Stacy L Smith
Biographic Data
| ID | 4581140 |
|---|---|
| NAME | Stacy L Smith |
| GIVEN NAMES | Stacy L |
| FAMILY NAME | Smith |
| SIGNATURE | SMITH S L |
| AFFILIATIONS | University of Southern California |
| VERIFIED | No |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 63 |
| AUTHOR COUNT | 12 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2002 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Infodemics
The term “infodemic” is defined by the World Health Organization as “too much information including false or misleading information in digital and physical environments during a disease outbreak.” This entry explores the evolution of an infodemic as a concept and critiques of it, who benefits from the deliberate spread of misinformation, the consequences of infodemics during COVID‐19, and ways of managing them
Memetics
Memetics, or the study of memes, is an emerging discipline in cultural evolution. At its core, memetics is based on the idea that culture can be reduced to the study of cultural units, called memes : ideas, behaviors, beliefs, and expressions that spread from person to person in a culture through imitation. In this view, the meme is the cultural version of a gene, a unit of cultural transmission. As memetics is a new discipline, the definitions a…
Maltreatment and Parasocial Relationships in US Children
This study examined the strength and mood management potential of positive parasocial relationships with favorite television characters in maltreated children. Based on a survey of 270 children (67 maltreated; 203 non-maltreated) between the ages of 5 and 16 years old, maltreated children watched 50 per cent more television per day than non-maltreated children. This study provides evidence that the strength of parasocial encounters with a favorit…
Assessing Gender-Related Portrayals in Top-Grossing G-Rated Films
Keeping Abreast of Hypersexuality
The Content of Reality Dating Shows and Viewer Perceptions of Dating
This research utilized a content analysis of 64 hours of reality dating shows and a survey of 197 young adults to determine the extent to which the content on these shows was related to actual dating attitudes, preferred date characteristics, and dating behaviors of viewers of that genre. Results show that male viewers, those who perceived higher realism in the shows, and those with higher average viewing scores were more likely to endorse attitu…
Altruism on American Television
Using a representative sample of television content featuring 2,227 programs across different genres and 18 different channels, the frequency and context of altruistic actions were content analyzed. A social cognitive theory approach was taken to guide the selection of contextual variables. The results showed that 73% of the programs in the sample featured instances of helping/sharing at a rate of 2.92 incidents per hour. Further, the actions wer…
Popular Video Games
The aim of this study was to content analyze 60 of the most popular video games for violence from three gaming systems: Nintendo 64, Sega Dream- Cast, and Sony Playstation. Games were played for l0 minutes and videotaped for later content analysis. Adapting the coding scheme from the National Television Violence Study (Wilson et al., 7 997, 1998; Smith et al., 1998, the amount as well as the context of violence in games rated for general (e.g., "…
Violence in Music Videos
The purpose of this study was to examine violence in music video programming. Using a representative sample of television content, we assessed whether the amount and context of physical aggression varied across different music video channels (BET, MTV, VH-1) and genres (adult contemporary, heavy metal, rap rhythm and blues, and rock). The results reveal that 15% of music videos feature violence, and most of that aggression is sanitized, not chast…
Prime-Time Television
This Study was designed to assess the prevalence and context of violence in prime-time television programming using a random, representative sample of 23 broadcast, independent, and cable channels. Results showed that, regardless of the times of day, viewers are likely to encounter violence in roughly 2 out of 3 programs when they view television. Using social cognitive theory to frame our analysis, we also identified specific channel types and g…
Engaging in Violence on American Television
This study examines the perpetrators of violence on American television in terms of their chronological age. In particular, the content analysis compares the amount and nature of violence committed by child and teen characters to that committed by adult characters. The results suggest that younger perpetrators are depicted in several ways that pose risks for the child viewer. Compared to adult perpetrators, child perpetrators are more often portr…
Violence in Children's Television Programming
This study investigates the nature and extent of violence contained in television programming that targets children aged 12 and younger. The measures employed in this content analysis are grounded in previous experimental research that bas identified contextual features that either diminish or enhance the risk of harmful effects associated with viewing violent portrayals. This report uses the database from the National Television Violence Study (…
Violence in Music Videos
The purpose of this study was to examine violence in music video programming. Using a representative sample of television content, we assessed whether the amount and context of physical aggression varied across different music video channels (BET, MTV, VH-1) and genres (adult contemporary, heavy metal, rap rhythm and blues, and rock). The results reveal that 15% of music videos feature violence, and most of that aggression is sanitized, not chast…
Prime-Time Television
This Study was designed to assess the prevalence and context of violence in prime-time television programming using a random, representative sample of 23 broadcast, independent, and cable channels. Results showed that, regardless of the times of day, viewers are likely to encounter violence in roughly 2 out of 3 programs when they view television. Using social cognitive theory to frame our analysis, we also identified specific channel types and g…
Engaging in Violence on American Television
This study examines the perpetrators of violence on American television in terms of their chronological age. In particular, the content analysis compares the amount and nature of violence committed by child and teen characters to that committed by adult characters. The results suggest that younger perpetrators are depicted in several ways that pose risks for the child viewer. Compared to adult perpetrators, child perpetrators are more often portr…
Violence in Children's Television Programming
This study investigates the nature and extent of violence contained in television programming that targets children aged 12 and younger. The measures employed in this content analysis are grounded in previous experimental research that bas identified contextual features that either diminish or enhance the risk of harmful effects associated with viewing violent portrayals. This report uses the database from the National Television Violence Study (…
Popular Video Games
The aim of this study was to content analyze 60 of the most popular video games for violence from three gaming systems: Nintendo 64, Sega Dream- Cast, and Sony Playstation. Games were played for l0 minutes and videotaped for later content analysis. Adapting the coding scheme from the National Television Violence Study (Wilson et al., 7 997, 1998; Smith et al., 1998, the amount as well as the context of violence in games rated for general (e.g., "…
Altruism on American Television
Using a representative sample of television content featuring 2,227 programs across different genres and 18 different channels, the frequency and context of altruistic actions were content analyzed. A social cognitive theory approach was taken to guide the selection of contextual variables. The results showed that 73% of the programs in the sample featured instances of helping/sharing at a rate of 2.92 incidents per hour. Further, the actions wer…
The Content of Reality Dating Shows and Viewer Perceptions of Dating
This research utilized a content analysis of 64 hours of reality dating shows and a survey of 197 young adults to determine the extent to which the content on these shows was related to actual dating attitudes, preferred date characteristics, and dating behaviors of viewers of that genre. Results show that male viewers, those who perceived higher realism in the shows, and those with higher average viewing scores were more likely to endorse attitu…
Keeping Abreast of Hypersexuality
Assessing Gender-Related Portrayals in Top-Grossing G-Rated Films
Maltreatment and Parasocial Relationships in US Children
This study examined the strength and mood management potential of positive parasocial relationships with favorite television characters in maltreated children. Based on a survey of 270 children (67 maltreated; 203 non-maltreated) between the ages of 5 and 16 years old, maltreated children watched 50 per cent more television per day than non-maltreated children. This study provides evidence that the strength of parasocial encounters with a favorit…
Infodemics
The term “infodemic” is defined by the World Health Organization as “too much information including false or misleading information in digital and physical environments during a disease outbreak.” This entry explores the evolution of an infodemic as a concept and critiques of it, who benefits from the deliberate spread of misinformation, the consequences of infodemics during COVID‐19, and ways of managing them
Memetics
Memetics, or the study of memes, is an emerging discipline in cultural evolution. At its core, memetics is based on the idea that culture can be reduced to the study of cultural units, called memes : ideas, behaviors, beliefs, and expressions that spread from person to person in a culture through imitation. In this view, the meme is the cultural version of a gene, a unit of cultural transmission. As memetics is a new discipline, the definitions a…
Psychology (10 works) · Social Psychology (9 works) · Media Influence and Health (8 works) · Gender, Feminism, and Media (7 works) · Computer Science (6 works) · Advertising (5 works) · Medicine (5 works) · Poison control (5 works) · Business (4 works) · Context (archaeology) (4 works)