204 research outputs found

    It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games

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    This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than traditional push-button controllers, the traditional controller was more naturally mapped as an interface for gameplay

    Appreciation as audience response

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    This article elaborates upon the notion of media enjoyment in the context of film viewing by proposing a complementary type of gratification that we conceptualize as appreciation. Three studies were conducted to tap into the multidimensionality of viewers' entertainment gratifications with a special focus on the domain of more serious, poignant, and pensive media experiences typically associated with genres such as drama, history, documentary, or art films. These studies provide evidence of and measurement for gratifications related to fun and suspense, but also gratifications related to moving and thought-provoking entertainment experiences, with all three gratifications leading to perceptions of entertainment having a more long-lasting or enduring effect. The results are discussed with regard to the theoretical conceptualization of entertainment gratification

    Activating and Suppressing Hostile and Benevolent Racism: Evidence for Comparative Media Stereotyping

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    This research examines the role of media literacy training and counter-stereotypical news stories in prejudice reduction. Research participants read either stereotypical or counter-stereotypical news stories after exposure to a media literacy video or a control video. After this, they completed a paper-and-pencil questionnaire that included Likert-type scales and feeling-thermometer ratings about their feelings toward African Americans, Asian-Indians, and Caucasian-Americans. The findings reveal that hostile prejudice is more likely to be expressed toward African-Americans and benevolent prejudice is more likely to be expressed toward Asian-Indians. As predicted, counter-stereotypical news stories as compared to stereotypical news stories decrease prejudice toward Asian-Indians. Contrary to expectations, the media literacy video seems to prime prejudices rather than suppress them. Interestingly, news stories about Asian-Indians increase hostility toward African-Americans. These comparative stereotyping are explained using modern racist beliefs and model minority stereotypes

    The Relationship Between Elevation, Connectedness, and Compassionate Love in Meaningful Films

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    Expanding on the research of meaningful entertainment media and its effects, this study investigated the relationship between experiences related to elevation responses to film. Whereas research thus far has focused primarily on portrayals of altruism to elicit elevation, the results of this study show that portrayals of connectedness, love, and kindness in meaningful films are also able to elicit feelings of elevation. Moreover, elevation mediated the relationship between meaningful films and feelings of connectedness towards the transcendent, close others and toward one’s family; compassionate love towards close others; and compassionate motivation to love and be good to humanity. The study demonstrates the potential of meaningful films to increase experiences of connectedness to the transcendent, which ultimately can enhance our concern about the well-being of others, and motivation to be more compassionate even to strangers. Implications for the scholarship of positive media psychology are discussed

    Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses

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    Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their “most fun” or “most meaningful” video game experience (N = 575, randomly assigned to either condition). Results demonstrated that “fun” games were explained in terms of gameplay mechanics, and “meaningful” games were explained in terms of connections with players and in-game characters

    Meaningful entertainment experiences and self-transcendence: Cultural variations shape elevation, values, and moral intentions

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    Previous research reported that meaningful entertainment experiences are associated with elevation, mixed affect, physical indicators, and moral motivations. The importance of values, particularly altruistic values and self-transcendence, was thought to play a central role. Although the importance of values has been found to vary across cultures, little research so far has examined cultural variations in the response towards meaningful entertainment. The present study, therefore, investigated how cultural variations in self-construals and the importance of values (self-enhancement, conservation, and self-transcendence) in movies are related to meaningful entertainment experiences. An online experiment in Germany and the United Arab Emirates (N = 245) confirmed that meaningful entertainment elicited elevation. Elevation was associated with conservation and self-transcendence values and, via this path, increased moral motivations. An interdependent self-construal was related to elevation and to moral motivations. The results are discussed in light of current conceptualizations of inward- and outward-oriented gratifications of meaningful entertainment and the impact of values

    Portrayals of Sexual Violence in Popular Hindi Films, 1997–99

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    An exploratory content analysis was conducted to examine portrayals of sexual violence in popular Hindi films. Nine films were randomly selected from box office hits (1997–99). The findings suggest that moderate sexual violence is depicted as fun, enjoyable, and a normal expression of romantic love. Victims were more likely to be women rather than men, and sexual violence committed by heroes was a common portrayal, particularly moderate violence such as harassment of women with whom the heroes ultimately became romantically involved. Severe sexual violence was portrayed as criminal and serious, whereas moderate sexual violence was treated as fun and romantic. Results are discussed in terms of script theory and social learning perspectives

    Video games as meaningful entertainment experiences

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    We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation. Participants (N = 512) were randomly assigned to 1 of 2 groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyment was high for both groups, though appreciation was higher in the meaningful- than fun-game condition. Further, enjoyment was most strongly associated with gameplay characteristics and satisfaction of needs related to competency and autonomy, whereas appreciation was most strongly associated with story characteristics and satisfaction of needs related to insight and relatedness

    Cultivation Effects on Quality of Life Indicators: Exploring the Effects of American Television Consumption on Feelings of Relative Deprivation in South Korea and India

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    A hypothetical path model investigated how viewing U.S. television would be associated with feelings of relative deprivation among Asians. The South Korean survey data (N D 352) revealed that viewing U.S. television was associated with estimates of Americans’ affluence, and the estimates were in turn associated with dissatisfaction with Korean society. The Indian survey data (N D 333) showed that viewing U.S. television was directly associated with both dissatisfaction with personal life and dissatisfaction with Indian society. The findings suggest that people in both countries may universally experience perceptions of relative deprivation associated with U.S. television consumption

    Appreciation of entertainment

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    The purpose of this article is to examine the experience of appreciation to media entertainment as a unique audience response that can be differentiated from enjoyment. To those ends, the first section provides a conceptualization of appreciation in which we outline how we are using the term and how it is distinct from questions of emotional valence. The second section discusses the types of entertainment portrayals and depictions that we believe are most likely to elicit feelings of appreciation. Here, we suggest that appreciation is most evident for meaningful portrayals that focus on human virtue and that inspire audiences to contemplate questions concerning life’s purpose. In the final section we consider the affective and cognitive components of appreciation, arguing that mixed-affective responses (rather than bi-polar conceptualizations of affective valence) better capture the experience of appreciation and its accompanying feelings states such as inspiration, awe, and tenderness
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