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1.
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   

2.
This survey study investigated contributors to viewers' hedonic enjoyment, appreciation, and emotional responses to a televised baseball game. There was an indirect relationship between athlete affinity and hedonic enjoyment by way of suspense. This relationship was moderated by the game's outcome such that suspense was associated more strongly with enjoyment when the viewer's team lost. Interest and knowledge of a player was the form of affinity that had a stronger relationship to suspense, rather than the viewers' sense of having a virtual friendship. Virtual friendship and sport involvement were associated directly with appreciation. Enjoyment and appreciation were associated with different emotional responses. Whereas enjoyment was associated with stronger positive and weaker negative emotions, appreciation was associated with stronger positive, negative, and meaningful emotions.  相似文献   

3.
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   

4.
Although scholars have generated much research examining enjoyment of mediated sports, much of it has failed to explore how visual production elements shape viewer response. This study examines the impact of one increasingly common technique, subjective camera, on viewer arousal and enjoyment of game play. Participants viewed multiple plays from a college football game that varied in excitatory potential as well as viewing angle. Game play viewed via subjective camera elicited a greater sense of presence in the mediated environment and elicited more frequent arousal responses compared to traditional sideline perspectives of game play. However, the impact of viewing angle on enjoyment as well as self-reported arousal was dependent upon the exciting or dull nature of game play. Invoking the dynamics of excitation transfer theory, we discuss the potential explanations for this relationship as well as its implications for sports broadcasters.  相似文献   

5.
Two experiments were conducted to explore the contributions of sexual and violent images contained in movie previews on viewers' anticipated perceptions and enjoyment of previewed films. In neither study were portrayals of sex or violence directly associated with greater anticipated enjoyment. However, both studies provided evidence that sexual and violent portrayals may indirectly enhance viewers' enjoyment via perceptions of heightened suspense (Study 1) or heightened humor (Study 2). These results are discussed in terms of viewers' responses to media images of sexuality and violence, and the importance of these portrayals in the marketing of motion pictures.  相似文献   

6.
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   

7.
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   

8.
In light of literature documenting differences in viewers’ entertainment preferences, this study (N = 168) examined how motivations for film consumption based on pleasure (hedonism) and meaning (eudaimonia) are associated with moral disengagement and enjoyment of content featuring a morally ambiguous character. Findings indicate that whereas hedonic motivation positively influenced moral disengagement, eudaimonic motivation had the reverse effect. Furthermore, eudaimonic motivation had a direct positive influence on enjoyment, and the relationship between hedonic motivation and enjoyment was mediated by moral disengagement. Implications for the role of morality as it relates to individual preferences for media consumption and enjoyment are discussed.  相似文献   

9.
The present study seeks to extend the extant body of work on media multitasking by examining the impact of second screen use (tweeting while watching television) on transportation into a narrative and enjoyment of a TV sitcom, mediated through affective experiences. In a between-subjects experiment, participants watched a TV show with or without tweeting about it. The findings support the assumption that media multitasking decreases people’s experience of transportation, which then impairs their emotional responses; reduced emotions further decrease enjoyment of the show. However, trait empathy does not moderate the impact of concurrent TV-viewing and tweeting.  相似文献   

10.
This exploratory research examines processes pertaining to how parody humor can influence perceptions of political figures in terms of credibility and, more broadly, general political trust. An online experiment was conducted in which select participants were exposed to a parody of former New York governor David Paterson. The results demonstrate that, in tandem with parody-induced sympathy, humor enjoyment can influence perceptions of a parody target's credibility and general political trust. In addition, a sympathetic predisposition is shown to positively predict responses of sympathy to a parody message. Furthermore, serial mediation analyses highlight how a sympathetic predisposition can indirectly influence various perceptions of a parody target, as sequentially mediated by responses of sympathy and enjoyment. In sum, this research is valuable for illuminating how individual differences and affective responses to political parody representations can affect various political perceptions.  相似文献   

11.
A total of 529 respondents who had participated in fantasy sport in the past year completed a survey regarding their media consumption habits and motivations for play. Significant age divides were uncovered between players who were younger than age 35 as opposed to respondents who were 35 and older. Overall, younger participants consumed 4.2 more hours of sports media content per week and were more likely to participate in fantasy sport because of entertainment, enjoyment, and surveillance desires. In contrast, older participants were more likely to participate in fantasy sport to pass the time, even though consumption research indicates that they spent less time devoted to the activity than their younger counterparts. In addition, younger participants were more likely than older participants to exhibit a desire to establish and exhibit elements of personal sports knowledge. Implications for communication researchers interested in media and/or sport are articulated.  相似文献   

12.
13.
Whereas ethnic humor scholars purport that groups disparaged through stereotypes derive enjoyment through a sense of connection and identification, few studies examined out-group members' enjoyment experience of the same disparaging content. The present study examines predictors of Whites' enjoyment of stereotyped entertainment when Blacks and Whites are the targets of humor. Integrating critical race theory, entertainment theories, and empirical methodology, this study examines levels of White racial identity as predictors of stereotyped enjoyment. Findings reveal that cultural competence is crucial to digesting racial humor and useful to cultivating cultural cohesion. Further, this article argues for an expansion of enjoyment theories to consider affiliation.  相似文献   

14.
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   

15.
陈虹 《新闻界》2007,(5):111-113
本文分析了真人秀节日悬念形成的七种机制,从不同角度对悬念设置进行了概括.  相似文献   

16.
Viewers regularly watch television with others, but the role of coviewing is often overlooked in entertainment effects models. Further, the models are rarely investigated in natural settings, limiting their ecological validity. The current study used experience sampling via text message to examine college students’ daily coviewing behaviors. Momentary assessments were taken 3 times a day for 1 week. Respondents reported their happiness during viewing and the enjoyableness of their experiences. Consistent with emotional contagion theory, data suggest that increases in emotional intensity mediated the effect of emotional contagion on program enjoyment, but only among respondents who reported coviewing with someone else. These results provide preliminary evidence that social context is partially responsible for contagious transfer of affect during entertainment experiences.  相似文献   

17.
A primary argument for the widespread production of media violence is that audiences want to watch violent content. This assumption is examined in this meta-analytic review of existing research on both selective exposure to and enjoyment of violence. The results show that violence has a significant effect on both selective exposure and enjoyment, but in different directions. Specifically, violence increases selective exposure but decreases enjoyment of content. Potential explanations for these effects and moderators that could influence the results (e.g., sex, aggressive personality traits, type of content) are considered, and the practical implications of these findings are discussed.  相似文献   

18.
Young adults (N = 172) completed questionnaires that measured empathy, affective responses and exposure to frightening films, and perceptions of how aspects of scary content (suffering, danger, excitement, and a happy ending) affect enjoyment. Empathic concern was associated with less enjoyment of suffering, but more enjoyment of danger, excitement, and happy endings. Enduring negative affect was associated with higher personal distress and less enjoyment of suffering. Exposure to frightening films was associated with lower personal distress, more enjoyment of danger, and less enjoyment of happy endings. Interpretations of the findings are discussed.  相似文献   

19.
刘建萍  张帆 《新闻界》2007,(4):139-140
近年来,故事化情节之所以成为电视广告人屡试不爽的创作手法,电视广告故事化情节设计常见的方法是:设置悬念、制造幽默、渲染情感等。故事情节设计者应将商品或服务信息巧妙地融入情节之中,让受众被精彩的故事情节吸引的同时,牢牢记住商品或服务信息。  相似文献   

20.
图书馆休闲功能研究   总被引:9,自引:0,他引:9  
董光浩  董光荣 《图书情报工作》2004,48(10):60-63,111
在阐释休闲、读书休闲的观念及意义的基础上,着重探讨在知识经济影响下图书馆休闲功能的凸显和图书馆休闲学的构建问题。  相似文献   

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