[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-1-en-105":3,"doc-seo-573152-105":53,"doc-detail-573152-en":126},{"code":4,"msg":5,"data":6},0,"success",[7,14,19,24,29,34,39,44,49],{"id":8,"doc_module":9,"doc_module_name":10,"category_name":11,"show_sort_weight":12,"slug":13},11,1,"Template","Presentations",90,"presentations",{"id":15,"doc_module":9,"doc_module_name":10,"category_name":16,"show_sort_weight":17,"slug":18},12,"Resumes",80,"resumes",{"id":20,"doc_module":9,"doc_module_name":10,"category_name":21,"show_sort_weight":22,"slug":23},14,"Invoices",70,"invoices",{"id":25,"doc_module":9,"doc_module_name":10,"category_name":26,"show_sort_weight":27,"slug":28},15,"Posters",60,"posters",{"id":30,"doc_module":9,"doc_module_name":10,"category_name":31,"show_sort_weight":32,"slug":33},16,"Social Media",50,"social-media",{"id":35,"doc_module":9,"doc_module_name":10,"category_name":36,"show_sort_weight":37,"slug":38},17,"Forms",40,"forms",{"id":40,"doc_module":9,"doc_module_name":10,"category_name":41,"show_sort_weight":42,"slug":43},18,"Letters",30,"letters",{"id":45,"doc_module":9,"doc_module_name":10,"category_name":46,"show_sort_weight":47,"slug":48},21,"Paper Templates",5,"papers-templates",{"id":50,"doc_module":9,"doc_module_name":10,"category_name":51,"show_sort_weight":4,"slug":52},158,"General","general-158",{"code":4,"msg":54,"data":55},"ok",{"site_id":56,"language":57,"slug":58,"title":59,"keywords":60,"description":61,"schema_data":62,"social_meta":119,"head_meta":121,"extra_data":123,"updated_unix":125},105,"en","assasins-creed-a-level-media-studies-cheat-sheet","ASSASINS CREED-A level Media Studies Cheat Sheet","","Study notes for an A level media studies cheat sheet covering key theories and debates about media effects. The material frames the media effects debate with questions about whether media can influence behaviour, including violent video games. It summarizes Albert Bandura’s Bobo Doll experiment, outlining observed imitation and the debate on reliability and validity. It also introduces cultural industries, fandom dynamics, end of audience participation, uses and gratifications, and marketing controversies connected to the Assassins Creed Valhalla franchise.",{"@graph":63,"@context":118},[64,80,101],{"@type":65,"itemListElement":66},"BreadcrumbList",[67,71,74,77],{"item":68,"name":69,"@type":70,"position":9},"https://docshare.wps.com","Home","ListItem",{"item":72,"name":10,"@type":70,"position":73},"https://docshare.wps.com/template/",2,{"item":75,"name":11,"@type":70,"position":76},"https://docshare.wps.com/template/presentations/",3,{"item":78,"name":59,"@type":70,"position":79},"https://docshare.wps.com/template/assasins-creed-a-level-media-studies-cheat-sheet/573152/",4,{"url":78,"name":59,"@type":81,"image":82,"author":87,"headline":59,"publisher":90,"fileFormat":93,"inLanguage":57,"description":61,"dateModified":94,"datePublished":95,"encodingFormat":93,"isAccessibleForFree":96,"interactionStatistic":97},"DigitalDocument",{"url":83,"@type":84,"width":85,"height":86},"https://docshare.wps.com/thumbnails/assasins-creed-a-level-media-studies-cheat-sheet/573152.png","ImageObject",442,249,{"name":88,"@type":89},"noah","Person",{"url":68,"name":91,"@type":92},"DocShare","Organization","application/pdf","2026-10-19","2026-10-13",true,{"@type":98,"interactionType":99,"userInteractionCount":9},"InteractionCounter",{"@type":100},"ViewAction",{"@type":102,"mainEntity":103},"FAQPage",[104,110,114],{"name":105,"@type":106,"acceptedAnswer":107},"What is the core question in the media effects debate?","Question",{"text":108,"@type":109},"The notes ask whether media can affect behaviour, whether playing video games changes how people think and act, and whether violent video games make people more violent in real life.","Answer",{"name":111,"@type":106,"acceptedAnswer":112},"What did the Bobo Doll experiment suggest about children’s behaviour?",{"text":113,"@type":109},"After watching aggressive adult behaviour toward the Bobo doll, children more often repeated similar actions, showing aggressive modelling in line with the experiment’s ideas.",{"name":115,"@type":106,"acceptedAnswer":116},"How does uses and gratifications theory explain why audiences choose media?",{"text":117,"@type":109},"The notes state that users actively select media to meet needs, listing reasons such as information and education, entertainment, personal identity, social interaction and integration, and escapism.","https://schema.org",{"og:url":78,"og:type":120,"og:title":59,"og:site_name":91,"og:description":61},"article",{"robots":122,"canonical":78},"index,follow",{"doc_id":124,"site_id":56},573152,1792404013,{"code":4,"msg":5,"data":127},{"doc_id":124,"user_id":128,"nickname":88,"user_avatar":129,"doc_module":9,"category_id":8,"category_name":11,"doc_title":59,"doc_description":61,"doc_content":130,"file_id":131,"file_url":132,"file_type":133,"file_size":134,"view_count":9,"is_deleted":4,"is_public":9,"is_downloadable":9,"audit_status":9,"page_count":73,"language":135,"language_code":57,"site_id":56,"html_lang":57,"table_of_contents":136,"faqs":137,"seo_title":138,"seo_description":61,"update_tm":139,"read_time":9},1099529839121,"https://ap-avatar.wpscdn.com/davatar_994ba38a5ba835b3df7d355c54d3ed8d","ASSASINS CREED-A level Media Studies Cheat Sheet  \nby Suzie C Dixon (suzie22dixon)[via](via cheatography.com/212965/cs/46377/)[ cheatography.com/212965/cs/46377/](via cheatography.com/212965/cs/46377/)  \nTHE MEDIA EFFECTS DEBATE  \n-Can the media affect behaviour?  \n-Can playing video games change the way you think and act?  \n-Do violent video games make people more violent in real life?  \n-Are video games more likely to affect a user than watching tv?  \nALBERT BANDURA-THE BODO DOLL EXPERIMENT  \n1961-controversial experiment known as'The Bodo Doll' experiment  \n-studied children's behaviour after watching an adult act aggressively toward the bodo doll  \nRESULTS: more often than not children would repeat the actions / do something similar to the adults. They displayed aggressive behaviour towards the bodo doll IDEAS from experiment:  \n1. media can implant ideas in the mind of the audience directly.  \n2. audiences acquire attitudes and emotional responses and new styles of conduct through modelling  \nEvaluation of Bodo Doll Experiment:  \n-provided evidence children would copy violent behaviour  \n-from other people , filmed images and fantasy scenarios  \nBUT...  \n-children may have been expected beforehand  \n-Noble (1975) reported one child arriving and said 'There's the doll we have to hit'  \nSo... the question is...  \nIs it a reliable and valid source to argue people imitate violent behaviour seen and observed in media such as video games or not?  \nBy Suzie C Dixon  \n(suzie22dixon)  \n[cheatography.com/suzie22dixon/](cheatography.com/suzie22dixon/)  \nCULTURAL INDUSTRIES-DAVID HESMONDHALGH  \n-cultural industry companies try to minimize risk and maximise audiences through vertical and horizontal integration and by formatting  \n- largest companies or conglomerates now operate across a number of different cultural industries  \nFANDOM-Henry Jenkins  \n-fans of the franchise have been active in creating their own versions of the texts  \n-active fan communities of the game online where the world of the game and its elements are adapted and reinterpreted  \n-platforms such as youtube and twitch allow fans to live stream and play with an audience  \n-encourages perticipation and encourage them construct their own identities both inside and outside of the game  \nEND OF AUDIENCE-CLAY SHIRKY  \n-fans have been active in discussing and interacting around the texts using social media and video platforms such as twitch  \n-allows users to 'talk back' to the game producers , designers and cast  \n-fan pages and discussing pages  \nUses and gratifications theory  \nBULMER AND KATZ  \nmedia users play an active role in choosing and using the media.  \nthe user seeks out the media source that best fulfils their needs  \nthey suggest 5 reasons an audience will choose to watch something  \n1. information and education  \n2. entertainment  \n3. personal identity  \nPublished 18th May , 2025. Last updated 17th May , 2025. Page 1 of 2.  \nUses and gratifications theory (cont)  \n4. intergration and social interaction  \n5. escapism  \nMarketing + controversy  \nDevelopers Diaries: type of blog , video series or written log that documents the development process. typically created by developers and shared to the public , to engage the community and build antici‐ pation. Valhalla dev diaries: on dlc game for wrath of druids , giving inside information on gameplay and story. released on twitter and filmed at home. Made by Ashrad Ismail then taken over by Darby Mcdevitt  \nHidden Rune: typically an eater egg within the website before the game is released , recognised as a symbol or object bringing out secret/s for users to find. it generates excitement , involvement and popularity.  \n30fps issue: fans unhappy Valhalla was only said to run on 30 frames per second on XBox series X , which can run on up to 120 fps , so game on only at one quarter of the consoles capacity. the game was harder to play with [glitches. fans](glitches. fans) felt they weren't getting their moneys worth","cbCaifJewpUeUsnb","https://ap.wps.com/l/cbCaifJewpUeUsnb","pdf",53234,"English","# THE MEDIA EFFECTS DEBATE\n# ALBERT BANDURA - THE BODO DOLL EXPERIMENT\n# CULTURAL INDUSTRIES - DAVID HESMONDHALGH\n# FANDOM - HENRY JENKINS\n# END OF AUDIENCE - CLAY SHIRKY\n# USES AND GRATIFICATIONS THEORY (BULMER AND KATZ)\n# MARKETING + CONTROVERSY\n## Developers Diaries\n## Hidden Rune\n## 30fps issue\n## Sisterhood Tattoo\n## Ashraf Ismail steps down\n## Trailer Controversy\n# AUDIENCES","[{\"question\":\"What is the core question in the media effects debate?\",\"answer\":\"The notes ask whether media can affect behaviour, whether playing video games changes how people think and act, and whether violent video games make people more violent in real life.\"},{\"question\":\"What did the Bobo Doll experiment suggest about children’s behaviour?\",\"answer\":\"After watching aggressive adult behaviour toward the Bobo doll, children more often repeated similar actions, showing aggressive modelling in line with the experiment’s ideas.\"},{\"question\":\"How does uses and gratifications theory explain why audiences choose media?\",\"answer\":\"The notes state that users actively select media to meet needs, listing reasons such as information and education, entertainment, personal identity, social interaction and integration, and escapism.\"}]","ASSASINS CREED-A level Media Studies Cheat Sheet | PDF",1791933428]