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1.
Although endemic to many forms of media entertainment, suspense represents a paradox for enjoyment because it is experienced as an aversive state. Three studies are presented across two media contexts demonstrating how outcomes to suspenseful episodes affect viewers' relief. Study 1 shows that relief is elicited only when a film's outcome is unambiguously favorable and under such conditions is positively related to enjoyment. No such relationship was found given an ambiguous outcome. Study 1 provides evidence that relief is distinct from other affective responses (i.e., positive and negative affect, surprise) that may be present following suspense. Studies 2 and 3 use competitive contests as a context and provide evidence that relief mediates the effect of suspense on enjoyment. Study 2 shows that the previously positive effects of suspense and expectation disconfirmation on enjoyment are obviated in the presence of relief. Study 3 varies suspense in real time across 14 simulated races. Also manipulated are affective dispositions toward the racers and race outcome. The results reveal that relief mediates the effect of suspense on enjoyment, but only when the outcome favors a preferred competitor. The research enhances our understanding of the intertwining of cognition and affect in the enjoyment of suspense.  相似文献   

2.
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.  相似文献   

3.
《Media Psychology》2013,16(4):343-363
To investigate whether interactivity enhances entertainment in interdependence with individual factors, an experiment with a 3 × 2 between_subject design was conducted. 427 participants aged between 14 and 49 were randomly assigned to a 30_minute TV movie with three different interactivity levels and two different introductions that should diversify feelings of sympathy toward the protagonist. Dependent variables like empathy with the protagonist, suspense, and movie evaluation were measured after exposure, and some were measured during exposure. A number of personality scales were also presented at the beginning of each session. The results indicate that individuals with lesser cognitive capacity feel more entertained, that is, they feel more empathic toward the protagonist, feel more suspense, and evaluate the movie more positively when they watch it without any interactivity, in the traditional passive manner. For individuals with greater cognitive capacity, it is just the opposite: They can use interactivity to their advantage. An increase in their entertainment experience was observed as a direct consequence of their being able to influence the plot of the movie.  相似文献   

4.
This study examined curiosity as a mechanism for achieving and maintaining high levels of well-being and meaning in life. Of primary interest was whether people high in trait curiosity derive greater well-being on days when they are more curious. We also tested whether trait and daily curiosity led to greater, sustainable well-being. Predictions were tested using trait measures and 21 daily diary reports from 97 college students. We found that on days when they are more curious, people high in trait curiosity reported more frequent growth-oriented behaviors, and greater presence of meaning, search for meaning, and life satisfaction. Greater trait curiosity and greater curiosity on a given day also predicted greater persistence of meaning in life from one day into the next. People with greater trait curiosity reported more frequent hedonistic events but they were associated with less pleasure compared to the experiences of people with less trait curiosity. The benefits of hedonistic events did not last beyond the day of their occurrence. As evidence of construct specificity, curiosity effects were not attributable to Big Five personality traits or daily positive or negative mood. Our results provide support for curiosity as an ingredient in the development of well-being and meaning in life. The pattern of findings casts doubt on some distinctions drawn between eudaimonia and hedonic well-being traditions.
Todd B. KashdanEmail: URL: http://mason.gmu.edu/∼tkashdan
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5.
The termmultimedia refers to the combined use of different media of communication, and originally belonged primarily to the fields of entertainment and education. Advances in computer, audio, and video technology have now brought multimedia possibilities to the individual. Further, they give the user control over what happens. Suchinteractive multimedia systems offer the user personal access to large amounts of information, including pictures, graphics, video, text, and audio. The potential range of applications is very broad, from simple interactions where the user will merely make occasional choices and then sit back and view sections of program material, to more purposeful interactions where the application can help the user to achieve a goal. This article describes research onknowledge-based interactive multimedia systems. Targeted on the new Compact Disc Interactive format, we have protyped an advisor which will help the user to tackle a typical domestic task. The necessary decision-making process can be enlivened by multimedia interaction, and placed on solid ground by the inclusion of expert advice.  相似文献   

6.
ABSTRACT

Two studies investigated the characteristics of nostalgic entertainment experiences. A survey (Study 1) asked American undergraduates to report their cognitive and affective reactions during a recent entertainment experience that they deemed nostalgic, meaningful, or pleasurable. Results indicated that nostalgic experiences often occurred after exposure to familiar media content (e.g., beloved children’s shows). Although these experiences were affectively similar to both pleasurable entertainment experiences (in terms of enjoyment) and meaningful entertainment experiences (in terms of mixed affect), they differed in the focus of their associated cognitions (i.e., reflection on the self in the past and over time). A follow-up experiment (Study 2) demonstrated that exposure to familiar children’s shows (rather than unfamiliar children’s shows or meaningful film trailers) induced nostalgic reactions in adults ranging in age from 19 to 47. The implications of these findings for current two-factor models of entertainment are discussed.  相似文献   

7.
Recent understanding of subjective well-being suggests that it consists of global judgments of life satisfaction, hedonic experiences, and beliefs about facets of one’s life. Traditionally, life satisfaction judgments have been the outcome of interest in studies examining the relationship between religiosity and well-being. Two studies were conducted to look at the interactive effects of personal religious beliefs, namely God images, and environmental stimuli, particularly priming the thought of “God.” The first study examines hedonic experiences, which is one of the information sources when constructing a well-being judgment. A second study attempts to replicate the findings with life satisfaction ratings. Results of the first study showed that one’s image of God as a controlling or non-controlling entity moderated the affective response to being primed to think about God. In particular, those who had a high controlling image of God had a negative affective reaction to the God prime. Results of the second study replicated the pattern of results using life satisfaction ratings as the dependent variable.  相似文献   

8.
Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.  相似文献   

9.
To illustrate the importance of facet-level investigations in predicting organizational outcomes and the need for more primary studies on this topic, we conducted a meta-analysis that took an exploratory look at differential relationships among 7 organizational criteria and Openness traits varying in breadth. Nine Openness predictors—the global dimension, 2 aspects (intellect and culture), and 6 facets (intellectual efficiency, ingenuity, curiosity, aesthetics, tolerance, and depth)—were examined in relations with various organizational criteria such as traditional performance outcomes (task performance, contextual performance, counterproductive work behavior), turnover, leadership effectiveness, training performance, and adaptive performance. Our results support the idea that Openness facets could exhibit differential validity for many organizational outcomes.  相似文献   

10.
Although curiosity is an undeniably important aspect of children’s cognitive development, a universally accepted operational definition of children’s curiosity does not exist. Almost all of the research on measuring curiosity has focused on adults, and has used predominately questionnaire-type measures that are not appropriate for young children. In this review we (a) synthesize the range of definitions and measures of children’s curiosity and (b) propose a new operational definition and measurement procedure for assessing and advancing scientific curiosity in young children. In the first part of the paper, we summarize Loewenstein’s (1994) review of theoretical perspectives on adult curiosity, and critically evaluate a wide range of efforts to create and implement operational measures of curiosity, focusing mainly on behavioral measures of curiosity in children. In the second part, we return to Loewenstein’s theory and present an argument for adopting his “information-gap” theory of curiosity as a framework for reviewing various procedures that have been suggested for measuring children’s exploratory curiosity. Finally, we describe a new paradigm for measuring exploratory curiosity in preschool children, defining curiosity as the threshold of desired uncertainty in the environment that leads to exploratory behavior. We present data demonstrating the reliability and validity of this measure, discuss initial results on developmental differences in young children’s curiosity, and conclude with a general summary and suggestions for future research.  相似文献   

11.
Television (TV) is reemerging as a focal point for common experiences and community formation through the use of various digital technologies while viewing. A prominent example of this is second screening, or the use of various technologies to share reactions to and attitudes and opinions about what we see and hear while watching TV with other (virtual) viewers. We contend that second screening requires communication scholars to rethink the nature of the TV entertainment experience, as the practice increasingly blurs lines between interpersonal and mass communication processes. In this article, we introduce a conceptual model designed to identify key issues to be considered and addressed by those seeking to better understand entertainment experiences during socially shared TV viewing.  相似文献   

12.
Recent advances in neurosciences and cognitive sciences show us that the human neocortex is not a slave to the experiences from our perception and that the memories stored in hippocampus are goal weighted during the replay of the experiences for the purpose of re-learning from them. Temporal difference reinforcement learning systems that use neural networks as function approximators rely on an experience replay memory structure similar to the hippocampus. We bring forward this similarity and present a novel way of using a goal weighted prioritization of the memory that is biologically inspired. Furthermore, we introduce a novel prioritization criteria called Variety of Experience Index, or VEI, for weighting the selection of the experiences that are stored in the replay memory. Weighting the experiences based on two different extremes of VEI can behaviourally modify the agent’s learning process, generating different types of learning agents that exhibit different personality traits along the dimension of Openness to Experience.  相似文献   

13.
ABSTRACT

Aesthetic elements such as soundtrack music have been neglected in game entertainment research. Based on previous work in games research and the psychology of film soundtracks (Cohen, 2001), we test the hypotheses that soundtrack music contributes to players‘ enjoyment via intensification of emotions (affective route) and via amplification of the sense of spatial presence and identification with the game character (cognitive routes). Study 1 tested these assumptions with = 68 young male players of an episode of Assassin’s Creed: Black Flag®, either with the original soundtrack music present or absent, and reported game enjoyment, as well as scores of the assumed mediator variables afterward. In Study 2, N = 59 young males played an episode of Alien: Isolation® with soundtrack music present or absent and reported their horror experience, as well as the experiential facets as in study 1. Findings clearly show an indirect effect of soundtrack music on enjoyment through positive emotions (study 1) and an impact of (shocking) music on players’ horror experience (study 2). However, a mediation of the effect of soundtrack music on game enjoyment via spatial presence or identification was not established. We discuss implications for future research in game entertainment.  相似文献   

14.
    
The termmultimedia refers to the combined use of different media of communication, and originally belonged primarily to the fields of entertainment and education. Advances in computer, audio, and video technology have now brought multimedia possibilities to the individual. Further, they give the user control over what happens. Suchinteractive multimedia systems offer the user personal access to large amounts of information, including pictures, graphics, video, text, and audio. The potential range of applications is very broad, from simple interactions where the user will merely make occasional choices and then sit back and view sections of program material, to more purposeful interactions where the application can help the user to achieve a goal. This article describes research onknowledge-based interactive multimedia systems. Targeted on the new Compact Disc Interactive format, we have protyped an advisor which will help the user to tackle a typical domestic task. The necessary decision-making process can be enlivened by multimedia interaction, and placed on solid ground by the inclusion of expert advice.  相似文献   

15.
This article focuses on the therapist's task of engagement in the group treatment of the chronic mentally ill. The dynamics of individual and group processes are reviewed with an emphasis on the contributions of social, interpersonal, and intrapsychic factors. Drawing upon the observations of Friedman (1988), the presentation explores therapists' efforts to restore their inner balance by (1) acting like a therapist, that is, according to their theory; (2) satisfying their curiosity; and (3) eliciting "something desirable," which is formulated as the therapist's search for interactive responses. Examples illustrate these elements as they emerge in group psychotherapy.  相似文献   

16.
On starting to think about interaction design for low-functioning persons in the autistic spectrum (PAS), especially children, one finds a number of questions that are difficult to answer: Can we typify the PAS user? Can we engage the user in interactive communication without generating frustrating or obsessive situations? What sort of visual stimuli can we provide? Will they prefer representational or abstract visual stimuli? Will they understand three-dimensional (3D) graphic representation? What sort of interfaces will they accept? Can we set ambitious goals such as education or therapy? Unfortunately, most of these questions have no answer yet. Hence, we decided to set an apparently simple goal: to design a "fun application," with no intention to reach the level of education or therapy. The goal was to be attained by giving the users a sense of agency--by providing first a sense of control in the interaction dialogue. Our approach to visual stimuli design has been based on the use of geometric, abstract, two-dimensional (2D), real-time computer graphics in a full-body, non-invasive, interactive space. The results obtained within the European-funded project MultiSensory Environment Design for an Interface between Autistic and Typical Expressiveness (MEDIATE) have been extremely encouraging.  相似文献   

17.
沉迷于电子产品所诱发的积极情绪体验严重影响青少年的学习与生活,引起社会各界高度重视。本文通过两项研究考察日常情绪体验与意识努力程度对自我控制的影响,并探讨其背后的内在机制。研究1采用问卷调查随机抽样300名大学生发现,大学生日常情绪体验差异显著,且以积极情绪体验为主,同时低意识努力的情绪刺激源显著多于高意识努力的情绪刺激源;研究2在研究1基础上,进一步通过“意识努力”介入的方式对136名被试进行干预,结果表明大学生日常情绪体验对自我控制无显著预测效应,意识努力显著正向预测其自我控制,且高水平的意识努力在日常情绪体验与自我控制之间的关系中发挥正向调节作用。  相似文献   

18.
Numerous studies have demonstrated the power of entertainment narratives to influence attitudes and behaviors; fewer have examined the effects of TV portrayals on attitudes toward marginalized groups. The present study is among the first to explore how entertainment narratives depicting transgender individuals influence viewers’ attitudes toward transgender people and related policies. The study examines the impact of exposure to a TV storyline on Royal Pains (USA Network) and cumulative effects of viewing other TV series featuring transgender individuals. An online survey of 488 U.S. viewers of Royal Pains was conducted (391 had seen the relevant episode). ANCOVAs revealed exposure to both the Royal Pains’ storyline and other storylines portraying transgender individuals were associated with more supportive attitudes toward transgender people and policies. Mediation models revealed that for viewers of the Royal Pains’ storyline, the relationships between political ideology and attitudes toward transgender people and policies were mediated by identification with the main characters and the emotion of hope. Disgust mediated viewers’ attitudes toward transgender people, but not policies. Post hoc analyses revealed that exposure to transgender narratives reduced the influence of viewers’ political ideology on their attitudes. The attitudes of more conservative viewers became increasingly positive as they saw more media portrayals of transgender individuals. These findings highlight the potential for entertainment narratives to influence attitudes toward marginalized groups, and they demonstrate the importance of emotion in the context of divisive topics. Social, political, and public health implications are discussed.  相似文献   

19.
The ability to distinguish between emotions is considered indicative of well-being, but does emotion differentiation (ED) in an aesthetic context also reflect deeper and more knowledgeable aesthetic experiences? Here we examine whether positive and negative ED in response to artistic stimuli reflects higher fluency in an aesthetic domain. Particularly, we test whether knowledge of the arts and curiosity are associated with more fine-grained positive and negative aesthetic experiences. A sample of 214 people rated their positive and negative feelings in response to various artworks including positive and negative themes. Positive ED was associated with the embracing sub-trait of curiosity that reflects engagement and enjoyment of novelty and complexity, but was unrelated to artistic knowledge and perceived comprehension. Negative ED was associated with higher curiosity and particularly more knowledge of the arts. This relationship was mediated by appraised comprehension suggesting that deeper engagement with art, by those with more art knowledge, is associated with more fine-grained emotional experiences. This finding extends ED beyond well-being research and suggests that more nuanced emotional experiences are more likely for those with expertise in the arts and motivation for exploration.  相似文献   

20.
Some researchers claim that uncertainty prolongs the duration of emotional experiences because uncertainty toward an emotion-eliciting event prolongs attention to that event. However, some results contradict this claim. We assumed that curiosity rather than uncertainty prolongs the duration of emotional experience via attention, and that attention and emotional experience are prolonged only when uncertainty elicits curiosity. This assumption is based on the information gap theory, which proposes that curiosity increases with uncertainty, but that curiosity decreases at a certain level of uncertainty. We conducted a survey study to investigate the relationships among curiosity, uncertainty, attention and duration of positive and negative emotional experiences. The results showed that curiosity, but not uncertainty, prolonged the duration of emotional experiences and the process was completely mediated by attention both for positive and negative emotions. Moreover, uncertainty prolonged the duration of emotional experiences only when uncertainty elicited curiosity, which in turn prolonged attention to the emotion-eliciting event.  相似文献   

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