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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   

3.
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   

4.
This study tests the relative importance of different factors of television narratives in how they influence people's judgments of how violent those narratives are. After watching 1 of 3 videotapes of a violent narrative, 99 college students answered a series of questions about their interpretations of the violence. It was found that participants' judgments about the degree of violence in the narratives were more strongly associated with their perceptions of the graphicness of the violent acts and the harm to the victims than with other factors such as the number of violent acts or the seriousness of those acts. Thus, people's judgments of the degree of violence in television programs differs from researchers' conceptualization. Implications of these differences are discussed.  相似文献   

5.
Can the comments of a few viewers on social media affect viewers’ perceptions of audience sentiment or their own program enjoyment? If so, do the effects of comments vary based on their valence or placement during programming? We conducted a 2 (positive vs. negative tweets) x 2 (beginning vs. end of program) factorial experiment with an additional control condition (N = 196) to answer these questions. Negative comments undermined perceived bandwagon support for the program and reduced enjoyment, regardless of contextual or trait moderators. Findings suggest that the effects of social television may be attributable to systematic processing of bandwagon cues.  相似文献   

6.
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   

7.
A content analysis of movie previews on video rentals was conducted to examine the prevalence of violence and sexuality. The majority of previews contained violence, and these portrayals were common across MPAA ratings (G/PG, PG-13, and R). Sexuality was also prevalent, though less frequent than violence, and most likely to appear in PG-13 and R-rated previews. Rates of aggression in previews were positively associated with increased marketing and distribution costs for the previewed films. Results are discussed in terms of the marketing of violent entertainment to youth and in terms of the use of violence to increase viewers' anticipated enjoyment.  相似文献   

8.

From the turbulent seventies in California emerged two very different men with two widely divergent solutions to the problems of troubled times. Through violent invective Dennis Kearney won an immediate popular following for a vague political program directed against surface evils. Henry George, with less understanding of mass audiences, won acceptance for his thoughtful economic analysis more slowly. But by 1886 George had learned much about popular speaking, while Kearney's hollow rantings had lost their appeal. George's long‐range influence was in part the result of his new‐found skill with mass audiences.  相似文献   

9.
News and notes     
This study examined physical violence portrayed in a sample of televised professional wrestling. Trained research assistants coded the frequency of violent interactions, perpetrator characteristics, and contextual features (extent of violence, use of weapons, consequence of violence, reasons for violence, and reward for violence). Wrestling was compared with a sample of prime-time television from the National Television Violence Study (Smith, Nathanson, &; Wilson, 2002). Findings show that the extent of violence in wrestling is significantly greater than other prime-time genres and that wrestling more often portrays violence as justified, likely to go unpunished, and unlikely to produce extreme harm. Overall, wrestling presented violence in amounts and contexts linked with increased risk of harm to viewers.  相似文献   

10.
Advisory warnings were adopted by network television stations in the fall of 1993 to inform viewers of violent or sexual programming. To assess the impact of the advisories, independent samples of high school students were surveyed in the fall of 1993 (n = 1,854) and in the fall of 1994 (n = 1,489). Most students reported having seen a warning before programs with violent or sexual content. Furthermore, students were more aware of the advisories and had more accurate recall of the violence advisory over time. Although students’ knowledge of the advisories improved over time, their advisory‐related beliefs and the amount of violence they watched on television remained unchanged.  相似文献   

11.
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   

12.
This study examines the relationship of cognitive and parental factors affecting adolescents viewing of television violence. Participants in the study were 422 adolescents and 298 of their parents who were surveyed for their viewing behaviors, perceptions of violent portrayals, and aggressive behavioral tendencies. Regression analysis indicated that attitude was the strongest predictor of aggression. The more adolescents reported liking television violence, the more aggressive were their intentions. Results suggested that while exposure to violence and parental factors both play a part in mediating subsequent aggression, viewing violence is less important than liking violence.  相似文献   

13.
Books received     
In this study, children were shown one of three violent TV clips. Each clip showed an identical act of aggression but the perpetrator's motivation and punishment for the violent act were manipulated. Children also filled out a questionnaire that asked about their family communication patterns (FCP). Overall, children who rated higher on the communication dimension were more likely to see motivated violence as more justified, whereas children who rated higher on the control dimension were likely to see punished violence as less justified. In addition, children who were more control‐oriented and who had perceived the violent clip as justified chose aggressive story endings significantly more frequently than other children.  相似文献   

14.
This research examined various predictors of flow in video games. Study 1 examined the effects of performance on flow across two game genres (shooting and medical simulation games) and demonstrated that successful performance results in greater flow. Study 2 demonstrated an interaction effect of skill and challenge on flow across three genres (racing, violent, and prosocial games). Highly skilled players experience greater flow when encountering higher challenge whereas players with moderate and low levels of skill experience less flow when encountering higher challenge. Study 3 tested the moderating role of users' playfulness in an exergame and a music game.  相似文献   

15.
Autonomously motivated individuals tend to enjoy activities more than those who are extrinsically motivated, and they also tend to invest more effort. Grounded in basic psychological needs theory, the current study examines the motivation of students' autonomous information seeking and its relationship with the amount of effort invested in and enjoyment derived from information seeking. Autonomy support and perceived competence were found to explain 34.7% of the variance in autonomous motivation while autonomous motivation, in turn, explained 13.1% of variance in effort and 25.8% variance in enjoyment. The model indicates a positive relationship between basic psychological needs and autonomous motivation. Higher students' autonomy support and perceived competence levels lead to increases in autonomous motivation to seek information. Higher autonomous motivation levels, similarly, lead to higher levels of effort and enjoyment. Findings confirm that intrinsically motivated students enjoy information seeking more and invest more effort in the activity. This highlights the importance of encouraging students to engage in information seeking independently, while providing the necessary guidance that would increase their competence.  相似文献   

16.
Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach includes both a systematic literature review and a content analysis of moral disengagement cues embedded in the narratives and actual game play of 17 top-ranked first-person shooters (PC). Findings suggest that moral disengagement factors are frequently embedded in first-person shooters, but their prevalence varies considerably. Most violent video games include justifications of the portrayed violence, a distorted portrayal of consequences, and dehumanization of opponents. Implications of the findings for research on violent games are discussed.  相似文献   

17.
This study investigated the effect of individuals’ self-reported skill levels on generated violent content. After playing a violent video game, participants (N = 68) completed a questionnaire determining skill level with measures modified from previous game studies. The resulting 4,023 instances of violence were analyzed using techniques adapted from prior video game content analyses and the National Television Violence Study. Findings indicated a significant difference in the amount and context of violent acts between higher skilled and lower skilled players. Those who reported being higher skilled generated more instances of violence, were more often the perpetrators rather than the targets of violence, experienced greater consequences (graphicness) of violence, and experienced more on-screen and up-close violence.  相似文献   

18.
This study used a 2 x 2 X 2 design to examine the effects of warning labels, bleeping, and gender on viewers' perceptions and enjoyment of a docudrama. We also examined the individual difference variable of verbal aggressiveness to test for possible interactions. Overall, the warning labels increased enjoyment of the program containing profanity among college students. Bleeping had no effect on either program liking or perceptions of realism; however, bleeping decreased perceptions of the program's offensiveness, and increased viewers' perceptions of profanity frequently estimates. Lastly, verbally aggressive participants perceived the program as more realistic, and the language as less offensive  相似文献   

19.
Binge-watching—the intensive, consecutive viewing of televised series—has become a prevalent usage pattern of entertainment media, which may influence users’ psychological well-being both positively and negatively: On the one hand, binge-watching could increase viewers’ enjoyment, recovery experiences, and vitality through an increase in perceived autonomy. On the other hand, binge-watching can trigger goal conflicts and feelings of guilt, which may reduce well-being. Drawing on an online survey (N = 499), the present study examines the tension between these two mechanisms and their effects on users’ well-being. The data largely support the hypotheses: Binge-watching is perceived as recreational as long as goal conflicts and feelings of guilt can be avoided. Well-being, on the other hand, is positively affected by binge-watching-induced increases in perceived autonomy. These results corroborate the central role of self-determination as a link between media reception, media enjoyment, and psychological well-being.  相似文献   

20.
网络暴力游戏与青少年暴力行为的相关性   总被引:2,自引:1,他引:1  
本文以传播学的.培养理论"和社会学的"社会化理论"为基础理论,以13-16岁的中学生为研究对象,探讨玩网络暴力游戏和青少年暴力行为的相关性.研究发现,玩网络暴力游戏会改变人们对暴力行为的看法,但只是网络暴力游戏本身使玩游戏者产生一种暴力倾向,且这个过程是长期的、潜移默化的.同时,无论在网络世界中还是在现实世界中,青少年对网络游戏的模仿并不是普遍现象.而且,网龄越长,青少年采取暴力手段解决问题的人数所占的比例越小.  相似文献   

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