Third-person Perception (third-person + perception)

Distribution by Scientific Domains


Selected Abstracts


Third-Person Perceptions and Online Games: A Comparison of Perceived Antisocial and Prosocial Game Effects

JOURNAL OF COMPUTER-MEDIATED COMMUNICATION, Issue 2 2009
Zhi-Jin Zhong
The popularity of online games has inspired controversial discussion on the effects of game-play in both mass media and academia. However, we know little about ordinary people's opinions about the effects of game-play. The current study applies the theory of the third-person effect (TPE) to examine people's perceptions of game effects on self and on others, and detects significant third-person perceptual discrepancies. The results show that the magnitude of third-person perceptions is influenced by the social desirability of the message, the social distance between self and others, and by differential exposure to online games. The data supports the hypotheses that Internet efficacy and interdependent self-construal are significant antecedents of third-person perceptions, and partially supports the interaction effect of self-construal with Internet-efficacy and the interaction effect of self-construal with media social desirability. [source]


Third-person perception of television-viewing behavior

JOURNAL OF COMMUNICATION, Issue 1 2000
W Peiser
Both conceptually and empirically, the third-person effect has been confined to the effects of mass communication (people tend to believe others are more susceptible to media influences than they are themselves, and people tend to act accordingly). This study investigated whether this phenomenon extends to the perception of other people's media use, and whether it can be explained by a general tendency to underrate the education of others. We interviewed a sample of 200 adults in south-western Germany, focusing on television-viewing behavior. As hypothesized, people tend to perceive others as more inclined toward undesirable viewing behaviors. We also hypothesized and found that third-person perception tends to be stronger if the others are perceived to be less well educated. [source]


Third-person perception and purchase behavior in response to various selling methods

PSYCHOLOGY & MARKETING, Issue 12 2009
Nurit Tal-Or
Two studies investigated whether various tactics of personal selling that generate different levels of resistance also produce different degrees of third-person perceptions. Furthermore, the studies compared third-person perceptions to the actual influence on behavior. Study 1 showed that more direct and blatant selling methods produce more TPP. Study 2 showed that people tend to underestimate the influence of the more direct method, especially with regard to themselves. The study concludes by identifying the ideal selling method as one in which the customers are asked about their willingness to listen to the sales campaign before they are told about it. This method increases sales and creates satisfied customers. © 2009 Wiley Periodicals, Inc. [source]


First-Person Shooters and the Third-Person Effect

HUMAN COMMUNICATION RESEARCH, Issue 2 2008
Erica Scharrer
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both potential influence and whether young people should be allowed to play the games. Results support a third-person perception that grew as the rating of the game became more restrictive and as the "other" group in question became younger. The presence of rules set by parents about video game use was a positive predictor of perceptions of influence on self and others. Résumé Les jeux de tir ŕ la premičre personne et l,effet de troisičme personne Grâce ŕ un échantillon de 118 élčves américains de 6e et 7e années (11-13 ans), cet article explore les opinions des jeunes adolescents quant ŕ l'influence négative des jeux vidéo sur eux-męmes, sur d,autres personnes du męme âge et sur des enfants plus jeunes. Les jeunes adolescents devaient réagir ŕ six jeux spécifiques, classés de E (Everyone, pour tous) ŕ M (Mature, adulte), répondant ŕ des questions portant sur leur influence possible et sur le droit que devraient ou non avoir les jeunes de jouer ŕ ces jeux. Les résultats soutiennent une perception de la troisičme personne qui augmentait plus le classement du jeu devenait contraignant et plus le groupe « autre » en question rajeunissait. La présence de rčgles établies par les parents ŕ propos de l'usage des jeux vidéo était une variable explicative positive des perceptions de l'influence sur soi et les autres. Abstract Ego-Shooter und der Third-Person-Effekt Mit einer Stichprobe von 118 US-amerikanischen 6. und 7. Klässlern wurde die Einschätzung Jugendlicher dazu untersucht, dass Videospiele sie selbst, Gleichaltrige oder Jüngere negativ beeinflussen können. Bezug nehmend auf eine Liste mit sechs spezifischen Spielen (bewertet als J für Jedermann bis E für Erwachsene) sollten die Jugendlichen Fragen zum möglichen Einfluss und die Frage, ob jungen Leuten erlaubt werden sollte, diese Spiele zu spielen, beantworten. Die Befunde stützen die Annahmen einer Third-Person-Wahrnehmung, welche zunahm, wenn die Bewertung des Spiels restriktiver und die Gruppe der anderen jünger wurde. Das Vorhandensein von elterlichen Regeln zu Videospielen war ein positiver Prädiktor für die Wahrnehmung des Einflusses auf einen selbst und auf andere. Resumen La Persona que Dispara Primero y el Efecto de la Tercera Persona Una muestra de 118 estudiantes Norteamericanos de sexto y séptimo grado fue usada para examinar la visión que los adolescentes jóvenes tienen sobre los video-juegos y si los video-juegos influyen negativamente sobre ellos mismos, sobre otros de su misma edad, y sobre otros nińos más jóvenes. Seis juegos específicos variando en su clasificación de E, para Todos, a M, para Maduros, fueron enlistados para que los adolescentes jóvenes respondieran a las preguntas sobre la influencia potencial y si debería permitírsele a la gente joven jugar estos juegos. Los resultados apoyaron la percepción de la tercera persona, la cual creció a medida que la clasificación del juego se convirtió en más restrictiva y que el grupo en cuestión fuera más joven. La presencia de reglas puestas por los padres sobre el uso de video-juegos fue un vaticinador positivo de las percepciones de influencia sobre uno mismo y sobre otros. ZhaiYao Yo yak [source]


Behind the Third-Person Effect: Differentiating Perceptual Processes for Self and Other

JOURNAL OF COMMUNICATION, Issue 4 2001
Douglas M. McLeod
This study investigated factors related to two types of judgments that make up the third-person perception: media effects on others and effects on self. Specifically, separate regression path models revealed that estimates of effects on others are based on a relatively naive schema for media effects that is similar to the "magic bullet" model of media effects (i.e., more exposure leads to greater effects). On the other hand, assessing effects on self involves a more complex, conditional effects model. The different pattern of results for the self and other models reflect the "fundamental attribution error" from attribution theory. The path models also extend results from the perceptual component to the behavioral component of the third-person effect by linking the explanatory variables to support for censorship. Both models showed that paternalistic attitudes were the strongest predictor of support for censorship. [source]


Third-person perception of television-viewing behavior

JOURNAL OF COMMUNICATION, Issue 1 2000
W Peiser
Both conceptually and empirically, the third-person effect has been confined to the effects of mass communication (people tend to believe others are more susceptible to media influences than they are themselves, and people tend to act accordingly). This study investigated whether this phenomenon extends to the perception of other people's media use, and whether it can be explained by a general tendency to underrate the education of others. We interviewed a sample of 200 adults in south-western Germany, focusing on television-viewing behavior. As hypothesized, people tend to perceive others as more inclined toward undesirable viewing behaviors. We also hypothesized and found that third-person perception tends to be stronger if the others are perceived to be less well educated. [source]


Third-Person Perceptions and Online Games: A Comparison of Perceived Antisocial and Prosocial Game Effects

JOURNAL OF COMPUTER-MEDIATED COMMUNICATION, Issue 2 2009
Zhi-Jin Zhong
The popularity of online games has inspired controversial discussion on the effects of game-play in both mass media and academia. However, we know little about ordinary people's opinions about the effects of game-play. The current study applies the theory of the third-person effect (TPE) to examine people's perceptions of game effects on self and on others, and detects significant third-person perceptual discrepancies. The results show that the magnitude of third-person perceptions is influenced by the social desirability of the message, the social distance between self and others, and by differential exposure to online games. The data supports the hypotheses that Internet efficacy and interdependent self-construal are significant antecedents of third-person perceptions, and partially supports the interaction effect of self-construal with Internet-efficacy and the interaction effect of self-construal with media social desirability. [source]


Third-person perception and purchase behavior in response to various selling methods

PSYCHOLOGY & MARKETING, Issue 12 2009
Nurit Tal-Or
Two studies investigated whether various tactics of personal selling that generate different levels of resistance also produce different degrees of third-person perceptions. Furthermore, the studies compared third-person perceptions to the actual influence on behavior. Study 1 showed that more direct and blatant selling methods produce more TPP. Study 2 showed that people tend to underestimate the influence of the more direct method, especially with regard to themselves. The study concludes by identifying the ideal selling method as one in which the customers are asked about their willingness to listen to the sales campaign before they are told about it. This method increases sales and creates satisfied customers. © 2009 Wiley Periodicals, Inc. [source]