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New paper by Stephen White available on the Media Psychology Review online academic journal. Published by the Media Psychology Research Center, the journal was created to further cross-disciplinary and non-traditional examinations of the psychology of media and technology. In this article, White explores the potential for integrating positive psychology into the evaluation of media impact.

We welcome article submissions from practitioners as well as academicians. For more information, see http://mprcenter.org/review/submissions/
Stephen White, MA Abstract: Through film and documentaries, change makers, media, non-profits, and for-profits in the film issue space, are all using metrics and data to evaluate their impact. They want to be able to say that their movie raised awareness, corrected an unjust law, or changed people’s behavior. They are developing scientific methods to ...
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Everyone who has made a new friend, colleague or partner, met a new idea, found like-minded individuals, participated in a meaningful discussion, seen a picture of a long-distance relation, been inspired, or come across a new opportunity recognizes beyond a shadow of a doubt the potential for social expansion from peer-to-peer connectivity. Does the Internet have a downside? Sure. But as soon as we recognize the Internet as an extension of our social world and not some "other place," we will begin to focus more on 'cyber civics' and digital citizenship, and more effectively applying behavioral values and norms. People do seem, however, continually surprised that the full range of human behavior that exists offline should be manifest online. Only to more people. This is, in spite of our initial revulsion, a good thing as it raises our awareness to social problems that existing beyond our peripheral vision (or our particular set of blinders.) Cyberbullying, for example, has significantly increased awareness of bullying offline as well as on. Cell phone and elevator surveillance videos have changed our awareness of domestic violence from academic to visceral.

The landscape of the Internet helps us overcome some of the less productive social norms that offline behavior reenforces out of habit, negative stereotypes such as racial and gender bias. Evidence suggests that individual identity growth that occurs in the anonymity of online environments translates into positive offline behaviors. Can we continue to transfer the positive growth experiences on the Internet to break down previously entrenched social barriers offline? I like to think so. 
Overview of responsesBackgroundTechnology experts embrace the use of networked communications technologies and are naturally inclined to find them to be useful
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An excellent article that explores the link between Minecraft and the concept of transmedia education. It underscores the importance of defining transmedia as a cross-media experience and critical 21st century literacy (and not immediately escalating to images of a Hollywood franchise). It also contains links to a couple of very good 'transmedia education' resources if you haven't read them.
EPIC HEADSHOP: The Evolution of Minecraft When my 8-year-old son typed “epic headshop at 31;65” into the command prompt, I realized the Minecraft I knew was dead. In its place something new had emerged. If I wanted to keep using it as a vehicle for advancing learning goals, it was high time for a serious reevaluation.
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Video in print gives new meaning to the term "reverse engineering." While not new (CBS, for example, had in-print video in 2009), Chevy videos are less advertising and a bit more human--more about story rather than a sell, making the impact of video in static print all the more impactful. As prices of this fall (implications in this article are that this is a 'big budget' endeavor), it will be fun to watch another boundary dissolve. Harry Potter's moving newspapers aren't all that far away. 
The print ads include a video player, which allows readers to watch one of three short videos created by Chevy's creative agency.
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By allowing brands to enter a storyworld, they become peers and friends. When done thoughtfully and seamlessly (in other words, it adds to the story fabric and doesn't trigger the "oh look, product placement" inner voice in the viewer's head) it transforms what is essentially 'advertising' into WOM. 14% of people believe ads from the source; 77% believe WOM. Very powerful shift.
None of us should be satisfied with what we believe brands to be capable of. Whatever we believe that capability, it can be more. When Henry Jenkins first introduced Transmedia in his treatise, Conve…
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There are two important points from a psychological perspective on buying and faking friends, followers and likes. First, that this kind of thing demonstrates either some level of hubris or stupidity that the transparency and access of social networks wouldn't expose such actions. You don't get the lift of exposure on the upside without the scrutiny. A lot of grandma's rules of social behavior translate well to social networks, such as don't gossip in crowded elevators, or, in this case, make sure your underwear is clean.

Second, research on social persuasion (notably Cialdini) shows that we assume something with more attention, friends, customers, etc. is better. We are hardwired to this cognitive bias, a hangover from our evolutionary behaviors such as knowing which berries are safe to eat. It is an unconscious response that guides our behavior. When we find that we have been tricked and manipulated, it destroys trust. Not just about the event in question, but about the character of the person we trusted. It violates a social contract. We can frame this in terms of other cognitive biases too, such as the 'just world' bias, in which we believe that things should be fair, which is why we like to see the bad guys get their come-uppance and the cheats get busted, and the reciprocity (or tit-for-tat) response in which we inherently keep track of social exchanges, favors and behaviors. If you cheat me, it changes the nature of our relationship. It destroys any 'obligations' from social exchanges.

While seeing lots of likes and friends on Facebook might make Hillary Clinton more appealing by offering 'social proof' of her as a candidate, the damage that would come from questions about character, trust, honesty, judgment, and fair play, not to mention any feelings of payback from being psychologically manipulated (i.e. unconsciously tricked) can seriously damage social capital between a candidate and supporters.

Hello? None of this stuff is a secret. With all the money spent on marketing and psychographics of big data, are there no media psychologists on board to look at the relational impact of social media?
Two different online audit tools say no more than 44 per cent of Hillary's 3.6 million Twitter fans are real people who participate in the platform. She is also accused of cheating to build fake Facebook 'likes.'
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The examples highlighted in this article--flipped classrooms, wearables, 'Internet of things' equipped classrooms--spark the imagination with their potential. I fear that the adoption rate will be, sadly, slower than the article projects given that we still have people debating the evils of social technologies and video games unable to lift their view high enough to see the learning concepts that frame the content. The good news is that some of the stalwarts of technophobia, such as the American Association of Pediatricians who published some of the more unreasonably restrictive guidelines for childhood screen time, are reevaluating their positions, and school districts are starting to think about introducing the long-needed "CyberCivics" into their curriculum. 
The NMC Horizon Report looks at the technologies that will shape the future of higher education over the next 1-5 years.
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Woe to the industries that sit back and think TV is the only place where mobile is the first screen. Scherer highlights the need for mobile, interactive and LIVE. The implications are far greater than just retooling the website.
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The roles of transparency and trust in a real time, big data world are much more important. Scherer's talking about TV's access to consumer data, but the ability to see and track ultimately cuts both ways. We will see politicians crash and burn if they continue to assume that keeping your head down and nondisclosure are viable strategies for misdeeds and missteps. Whatever the headaches of mobile and real time interactivity as disrupting technologies, I'm a huge fan of transparency and trust as meaningful social currency replacing 'who you know' and 'what you can get away with' in government and business. Ironically, this giant free-for-all we call the Internet may be the driver for a renewed society-wide focus on ethics and values. #mediapsych Ketchup may come out of the bottle all at once, but it will only disguise a bad hamburger for so long
France Télévisions’ director of future media Eric Scherer on the trends providing headaches and huge opportunities alike for television firms
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If your organization's marketing team is in denial about the whole concept of content marketing, showing them demo of what good content marketing software actually does can be a real eye-opener. Maybe it can be the thin edge of the wedge into a larger conversation about delivering value before the sale. (Yes, I'm always the optimist!)
You’re the most important element of your content marketing, not the software. Software is just a tool. Your company trusts you to make the decisions.
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The media isn't the message (and Jeff Gomez, one of the smartest guys in the transmedia universe doesn't say that).  It is the grand disrupter, the gamechanger, the brain bender.  The innovations in media technologies have upended traditional storytelling across all industries and challenged storytellers to learn new tools.  Media technologies and network connectivity have also, as Gomez points out, rewired consumer's brain with a new set of assumptions and expectation about the function and role of media.  Where media becomes part of the message, is in how it frames content within that set of expectations and meanings.  Our expectations of content, impact and interactivity are vastly different across platforms, i.e. mobile versus the big screen or web versus TV or digital versus paper.  The new environment as Gomez notes, demands integration of expectations in the content design
Here, there and everywhere: Jeff Gomez on embracing transmedia
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This exciting exhibit underscores the blending of boundaries between art and technology (along with hints of potentials in storytelling to come). When my daughter went to Parsons to get an MFA in exactly that--Design and Technology, I can see that at the time, as cool as I thought it was, I didn't understand the full magnitude of that kind of degree. Do we handicap our kids by thinking about subjects to study in the ways we always have--in silos--rather than integrative? We're concerned about encouraging the study of STEM skills particularly among girls but do we talk about them as part of the arts? Or mention that there is no engineering without design? (as in, engineer what?)

Parents/Mentors/Anybody--if you're near this exhibition, take your or somebody else's kids (with permission, of course). Talk to them about the stories the creators are trying to tell AND talk to them about how those cool things are a product of science, technology AND art, integrated into a powerful thing. Tell them that every art lesson can be translated by technology and every science lesson can be expressed in some kind of art or design. (You'll be introducing them to the unsung hero of every venture--art or science--user experience.) Science, like art, exists as expressions of human creativity for the (presumed) betterment of humanity. Every human experience is a story. 
"It's like the early days of any medium where artists were inventing the content and the form at the same time."
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Every Kickstarter project has a story at its core. The Spotlight format accentuates both the narrative that created the project but allows the backers to enter into the journey along the way. Done well, it can create a sense of immersion that increases engagement.
Kickstarter has rolled out today Spotlight, a very clever new design option for their project pages. On first glance it seems simple -- sort of like Facebook's
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Jedediah Walls's profile photo
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Faria Khan's profile photo
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Independent Analysis of the Social Implications and Psychological Potential of Media Technologies
Introduction
The Media Psychology Research Center (MPRC) is a nonprofit dedicated to media research, assessment, development and education. 

We examine how people consume, produce and distribute information across all media technologies and seek to understand the impact on both individuals and society.  The mission of MPRC is to examine the interaction of media with human experience in every aspect of life for the purpose of promoting public understanding and positive media development and use.