What is an Academic Journal? An academic journal is a peer-reviewed periodical written by expert scholars to distribute information/knowledge to researchers. According to Cornell University, some different types of academic journals include peer-reviews, empirical studies, review articles, systematic reviews, and meta-analysis. These academic journals are much different than newspapers, magazines, websites and other sources in multiple ways. Academic journals are different from magazines because magazines are written to inform and entertain and are not subject to undergo peer review.
Newspapers are typically full of images used to catch the reader and are used to report news, while journals are formal, contain graphs or charts and report research findings.
Websites are harder to trust and require a deep analysis to know whether it is a credible source, journals are indeed from scholarly credible sources. When it comes to peer-reviewed journals, the process can be tedious. After submitting a paper to a journal, the author must wait for the journal to check the paper’s composition and then the paper must be accepted by the Editor-in-Chief.
From the Editor, it then goes to the reviewers who either accept or decline the paper before conducting the review. After the review is finished, the journal evaluates the reviews and decide if they want to accept, produce and publish the journal. This lengthy process ensures that the information being shared is professional, credible and interesting to an audience, unlike website sources and magazines.
The objective of this study is to examine selective exposure processes in computer games, which are expected to cause mood repair.
The number of participants were not shared, but it is stated that the participants were recruited from a large university in the Midwest of the United States. The study included a questionnaire that measured perceived skills, demographics, etc. and the computer game with three different task demands. After the participants completed the questionnaire, they were taught how to control the simulator game and played each level of the task demand (high, low, and moderate) for five minutes.
The participants were measured at the end of each session and after playing all versions they were subjected to boredom or stress manipulation for twenty minutes before getting measured again. The subjects measured were perceived task demand, mood repair, selective exposure, and game skill. The results found were that stressed individuals who chose the moderate task demand experienced the greater level of mood repair, while the bored participants experienced mood repair from the high task demand level. Concluding that our mood can affect game play choices and vice versa.
The hypothesis of this study is if pregnant women use television exposure as a way of managing their mood swings and emotional state. The sample included 18 non-pregnant women, 112 pregnant women, and 13 new mothers, with a total of 143 responses being used. The study was based on a questionnaire that contained nine different sections. The questions the women were asked consisted of their television preferences, actual prime time viewing, actual daily viewing, in-home movie viewing, outside activities, affects assessment, concerns, lifestyle and relationship satisfaction, and demographics.
In the study there were both negative and positive dispositions, negative moods included being tired, moody, uncomfortable, nervous, worried, etc., while the positive dispositions were defined as being ecstatic, secure, beautiful, tranquil, and healthy. In conclusion, women were more interested in comedy than in action, women who watched more comedy had more positive feedback than women who watched action television programming. In this study, we learn that selective exposure to television can change your mood during pregnancy.
The hypotheses present in this study are that free choice individuals will report a more positive mood, forced exposure individuals will report negatively and that free choice individuals will enjoy entertainment programs more than the forced exposure individuals. The first study included 189 participants and the second study included 294 participants. Participants for both studies recruited undergraduate students at a Midwestern university. The study included a 40-minute viewing session in which participants in the forced category were randomly selected to watch one of the eight videos, while the participants with free choice could choose one of the eight. In conclusion, we learn that the emotions had no effects on whether the participant’s mood would be affected between forced and free choice. However, in the study participants who were forced to watch certain content did not enjoy it as much as the individuals who were able to choose. In conclusion exposure settings can affect a person’s viewing experience.
The hypothesis of this study is that the ability of video games to satisfy SDT-based needs can influence game play selection, the satisfaction of these needs, and mood repair represented as enjoyment. This study included 111 university students (83 females and 28 males) from the Midwest of the United States. In the process of the study, the participants are shown how to use the game before practicing how to play the game. After each trial, the NASA-TLX scale was used to measure the user demand. Next the participants were randomly assigned to a positive or negative feedback condition (false-feedback). Lastly, the participants played again but chose the condition they wanted to play and after game play the experimenters measured affect, user demand, need satisfaction and enjoyment. The results found that the satisfaction of intrinsic needs predicts enjoyment in video games. This shows that mood management can result from mood repair which comes from the need for satisfaction.
The hypothesis of this study believes that the enjoyment of Facebook is caused by forms of intrinsic motivation. The purpose of the study is to find out whether society enjoys social media, such as Facebook, naturally or if it is social pressures that makes society use social media websites. The online study included 230 Facebook users 63.9% female and 36.1% male as participants. The participants were taken from communication classes at a university located in Germany.
The participants contributed to an online survey about the pressures of Facebook expressing that they only use it because friends and family use it or that it’s because of what’s trending now, the intrinsic satisfactory need being its for personal use of being able to express themselves, and the overall enjoyment is using the app in the users’ free time. In conclusion, hypotheses one was proven correct that a significant positive relationship with Facebook required a satisfactory need for competence. It also was found that autonomy and intrinsic relationships were not needed for the enjoyment of Facebook. Finally, social pressures caused a negative relationship with Facebook with satisfactory needs in autonomy.
In conclusion, based on the five academic journals and my annotations, I believe that the research provided is not consistent enough to decide on whether individuals use the media to control their moods. However, based on the results of some of the articles, media such as video/computer games, television and social media influence mood repair. With this information being consistent, it could be implied that people do use the media to manage their mood because media exposure has been proven to affect your mood either positively or negatively. Although this can be implied, there is still a lack of evidence provided in the articles to effectively prove the question as either true or false.