Matthew Grizzard
State University of New York System
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Featured researches published by Matthew Grizzard.
Journal of Broadcasting & Electronic Media | 2010
Ron Tamborini; René Weber; Allison Eden; Nicholas David Bowman; Matthew Grizzard
This study examined the influence of prolonged exposure to soap opera on character dispositions and real-world moral judgments. Eight groups viewed from 0–7 weeks of soap opera prior to a final week after which participants completed measures of disposition towards show characters as well as perceptions of morality in real-world situations. Results demonstrated the effect of prolonged exposure on both the polarization of dispositions toward characters and a trend in moral judgments toward social convention. These findings highlight the role of disposition within social cognitive theory, and the importance of dispositional considerations in understanding learned morality.
Mass Communication and Society | 2013
Ron Tamborini; Allison Eden; Nicholas David Bowman; Matthew Grizzard; René Weber; Robert Joel Lewis
Zillmanns moral sanction theory defines morality subcultures for entertainment as groups of media viewers who evaluate character actions with shared value systems. However, the theory provides no a priori means to identify these shared value systems. The model of intuitive morality and exemplars incorporates a theoretical framework for identifying and testing the factors from which these shared value systems emerge. This study applies the models framework, based on 5 “moral domains” from moral foundations theory, to test the influence of shared value systems on character perceptions and narrative appeal. A within-subject experiment varied violation of these five domains (care, fairness, ingroup loyalty, authority, and purity) and narrative resolutions (positive or negative outcomes) in 10 short narrative scenarios. The 5 domains predicted character perceptions and narrative appeal. The results are discussed in terms of the utility of these domains for understanding the reciprocal relationship between audience values and media response.
Communication Monographs | 2015
Matthew Grizzard; Ron Tamborini; John L. Sherry; René Weber; Sujay Prabhu; Lindsay Hahn; Patrick Idzik
Past research on consequences of video game play have conflated two distinct psychological mechanisms, habituation and generalization, into a unified process dubbed “desensitization.” The current paper reports the results of two studies, a repeated exposure study and a single exposure study, which examine habituation and generalization of biophysiological and self-reported arousal responses to violent video games. The findings indicate that repeated play leads to habituation in both biophysiological and self-report responses. Notably, evidence of generalization is more apparent in the biophysiological data. The results are discussed in terms of: (1) implications for game developers and players, (2) implications for game researchers, (3) current conceptual ambiguity between cross-sectional and longitudinal models, and (4) the appropriateness of utilizing self-report measures in longitudinal studies examining arousal.
International Journal of Arts and Technology | 2011
Matthew Grizzard; Robert Joel Lewis; Seungcheol Austin Lee; Allison Eden
Disposition theory (DT) has been a prevalent and useful theory for examining narrative enjoyment. This study uses logic from DT to predict film popularity indicated by box office gross. A content analysis was conducted on the plot summaries of popular films to determine the extent to which dispositional considerations were upheld. Results indicate that adherence to dispositional considerations is prevalent, but not a significant predictor of film popularity when controlling for other important variables such as budget. Results indicate a need for scholars to incorporate greater understanding of the predictive power of theoretical models in real-world applications.
Media Psychology | 2017
Robert Joel Lewis; Matthew Grizzard; J. Michael Mangus; Peyman Rashidian; René Weber
In disciplines such as moral psychology and media theory, investigations of moral clarity versus ambiguity in narratives are increasingly important. Untested mechanisms have been proposed for how moral clarity and ambiguity might affect audiences. Based on literature regarding joint action and coordinated experiences, we reason that morally clear narratives elicit coordinated responses across audience members, which should increase within-group cooperation. By contrast, we reason that morally ambiguous narratives elicit divergent, uncoordinated responses across audience members, and this experience decreases cooperation. We conducted three independent studies (one using short text narratives, one using feature-length films, and one using morally and emotionally neutral stimuli). Results indicate that moral clarity is indeed associated with subsequently higher levels of group cooperation than moral ambiguity, and the effect cannot be attributed to changes in affect or moral priming.
Journal of Media Psychology | 2016
Ron Tamborini; Sujay Prabhu; Robert Joel Lewis; Matthew Grizzard; Allison Eden
The model of intuitive morality and exemplars (MIME) predicts that media content can increase the accessibility of preconscious moral intuitions, which shape subsequent moral decision making. To date, attempts to demonstrate evidence of this intuitive, preconscious process with self-report measures have met with little success. The current paper presents results from a study designed to test the MIME’s predictions, measuring the accessibility of moral intuitions with a moral foundations–affect misattribution procedure (MF-AMP) argued in the current paper to be more capable of detecting the aforementioned effect. An experiment manipulated exposure to media content that focused on care and fairness to test the proposition that media content can increase the accessibility of these moral intuitions. The findings offer preliminary evidence supporting the MIME’s proposition that media content featuring behaviors relevant to specific moral intuitions can increase (temporarily at least) the accessibility of those specific moral intuitions in the audiences.
Communication Research Reports | 2016
Ron Tamborini; Robert Joel Lewis; Sujay Prabhu; Matthew Grizzard; Lindsay Hahn; Lu Wang
Previous research suggests that media featuring exemplars of specific altruistic motivations can make those motivations more accessible in viewers’ minds. The present study extends this research to also examine egoistic motivations. We (a) developed a coding scheme to examine how frequently exemplars of altruistic and egoistic motivations appear in media content, (b) developed an intuitive motivation-affect misattribution procedure to measure the accessibility of altruistic and egoistic motivations, and (c) examined whether exposure to media content portraying specific motivations makes those motivations more accessible in audiences. The findings are discussed in terms of the model of intuitive morality and exemplars.
Media Psychology | 2017
Matthew Grizzard; Ron Tamborini; John L. Sherry; René Weber
Statements supported mostly by correlational and cross-sectional studies suggest that playing violent video games can cause emotional desensitization. A longitudinal experiment examined a) whether repeated violent game play leads to emotional desensitization and b) whether desensitization generalizes to other play and real-life experiences. Participants played alternative versions of the same violent game for the first four days; on these days, the character role was varied between-subjects to be moral (United Nations soldier) or immoral (terrorist soldier). On Day 5, all participants played a novel game as a terrorist. Results indicate two things. First, habituation occurs over repeated game play: Repeated exposure decreased the ability of the original game to elicit guilt. Second, the decreased ability to elicit guilt can generalize to other game-play experiences: Guilt elicited by the novel game on Day 5 was reduced for the immoral character condition compared to the moral character condition. The current study provides causal, longitudinal evidence regarding the potential for video game play to lead to emotional desensitization with regard to future video game-play experiences.
Communication Research | 2018
Matthew Grizzard; Jialing Huang; Kaitlin S. Fitzgerald; Changhyun Ahn; Haoran Chu
Character morality is an integral variable within disposition theories. Zillmann proposed that moral judgments of characters result from a viewer monitoring and approving/disapproving of a character’s behaviors. Raney proposed a schema-based theoretical expansion of this model, wherein moral judgments of characters and disposition formation—facilitated by the activation of character-schema (e.g., hero/villain)—might occur prior to the observation of behavior. Three experimental studies were conducted to test Raney’s hypotheses and to integrate them into Zillmann’s original models. Study 1 indicates that visual cues associated with heroes and villains evoke character-consistent moral judgments absent character behaviors. Study 2 demonstrates that character-schema activation is magnified by the presence of an opposing character. Finally, Study 3 demonstrates that schema-based moral judgments can bias approbation of behaviors and subsequent moral judgments of characters. Theoretical implications and directions for future research are discussed.
Media Psychology | 2017
Matthew Grizzard; Allison Z. Shaw; Emily A. Dolan; Kenton B. Anderson; Lindsay Hahn; Sujay Prabhu
Previous studies have indicated that media consumption may influence moral intuition sensitivity. The present exploratory studies sought to expand on these findings by employing a three-phase, longitudinal experiment conducted over nine weeks, where participants were exposed to two genres of films (romance, action) mixed in various ratios (high = 100% romance, medium = 60% romance, low = 20% romance, none = 0% romance). Findings from the initial study indicate that repeated exposure to romantic films led to increases in sensitivity for four of the five moral intuitions (i.e., care, fairness, authority, purity); at the same time, any exposure to action films seemed to erode these changes. A follow-up post-hoc content analysis sought to confirm these findings and test an operationalization of “moral conditioning.” We discuss the results in regards to media entertainment theory and research, and the societal implications of the role of media entertainment to reinforce standards of moral judgment.