Instructions: Print out this page. Write your name at the top and then circle the right answer for each question. You can use your notes and your book; we won't have time to discuss all topics from the book in class and not all topics from class are covered in the book so you need to consult both. You must turn in the quiz at the beginning of the class on wednesday 9/24 to get any credit. No late quizzes will be accepted. The quiz is worth 25 points. You lose one point for the first wrong answer adn then 2 points for each subsequent wrong answer.
- Which statement best summarizes a basic assumption of the hypodermic needle model?
- Media messages have a profound, direct, and uniform impact on individuals.
- Media messages act like an addictive drug and make people want to see or hear more messages.
- Propaganda that plays on health concerns always has a greater impact than other types of messages.
- All of the above
- Which statement best characterizes findings on television violence?
- By age 12, the average American child sees 8,000 murders and 100,000 acts of violence on television.
- Over half of American children have a television set in their rooms.
- Nearly half of all depictions of violence do NOT show pain reactions.
- All of the above.
- What is the basic tenet of cultivation analysis theory?
- Television depictions of violence cultivate people to accept violence as natural
- Television violence leads people to believe that the world is the same as protrayed on television
- Television violence plants the seeds of violent behavior that can erupt in instances of real-life violence later on.
- None of the above.
- The longest-running children's show still on the air that was created to teach prosocial messages and basic literacy is
- Sponge Bob Square Pants
- Mister Rogers
- Sesame Steret
- Bill Nye, The Science Guy
- A branch of research on media effects that looks at why people use certain types of media and what they do with media is called _________ research.
- wants and needs
- uses and gratifications
- medium and use
- needs and effects
- Which is NOT a purpose for people when using media, according to Blumler and Katz?
- obtaining information
- social integration
- personal identification
- media domination
- Which media type has been granted the most (closest to full) protection regarding freedom of speech?
- television
- printed press
- radio
- internet
- Who was the comedian whose monologue ended up defining indecent speech in a Supreme Court case?
- Robin Williams
- George Carlin
- Eddie Murphy
- Lenny Bruce
- What is the difference between libel and slander?
- Libel is proved defamation, while slander is only accused defamation.
- Libel is defamation in print, slander is spoken defamation.
- Libel refers to print media, slander refers to electronic media.
- Libel refers to defamation against character, slander refers to defamation against reputation.
- The principal communications regulatory body at the federal level in the United States is the _______
- BBC
- PBS
- DTV
- FCC
- What is must-carry?
- Cable companies must carry at least two types of movie channel programming, such as HBO and Showtime.
- Broadcast channels must carry advertisements by cable providers, even if cable competes with them
- Every broadcast TV station is entitled to have its programming carried on any local cable tv system.
- Every cable TV system must broadcast a certain percentage of educational programming each day.
- In the case of false or deceptive advertising on television or radio, who has primary responsibility at the federal level?
- FTC
- FCC
- FBI
- UBS
- What issues may researchers be looking for as they begin to conduct media effects reserach on violent videogames?
- Whether children develop faster hand-eye coordination at an earlier age when playing videogames.
- Whether children lag in the development of social skills if they play videogames more than a certain number of hours each week.
- Whether the interactive and repetitive nature of videogames has a greater effect on attitudes and tendencies toward violent behavior.
- Whether children begin to compare human beings to videogame characters and treat them as such.