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1.
Two factors said to produce varying levels of dramatic suspense are examined: degree of perceived outcome-uncertainty and audience disposition toward the hero-protagonist. In spite of the general consensus that these two factors affect suspense, there is wide disagreement as to the optimal level of viewer uncertainty regarding the hero's fate, and there is some question as to whether it is necessary for the viewer to be positively disposed toward the hero to produce a maximal level of suspense. To test competing claims, different versions of an audio-visually presented chase sequence were produced. Experimental materials were varied in a factorial design featuring the five levels of perceived outcome-uncertainty (hero's chances of success/survival = 0/100, 1/100, 25/100, 50/100, 100/100) and three levels of disposition toward the protagonist (neutral, mildly positive, strongly positive). Sex of viewer was included as a third factor. Degree of experienced suspense was assessed in viewer ratings. Both perceived outcome-uncertainty and viewer disposition variables yielded strong effects, though no significant sex differences were found. Rated suspense was at a maximum when the hero's chances of success/survival were perceived to be about one in 100 and minimal when either success or failure seemed absolutely certain. Further, suspense increased with increasingly positive dispositions toward the protagonist. Practical and theoretical implications of these results are considered.  相似文献   

2.
Based on theories of narrative engagement and embodied cognition, we hypothesised that a fit between the psychological state of a protagonist and the physical sensation of the viewer would enhance the subsequent identification with the protagonist, but not para-social relationship with him (seeing the protagonist as a friend). We also hypothesised that identification and a para-social relationship would lead to distinct effects on attitudes related to the narrative. Participants (N = 60) were randomly assigned to either a warmed or cooled room where they watched a movie clip alone in which a suffering protagonist wanted to undergo euthanasia while his close others wanted him to stay alive. Then, the participants answered a questionnaire measuring their identification and para-social relationship with the protagonist and their attitudes toward euthanasia. In accordance with the hypotheses, the results demonstrated that feeling cold enhanced identification with the suffering protagonist. However, the environmental temperature did not affect the development of para-social relationships. Moreover, identification with the suffering protagonist contributed to acceptance of his attitudes, reflected in more positive views of euthanasia. In contrast, having a para-social relationship with the protagonist resulted in negative attitudes toward euthanasia.  相似文献   

3.
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   

4.
This investigation addressed the relationship between men’s and women’s predilections for film with a love story, suspense, or sex and violence theme and how that predilection related to rape myth acceptance (RMA). Also examined was how men’s and women’s predilections, as they related to RMA, were moderated by exposure to different levels of sexually violent media based on a true story. Finally, the relationship between traditional attitudes and film predilection, as well as the relationship between film predilection and attitudes toward film editing, were investigated. Results indicate that men prefer film with sex and violence significantly more than women do, whereas women prefer love stories significantly more than men do. Those with sex and violence film predilections are more accepting of RMA than those with love story or suspense predilections. Women’s film predilections and their relationship to RMA attitudes are moderated to an extent by exposure to sexually violent media based on a true story, whereas men’s attitudes remain unaffected. Finally, those with sex and violence film predilections are less in favor of film editing than are those with suspense or love story predilections. Theoretical explanations for the findings are discussed and their implications.  相似文献   

5.
This study examined age differences in the perception of problems occurring in a nursing home. A predominantly female sample (N = 120) varying in age and in exposure to nursing homes watched videotaped vignettes depicting a woman experiencing problems in a nursing home. For each vignette, research participants reported how they thought the protagonist felt, how she should respond, and how confident they would feel to respond similarly if faced with the same situation. Age, more than experience, was related to differences in perceptions, with older adults reporting that the protagonist felt sad more often than did younger adults, who perceived the protagonist as feeling angry. Younger age was associated with more action-oriented coping strategies. No age differences emerged for how well the participants felt they could handle the situation. Results suggest that nursing home employees differ from the residents in both their perceptions of the problems and recommended strategies used to deal with the problem.  相似文献   

6.
The effect of interactivity on identification with characters in audiovisual fiction was observed. 310 participants were asked to watch a film in one of these two conditions: 1) interactive (they selected the plot), and 2) non-interactive (they consumed the fiction in a conventional way). After watching the movie, they completed a questionnaire with the EDI scale of identification and empathy with characters, created by Igartua and Paez. The capacity to intervene in the configuration of the plot (interactivity) affected identification with characters. The results provide data about the psychology of media and interactivity in communication and allow us to understand the processes of empathy and identification with characters.  相似文献   

7.
This study investigated the desensitization to violence over a short period of time. Participants watched nine violent movie scenes and nine comedy scenes, and reported whether they enjoyed the violent or comedy scenes and whether they felt sympathetic toward the victim of violence. Using latent growth modeling, analyses were carried out to investigate how participants responded to the different scenes across time. The findings of this study suggested that repeated exposure to media violence reduces the psychological impact of media violence in the short term, therefore desensitizing viewers to media violence. As a result, viewers tended to feel less sympathetic toward the victims of violence and actually enjoy more the violence portrayed in the media. Additionally, desensitization to media violence was better represented by a curvilinear pattern, whereas desensitization to comedy scenes was better represented by a linear pattern. Finally, trait aggression was not related to the pattern of change over time, although significant effects were found for initial reports of enjoyment and sympathy. Aggr. Behav. 35:179–187, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   

8.
Current theories of gratitude suggest that individuals feel grateful when they perceive someone else to be responsible for a desired outcome. However, it is unclear whether individuals must also feel a lack of personal responsibility in order to feel gratitude. This paper provides evidence that in achievement contexts, without the belief that they are responsible for their success, individuals do not experience gratitude, even when they acknowledge the help they have received. In two studies, the more helpful participants thought an experimenter had been, the more grateful they felt, but only if they also spontaneously felt responsible for (Study 1) or were induced to feel responsible for (Study 2) their outcomes.  相似文献   

9.
The present studies show that certain cognitive strategies (e.g. savoring, practicing gratitude) enable individuals high in neuroticism to maintain or recover their positive emotions. In Study 1, participants (regardless of neuroticism differences) felt positive about a pleasant event if they savored it; however, dampening the event caused individuals high but not low in neuroticism to feel less positive. Study 2 showed that being grateful for things in their lives helped participants maintain their affect balance after a positive mood induction, or regain their affect balance after a negative mood induction. This research is thus the first step toward illuminating how people (including individuals high in neuroticism) could improve their momentary affect via the alternative route of maintaining or increasing positive emotions, rather than the traditional solution of reducing negative emotions.  相似文献   

10.
This research examined the relationship between adult attachment styles and mothers' feelings of closeness to their children, mothers' interaction styles in a teaching situation, individual differences in the desire to have children, and the concerns individuals have about their ability to relate to young children as parents. Investigation 1 revealed that more avoidant mothers did not feel as close to their preschool children as did more secure mothers, and they behaved less supportively toward their children during a laboratory teaching task. Anxious-ambivalence was also associated with feelings of less closeness, but the level of closeness achieved depended on marital quality. Investigation 2 showed that more avoidant college men and women, compared to secure ones, were more uncertain about their capacity to relate to young children and about whether they wanted to have children. Highly ambivalent men and women reported being more uncertain about their capacity to function well as parents, but ambivalence was not related to the strength of the desire to have children. These findings are discussed in the context of attachment theory.  相似文献   

11.
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   

12.
While replay value is a common term in interactive entertainment, psychological research on its meaning in terms of user experiences is sparse. An exploratory experiment using the interactive drama "Fa?ade" was conducted (n=50) to examine shifts and continuities in entertainment-related user experiences between first and second exposure to the same system. A questionnaire with brief scales measuring various user-experience dimensions (interaction-related facets such as usability, flow, and presence, as well as narrative-related facets such as suspense and curiosity) was administered after the first and the second round of exposure. Findings suggest that replay produces gains in action-related experience components such as presence and effectance, whereas narrative-related experiences such as curiosity and suspense remain stable across exposures. Implications for theorizing on interactive entertainment experiences are discussed.  相似文献   

13.
This article presents four studies designed to assess different types of gratifications that can be associated with the experience of emotions in movie and television audiences. Exploratory and confirmatory factor analyses of a pool of statements derived from qualitative interviews revealed three factors that reflect rewarding feelings: 1) fun, 2) thrill, and 3) empathic sadness, and four factors that reflect the role of emotional media experiences within the broader context of individuals' social and cognitive needs: 4) contemplative emotional experiences, 5) emotional engagement with characters, 6) social sharing of emotions, and 7) vicarious release of emotions. Validation analyses showed that the scales developed to assess these factors are predicted by the experience of emotions and meta-emotions and served in turn to predict different aspects of positive content evaluation. Results are discussed with regard to theoretical issues including entertainment audiences' voluntary exposure to unpleasant feelings, and the role of entertainment in psychosocial need satisfaction and eudaimonic wellbeing.  相似文献   

14.
李斌  张淑颖冯凯 《心理科学》2022,45(5):1174-1181
社会排斥会导致许多消极影响,人们会尝试通过各种策略对此进行缓解,而消费是其中重要的一种应对方式。本文通过3个实验考察了社会排斥和消费选择偏向(体验性消费vs.实物性消费)的关系,同时探讨了怀旧的调节作用和社会联结的中介作用。结果发现,社会排斥可以提高消费者对体验性消费的偏好,怀旧调节了社会排斥与体验性消费偏向的关系,并通过社会联结的中介作用进一步缓冲了社会排斥对消费选择偏向的影响。  相似文献   

15.
Addressing internal validity concerns in emotion regulation research, the present experiment was primarily designed to determine whether research participants are compliant when asked to use a response-focused strategy during emotional film viewing or whether these individuals incorporate the use of antecedent strategies. The influence of antecedent vs. response-focused strategy use on self-reported affect, physiological, and behavioural data were additionally investigated. A total of 82 healthy undergraduate participants were asked to use one of two response-focused emotion regulation techniques—suppression or exaggeration—while watching a 2 minute positive or negative movie. Following the movie, participants self-reported their affective response to the film, described how they tried to suppress or exaggerate their reaction (i.e., strategies used to regulate their response), and estimated the percentage of time they used each strategy. Representing “antecedent” and “response-focused” techniques, the strategies reported by participants were coded as “cognitive” or “muscular” in nature. Relative to exaggerators, participants in the suppression condition were significantly more likely to self-report using an antecedent (cognitive) strategy for at least some portion of the film (65% vs. 38%). During the suppression condition, greater use of antecedent strategies did not influence sympathetic reactivity to either movie but did result in significantly less self-reported negative affect to the negative movie.  相似文献   

16.
We examine the notion of eudaimonic entertainment during exposure to a sad but meaningful movie, using a new measure consisting of 5 dimensions derived from research on positive psychology. We, thereby, transfer the conception of eudaimonic well‐being to the conception of entertainment. Results of a confirmatory factor analysis show that the 5 dimensions can be further condensed into 2 second‐order factors. We applied these new measures in a study in which the ending of a movie was manipulated (sad vs. happy). The results provide both discriminant and convergent validity and show that hedonic entertainment measures were affected by the manipulation, but that eudaimonic entertainment measures were unaffected. A second study provided further evidence for the validity of the construct.  相似文献   

17.
The personality construct of alexithymia is thought to reflect a deficit in the cognitive processing and regulation of emotional states. To explore the relations between alexithymia and emotional responding, 50 older adults (28 men, 22 women) were studied across different contexts: (1) initial exposure to an emotion‐evoking movie; (2) second exposure to that stimulus; (3) reports of rumination and social sharing; and (4) describing their emotional response (verbal re‐evocation). Facets of the alexithymia construct were associated at the initial exposure with lower emotional responses at the cognitive‐experiential level, but with higher emotional responses at the physiological level as measured by heart rate. At the second exposure, the results were replicated for physiological responses. Certain facets of alexithymia were associated also with lower reports of rumination and social sharing involving emotional aspects, and with a lower proportion of emotional words related to the emotional stimulus during the verbal re‐evocation.  相似文献   

18.
Mental accounting is the set of cognitive operations used by individuals and households to organize, evaluate, and keep track of financial activities. Mental accounting proposes that people utilize a set of cognitive labels to evaluate their financial activities, each of which is associated with different preferences to consume (Levav & McGraw, 2009; Kahneman & Tversky 1984; Thaler 1985, 1990). Mental accounting researchers have shown that windfall gains are spent more readily and frivolously than ordinary income. Consumers prefer to spend their windfall gains on hedonic consumptions but spend their ordinary incomes on utilitarian consumptions. Levav and McGraw (2009) suggested that emotional accounting, including people’s feelings about money, also influences consumer choices. When people have negative feelings toward windfall, they opt to make utilitarian expenditures. However, the process of how cognitive (windfall or ordinary income) and affective (positive or negative emotion) tags interact in consumer behavior was not explored. This study proposes that both cognitive tag and affective tags in mental accounting affect consumer decision making. The objective of this study is to explore the interactive effect of cognitive and affective tags in mental accounting on consumer decision through four studies. In studies 1a and 1b, the effect of cognitive and affective tags in mental accounting on consumer decision making behavior was measured. Study 1a showed that the positive tag of windfall income is preferred for hedonic consumption, whereas the negative tag of windfall income is preferred for utilitarian consumption. Both positive and negative tags of ordinary income are preferred for utilitarian consumption. Study1b utilized a field study to examine actual consumption behavior. The results showed that when people received 15 Yuan RMB as ordinary income, they prefer to spend it on utilitarian consumption regardless of the positive or negative emotion they feel. However, they receive 15 Yuan RMB as windfall income, they prefer to use it for hedonic consumption in the positive emotion and for utilitarian consumption in the negative emotion. Studies 2a and 2b attempted to explore the reason of negative emotion can make windfall income turn from hedonic to utilitarian consumption. Study2a found that when people expect to feel guilty about spending windfall income on hedonic consumption, they would avoid hedonic consumption. Study2b found that when people felt guilty about windfall income, they tend to avoid hedonic consumption. Compared with the low guilt level group, the high guilt level group prefers to use windfall income for utilitarian consumption. These results suggest that cognitive and affective tags influence consumer behavior. The influence of cognitive tag on consumer decision presents the “cognition match effect”, whereas the influence of affective tag on consumer decision presents the “affect match effect”. Both tags also have an interaction effect on consumer decision. Guilt may be a mechanism that results in the negative tag of windfall being preferred for utilitarian consumption.  相似文献   

19.
Few studies have investigated the link between episodic memory and presence: the feeling of “being there” and reacting to a stimulus as if it were real. We collected data from 244 participants after they had watched the movie Avengers: Age of Ultron. They answered questions about factual (details of the movie) and temporal memory (order of the scenes) about the movie, as well as their emotion experience and their sense of presence during the projection. Both higher emotion experience and sense of presence were related to better factual memory, but not to temporal order memory. Crucially, the link between emotion and factual memory was mediated by the sense of presence. We interpreted the role of presence as an external absorption of the attentional focus toward the stimulus, thus enhancing memory encoding. Our findings could shed light on the cognitive processes underlying memory impairments in psychiatric conditions characterized by an altered sense of reality.  相似文献   

20.
The norm of self-interest and its effects on social action   总被引:4,自引:0,他引:4  
Four studies investigated whether people feel inhibited from engaging in social action incongruent with their apparent self-interest. Participants in Study 1 predicted that they would be evaluated negatively were they to take action on behalf of a cause in which they had no stake or in which they had a stake but held stake-incongruent attitudes. Participants in Study 2 reported both surprise and anger when a target person took action on behalf of a cause in which he or she had no stake or in which he or she held stake-incongruent attitudes. In Study 3, individuals felt more comfortable engaging in social action and expected others to respond more favorably toward their actions if the issue was described as more relevant to their own sex than to the opposite sex. In Study 4, the authors found that providing nonvested individuals with psychological standing rendered them as likely as vested individuals to undertake social action. The authors discuss the implications of these results for the relationship between vested interest, social action, and attitude-behavior consistency.  相似文献   

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