrast, acclaim was highest for more dramatic fare, and for films that featured dark, contemplative, and emotional themes. The results are discussed in terms of the entertainment gratifications reflecting both enjoyment and appreciation.


Mass Communication and Society | 2015

Perceptions of Moral Violations and Personality Traits Among Heroes and Villains

Allison Eden; Mary Beth Oliver; Ron Tamborini; Anthony M. Limperos; Julia K. Woolley

This study investigates disposition-formation processes in entertainment by predicting perceptions of media heroes and villains by their behavior in specific moral domains. Participants rated self-selected heroes and villains from television and film along the moral domains of care, fairness, loyalty, authority, and purity (Haidt & Joseph, 2007) as well as along dimensions of warmth, competence, and duplicity used in impression-formation research (Fiske, Cuddy, Glick, & Xu, 2002). Results show that heroes violate moral norms in domains of authority and purity, whereas villains violated moral norms in the domains of caring and group loyalty. Furthermore, these moral violations are associated with personality dimensions of warmth and competence differently for each character type, such that impressions of heroes are driven by their work in the care domain (i.e., saving or protecting people), whereas for villains, violation of purity norms is most strongly associated with subsequent impression formation processes.


Human Communication Research | 2012

Elevation in Response to Entertainment Portrayals of Moral Virtue

Mary Beth Oliver; Tilo Hartmann; Julia K. Woolley


Psychology of popular media culture | 2016

Video games as meaningful entertainment experiences

Mary Beth Oliver; Nicholas David Bowman; Julia K. Woolley; Ryan Rogers; Brett Sherrick; Mun-Young Chung


Journal of Social Issues | 2015

Media‐Induced Elevation as a Means of Enhancing Feelings of Intergroup Connectedness

Mary Beth Oliver; Keunyeong Kim; Jennifer Hoewe; Mun-Young Chung; Erin Ash; Julia K. Woolley; Drew D. Shade


Archive | 2009

The Role of Mixed Affect in the Experience of Meaningful Entertainment

Mary Beth Oliver; Anthony M. Limperos; Daniel J. Tamul; Julia K. Woolley


computer games | 2017

Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses

Ryan Rogers; Julia K. Woolley; Brett Sherrick; Nicholas David Bowman; Mary Beth Oliver


Archive | 2009

Perceptions of Moral Violations among Media Characters

Allison Eden; Mary Beth Oliver; Ron Tamborini; Julia K. Woolley; Anthony M. Limperos

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Mary Beth Oliver

Pennsylvania State University

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Drew D. Shade

University of Cincinnati

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Keunmin Bae

Pennsylvania State University

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Mun-Young Chung

Pennsylvania State University

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Ron Tamborini

Michigan State University

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