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1.
This study examines the use of subjective camera, and its impact on fans’ and nonfans’ experience of presence and subjective evaluations of play. In a mixed-measures experiment, high, moderate, and low sports fans viewed 16 plays from a college football game shown via either subjective or objective camera. The study found that plays viewed through the subjective camera elicited a significantly greater sense of spatial presence as well as presence as engagement. Presence also varied as a function of participants’ degree of fanship. Subjective evaluations of game play were also a function of sports fanship.  相似文献   

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This study investigates how experiences of viewing sports content in a movie theater differ from typical television viewing conditions in a home. The results of analyses showed that the viewing condition (theater vs. home) influenced audiences’ sense of presence when watching mediated sports, which, combined with the attractiveness of the game, would determine the suspenseful nature of the media experience, as well as the subsequent enjoyment.  相似文献   

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Sports fans are increasingly turning to Twitter to experience events and receive commentary. Using the theoretical grounding of disposition theory, this study surveyed sports fans to measure how Twitter potentially influenced their enjoyment of viewing live and mediated sporting events. Respondents primarily used Twitter to augment their consumption of sports, and heavy Twitter users reported higher enjoyment levels when using the social networking site while watching sports. Findings also suggest how the manner in which respondents used Twitter impacted their sports viewing enjoyment.  相似文献   

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Suspense is a driving force behind media entertainment consumption. However, previous explorations of the role of suspense in the enjoyment of mediated sports have not fully relied upon the richness of research from other genres. The current study seeks to correct this oversight by using the lens of fictional drama to reconceptualize and reexamine suspense as a factor in the enjoyment of sports programming. A total of 161 participants viewed and rated 1 of 7 men's basketball games. The results suggest that a measure of the unfolding nature of suspense is a stronger predictor of mediated sports enjoyment than those used previously.  相似文献   

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Using a cross-sectional survey design (N = 338), we measured the impact of viewer perceptions of media personae and viewer characteristics on the strength, enjoyment, and satisfaction of parasocial relationships. Strength, enjoyment, and satisfaction of parasocial relationships were strongest with characters that viewers like that are perceived to be similar to the viewer or someone they know in real life. However, the strength and enjoyment of parasocial relationships decreased when the persona was perceived to be similar to either the viewer or someone they know in real life and the viewer was high on attachment anxiety, attachment avoidance, or loneliness. Limitations and implications are discussed.  相似文献   

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Previous research has demonstrated the post-auricular (PA) reflex to be a potentially valid measure of emotional response during mediated stimuli. However, the PA reflex has not been examined during television viewing. The goal of this study was to examine whether the PA reflex may serve as a useful indicator of emotional responding to television content. PA reflexes were measured while experimental participants viewed television advertisements varying in emotional valence (pleasant and unpleasant) and arousal (high and low). The PA reflexes were greatest during viewing of pleasant television advertisements that were highest in arousal. The findings replicated recent results and provided further validation that the PA reflex may indicate strength of activation in the human appetitive motivational system. The results provide new evidence demonstrating the measure's potential validity for mass communication researchers.  相似文献   

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This study investigated suspense as a predictor of sports video game enjoyment by including the variable as a key part of a working model that also included presence, fanship, disposition, skill, and outcome. Results of a path analysis indicate a complex network of relationships impacting enjoyment. Suspense strongly impacted presence, which was an important determinant of enjoyment, while skill and outcome also explained a large portion of variance in enjoyment. The study highlights the complexity of the enjoyment experience as it relates to video games, and provides direction for future work on a theoretical model of video game enjoyment.  相似文献   

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This study is the first to explore the motivational, cognitive, affective, and personality factors that influence the enjoyment of and exposure to TV series with horror content. The most-watched TV series identified by 411 study participants were examined in the study. Results indicate that personality traits significantly predict cognitive and affective involvement with these programs and viewing motivations. Viewing motivations significantly influence viewers’ cognitive and affective involvement with these TV series as well as their viewing enjoyment and frequency. While positive affect and negative affect are significant predictors of viewing enjoyment, viewing enjoyment has a positive effect on viewing frequency.  相似文献   

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The scholarly attention paid to the ways in which television viewers perceive sports action as violent, how perceptions may differ across games, and how perceptions might impact enjoyment is limited. The current project extends the literature by investigating perceived violence and enjoyment across different intercollegiate (American) football contests between two heated rivals. A total of 568 individuals viewed one of four televised contests featuring the same hometown team: two against heated rivals, two against nonrivals. Results reveal that viewers clearly perceived rivalry games to be more violent than nonrivalry games. Moreover, games won by the hometeam were seen as more violent than those lost. Also, those perceiving high levels of violence reported greater enjoyment than those who perceived low levels of violence in all games. Finally, hierarchical regression analyses revealed that perceived violence contributes differently to the enjoyment of games won than to games lost. Possible explanations for and implication of the findings are offered.  相似文献   

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Despite the research examining various production aspects of broadcast sport, scholars have generally overlooked a ubiquitous sonic component of broadcasts—spectators’ aural response (i.e., crowd noise). Such cues can act as a heuristic to influence perceptions of competition, particularly in the absence of visuals. Using continuous response measurement, this experiment demonstrates how mediated spectator response in the form of crowd noise yields enhanced perceptions of the exciting nature of broadcast sport, although the effect is diminished in televised sports. Implications are suggested for contemporary sport consumption, where aural cues can draw attention to game events in multi-screen viewing scenarios.  相似文献   

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This study employs a cross-cultural perspective to examine how local audiences perceive and enjoy foreign dramas and how this psychological process differs depending on the cultural distance between the media and the viewing audience. Using a convenience sample of young Korean college students, this study, as predicted by cultural discount theory, shows that cultural distance decreases Korean audiences’ perceived identification with dramatic characters, which erodes their enjoyment of foreign dramas. Unlike cultural discount theory, however, cultural distance arouses Korean audiences’ perception of novelty, which heightens their enjoyment of foreign dramas. This study discusses the theoretical and practical implications of these findings, as well as their potential limitations.  相似文献   

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In an exploratory survey that sampled video gamers, participants were asked to indicate why they enjoy playing their favorite video game. On the basis of ESRB ratings, we compare those whose favorite game is violent to those whose favorite game is nonviolent. Consistent with self-determination theory, the findings suggest need for autonomy and competence are important motivating factors. However, the findings also suggest fans of violent games differed from fans of nonviolent games in the degree to which arousal, liking violence, playing the vicarious hero, and playing the vicarious villain drive enjoyment. Furthermore, being able to play the hero and “fight bad guys” was a significant predictor of enjoyment of violent games. Implications for self-determination theory and theories of media enjoyment are discussed.  相似文献   

15.
This study focuses on the expanding trend of marathon (“binge”) television viewing. It examines the personality antecedents of such media consumption (attachment style, depression, and self-regulation deficiency) as well as the psychological experiences of marathon viewers relative to the narrative (transportation, enjoyment) and its characters (parasocial relationship, identification). In a two-study design, theoretical models of media use and involvement, on one hand, and models of media addiction, on the other hand, are applied to predict the extent of marathon viewing and to compare it with “traditional” viewing. Results advance understanding of enjoyment and involvement theory and support cognitive theories of media addiction. At the same time, the study’s findings reveal that marathon television viewers are active both cognitively and emotionally during and after the media exposure, thus alleviating some concerns about the “problematic” nature of the “binge” viewing phenomenon.  相似文献   

16.
We examined whether motivation for watching television violence explains viewer aggression and considered the contribution of individual viewer differences, including locus of control, experience with crime, exposure to television violence, perceived realism, and viewer involvement. Several viewing motives and individual differences predicted aggression. Where exposure to television violence was a significant predictor of aggression, experience with crime, locus of control, or motivation were stronger predictors. Path analysis revealed direct and indirect links between audience predictors and aggression outcomes. Results were consistent with uses and gratifications assumptions that individual characteristics and expectations mediate the impact of exposure. Individual characteristics predicted aggressive attitudes, often independent of motivation, contextual factors or attitudes, and exposure. There was no conclusive direct link between exposure and aggression. Because motivation for watching television violence differentially affected aggression, research that neglects to consider viewer motivation and other audience characteristics when drawing conclusions about the effects of violence on aggression is called into question.  相似文献   

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An impressive body of research on the subject suggests that the seeds of the sublime experience are rooted either in the aesthetic qualities of the viewed object or in the cultural and contextual characteristics of the viewing subject. In this article, I contend that sublimity is, rather, the product of the relationship between subject and object, a relationship that defies representation and therefore provides the “excess of experience” that is the hallmark of the sublime encounter. Turning to ESPN's Streetball: The AND 1 Mix Tape Tour as evidence, I conclude that mediation as a process invites sublimity in audiences by immersing the viewer in the “transcendent simultaneity” of subjectivity and objectivity.  相似文献   

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If advertisers and programmers are to keep pace with the rapid structural and contextual changes in broadcast and cable television, and maintain their young audiences, they must gain a better understanding of children's viewing motives and viewing patterns. The authors assess the interrelatedness of television use motives and viewing patterns, and investigate perceptions of viewer loyalty network and station identification, and the generalizability of these perceptions to times when local television stations change network affiliation. This study profiles the child televiewing audience and expands the known parameters of television viewer uses and gratifications by identifying three distinctive viewer archetypes-medium- oriented viewers, network-oriented viewers, and station-oriented viewers.  相似文献   

19.
This study is designed to examine the uses and impact of interactive program guides (IPGs), a television technology that enables viewer inter- activity. Data were obtained from a television survey of 365 IPG users in a medium-sized Midwestern community. Results showed that age, premium channel subscribership, perceived IPG utility, and IPG complexity were significant predictors for IPG use. Further, the study found evidence that the IPG has influenced users' viewing behaviors. IPG use was related to watching more television, viewing enriched program types, and having a larger digital cable channel repertoire.  相似文献   

20.
Offering an initial test of Nabi and Krcmar's tripartite model of media enjoyment, this study examines how affective, cognitive, and especially behavioral responses to a participatory reality TV program predict program enjoyment, viewing intention, and future program viewing. Responses to Fox's American Idol series suggest that affective, cognitive, and behavioral responses to the program are interrelated. Of particular interest, behavioral engagement (specifically positive or supportive actions) during the viewing experience enhances intention for subsequent program viewing. Viewing intention was also strongly predictive of future viewing behaviors. Implications for the tripartite model and considerations of affect, cognition, and behavior in examining audience gratifications beyond entertainment are addressed.  相似文献   

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