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Future Trends in Attitude Research

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Choose a social issue.

Explain why this social issue is in need of attitude and/or attitude change research.

Explain two ways advances in technology might impact future attitudinal research on this social issue.

Support your response with references and other scholarly literature.

Please use one are more of following references

Social Change. (n.d.). In Walden University; http://www.waldenu.edu/About-Us/41193.htm.

Cunningham, W. A., Johnson, M. K., Gatenby, J. C., Gore, J. C., & Banaji, M. R. (2003). Neural components of social evaluation. Journal of Personality and Social Psychology, 85(4), 639-649.

Cunningham, W. A., Raye, C. L, & Johnson, M. K. (2004). Implicit and explicit evaluation: fMRI correlates of valence, emotional intensity, and control in the processing of attitudes. Journal of Cognitive Neuroscience, 16(10), 1717-1729.

Nosek, B. A. (2007). Implicit-explicit relations. Current Directions in Psychological Science, 16(2), 65-69.

Nosek, B. A., Banaji, M. R., & Greenwald, A. G. (2002). E-Research: Ethics, security, design, and control in psychological research on the Internet. Journal of Social Issues, 58(1), 161-176.

Van Veen, V., Krug, M. K., Schooler, J. W., & Carter, C. S. (2009). Neural activity predicts attitude change in cognitive dissonance. Nature Neuroscience, 12(11), 1469-1474.

Cunningham, W. A., Espinet, S. D., DeYoung, C. G., & Zelazo, P. D. (2005). Attitudes to the right—and left: Frontal ERP asymmetries associated with stimulus valence and processing goals. NeuroImage, 28, 827-834.

Nosek, B. A., & Hansen, J. J. (2008). The associations in our heads belong to us: Searching for attitudes and knowledge in implicit evaluation. Cognition and Emotion, 22, 553-594.

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Solution Summary

The solution provides information, assistance and advice in completing a task in relation to attitude change and research areas of note. Suggested research area of exploration in this solution is attitude research in gaming, especially in the impact of, and mitigation of the development of violent and aggressive attitudes in gaming. The solutions lists additional resources and provides an outline as well.

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Dear Charlene,
Hi and thank you for your patience. Your prayers are much appreciated too. Now on to this task. Here, you are being asked to select an area of research in which you might achieve social change through your work. You have been given quite a number of choices, and being asked to choose a theory applicable. I suggest looking at current available research and see directions taken there so you can have further basis in which to base your own 'gap-fill'. I suggest using this simple outline:

1. Social Issue - 100 words
2. Relevance in Research - 100 words
3. Tech Advances - 150 words
4. Related studies - 100 words

This outline should yield 450 words which should cover what you need. Just let me know via the feedback section if you need further clarification. You can also use the listed resources to further explore the topic.

Sincerely,
AE 105878/Xenia Jones

Future Trends: Attitude Research

Social Issue

One of the main issues of interest in attitude change concurrently, at least in this generation is the attitudes young adults, adolescents and teens have towards the entertainment phenomenon known as gaming. With the use of computer systems and gaming consoles, many immerse themselves in a fantastical world of many genres - sci-fi, historical, crime or the standard achievement-level games like Super Mario. For the more social-connections inclined there is what we call MMORPG - massive multiplayer online games where players in their hundreds and thousands from countries all over the world play a game and battle against, or ally with each other to achieve goals, win points and go up levels. This is entertainment - a billion dollar industry spanning the globe with consoles like the XBOX, Playstation and the Nintendo Wii. With the attitudes players have, especially kids towards gaming - they do not only influence and create gaming and computing industries but also command a change in lifestyle. Whereas kids and young adults of the past generations went out, did sports watched movies - many of this generation play out, literally, their social lives on gaming consoles ...

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