Most early research on entertainment defines media enjoyment in functional terms as the satisfaction of hedonic needs. Two studies demonstrate the value of including nonhedonic and hedonic need ...satisfaction in defining enjoyment. Both studies find support for a need‐satisfaction model showing that hedonic (arousal and affect) and nonhedonic (competence and autonomy) need satisfaction account for unique variance in enjoyment experienced during video game play. Study 2 extends the findings of Study 1 to account for noninteractive media entertainment enjoyment. Results show hedonic and nonhedonic need satisfaction to be distinct but complementary components of media enjoyment. Discussion focuses on the advantage of a needs‐based approach for understanding positive valuations of media and offers a new perspective on the enjoyment–appreciation distinction.
El Placer de los Medios como Satisfacción de una Necesidad: La Contribución de las Necesidades Hedonistas y las No Hedonistas
Ron Tamborini1, Matthew Grizzard1, Nicholas David Bowman2, Leonard Reinecke3, Robert J. Lewis1, and Allison Eden1
Resumen
La mayoría de la investigación previa sobre el entrenamiento define al placer de los medios en términos funcionales como la satisfacción de necesidades hedonistas. Dos estudios importantes demuestran el valor de incluir la satisfacción de necesidades no hedonistas y hedonistas en la definición de este placer. Ambos estados encuentran apoyo para un modelo de satisfacción de necesidad mostrando que la satisfacción de necesidades hedonistas (estímulo y afecto) y no hedonistas (competencia y autonomía) representan una varianza única en la experiencia del placer durante un video juego. El estudio 2 extiende los hallazgos del estudio 1 para representar al placer del entretenimiento de los medios. Los resultados muestran que la satisfacción de necesidades hedonistas y no hedonistas es distintiva pero complementaria de los componentes del placer de los medios. La discusión se enfoca en la ventaja de una aproximación basada en las necesidades para comprender las valoraciones positivas y ofrecer una perspectiva nueva sobre la distinción entre el placer‐apreciación.
Palabras claves: Entretenimiento de los medios, placer, apreciación, teoría de la auto‐determinación, video juegos, satisfacer una necesidad, interactividad
Le plaisir tiré des médias et la satisfaction des besoins : la contribution des besoins hédonistes et non hédonistes
Ron Tamborini, Matthew Grizzard, Nicholas David Bowman, Leonard Reinecke, Robert J. Lewis et Allison Eden
La plupart des premières études sur le divertissement définissent le plaisir tiré des médias en des termes fonctionnels, c’est‐à‐dire comme la satisfaction de besoins hédonistes. Deux études démontrent l’utilité d’inclure la satisfaction de besoins hédonistes et non hédonistes dans la définition du plaisir. Les deux études appuient un modèle de satisfaction des besoins qui montre que la satisfaction de besoins hédonistes (excitation et affect) et non hédonistes (compétence et autonomie) explique la variation unique du plaisir vécu pendant l’usage de jeux vidéo. La deuxième étude développe les résultats de la première pour expliquer le plaisir tiré des divertissements médiatiques non interactifs. Les résultats montrent que la satisfaction des besoins hédonistes et la satisfaction des besoins non hédonistes sont des éléments distincts mais complémentaires du plaisir tiré des médias. La discussion porte sur l’avantage d’une approche fondée sur les besoins pour comprendre les évaluations positives des médias. Cette approche offre une nouvelle perspective sur la distinction entre plaisir et appréciation.
Mots clés : divertissements médiatiques, plaisir, appréciation, théorie de l’autodétermination, jeux vidéo, satisfaction des besoins, interactivité
Medien‐Enjoyment als Bedürfnisbefriedigung: Zur Rolle von hedonischen und nicht‐hedonischen Bedürfnissen
In früheren Forschungsarbeiten zum Unterhaltungserleben wird Medien‐Enjoyment in einem funktionalen Sinn als die Befriedigung von hedonischen Bedürfnissen definiert. In zwei Studien zeigen wir den Nutzen, sowohl nicht‐hedonische als auch hedonische Bedürfnisbefriedigung in einer Definition von Enjoyment zu berücksichtigen. Beide Studien bestätigen das Modell der Bedürfnisbefriedigung und zeigen auf, dass die hedonische (Erregung und Affekt) und nicht‐hedonische (Kompetenz und Autonomie) Bedürfnisbefriedigung jeweils einen eigenen Anteil an der Varianz von Enjoyment beim Videospielen erklären. Eine zweite Studie erweitert die Ergebnisse von Studie 1 um nicht‐interaktives Medien‐Enjoyment. Hier verdeutlichen die Ergebnisse, dass hedonische und nicht‐hedonische Bedürfnisbefriedigung eigenständige, wenn auch komplementäre Komponenten von Medien‐Enjoyment sind. Im Diskussionsteil befassen wir uns mit den Vorteilen dieses bedürfnisbasierten Ansatz, nämlich zum einen positive Bewertungen von Medien besser verstehen zu können und zum anderen eine neue Perspektive auf die Unterscheidung von Enjoyment und Wertschätzung zu eröffnen.
Schlüsselbegriffe: Medienunterhaltung, Enjoyment, Wertschätzung, Theorie der Selbstbestimmung, Videospiele, Bedürfnisbefriedigung, Interaktivität
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BFBNIB, FZAB, GIS, IJS, KILJ, NLZOH, NUK, OILJ, SAZU, SBCE, SBMB, UL, UM, UPUK
•Using more than 750 estimates, we perform a meta-regression analysis of studies examining the relationship between economic growth per capita and natural disasters.•We conclude that there exists a ...negative genuine effect of natural disasters on economic growth which is increasing over the period of our analysis.•In particular, it turns out that climatic disasters in developing countries have the most significant adverse impact on economic growth.•We also find strong evidence that a large part of the negative impact of natural disasters found in studies is caused by a publication bias.
Using more than 750 estimates, we perform a meta-regression analysis of studies examining the relationship between economic growth per capita and natural disasters. The studies considered are very different with respect to the type of disasters considered, the sample of countries and time periods covered, model specification, estimators used and publication outlet. After extensive testing of our results, we conclude that there exists a negative genuine effect of natural disasters on economic growth which is increasing over the period of our analysis. Still, the magnitude differs across disasters included and country sample used. In particular, it turns out that climatic disasters in developing countries have the most significant adverse impact on economic growth. However, we also find some evidence that a part of the negative impact of natural disasters found in these studies is caused by a publication bias.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK
The relationship between exposure to sexually objectifying music television, primetime television programs, fashion magazines, and social networking sites and the internalization of beauty ideals, ...self‐objectification, and body surveillance was examined among adolescent girls (N = 558). A structural equation model showed direct relationships between sexually objectifying media and the internalization of beauty ideals, and indirect relationships between sexually objectifying media and self‐objectification, and body surveillance through the internalization of beauty ideals. The direct relationships between sexually objectifying media and the internalization of beauty ideals, self‐objectification, and body surveillance differed across the types of sexually objectifying media. The discussion focuses on the implications of these findings to explain self‐objectification among girls.
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Symbolic interactionism is a theoretical perspective in sociology that addresses the manner in which society is created and maintained through face-to-face, repeated, meaningful interactions among ...individuals. This article surveys past theory and research in the interactionist tradition. It first provides an overview of three main trajectories in symbolic interactionist thought, focusing on the work of Herbert Blumer (the Chicago School), Manford Kuhn (the Iowa School), and Sheldon Stryker (the Indiana School). A brief summary of each figure’s general perspective on symbolic interactionism is given, followed by a discussion of the research methodology that defines and distinguishes each. The article then reviews and assesses the empirical research that has emerged from these trajectories over the past decades, beginning with the classical studies of the mid-twentieth century and culminating in research programs that have emerged in the contemporary era. Specifically, this article surveys significant contributions to the symbolic interactionist literature in areas such as dramaturgy, cultural studies, postmodernism, gender/status/power, self and identity, collective behavior and social movements, and social context and the environment. It concludes with a discussion of future directions symbolic interactionists should take in continuing to develop the field.
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This paper traverses the relationship between wo/man, metal, and the more-than-human world. Drawing for new materialisms, specifically Bennett’s (2004, 2009) notion of (metallurgic) thing-power and ...IJsseling’s (1997) conceptualization of mimesis, we entangle our (posthuman) perspectives with scenes from a popular science fiction show, The Mandalorian. Specifically, we are interested in how a fictional metal with extraordinary vibrant properties, known as beskar, reflects/mirrors aspects of identity articulation and formation for the show’s main protagonist, Din Djarin. Using a (mimetic) narrative approach, we constructed two composite narratives around two scenes depicting the aliveness of beskar in different ways. We also make an argument for the further interrogation into the way that metals are mined, manufactured, and manipulated and how these processes factor into the making and un-making of what it means to be human in a more-than-human world.
Kollektive Emotionen sind im Fußball allgegenwärtig - doch bisher wenig erforscht. Michael Wetzels nimmt sich dieses Themas an und analysiert die Zusammenhänge aus wissenssoziologischer Perspektive. ...Mit seinem Forschungskonzept kann er zeigen, dass kollektive Emotionen, wie wir sie bisher geglaubt haben zu kennen, nicht existieren. Vielmehr stellen sie Interpretationen dar, welche erst unter bestimmten Bedingungen sicht- und erklärbar werden. Diese Erkenntnisse tragen zu einer allgemeinen Grundlagenforschung zu Kollektivität und Emotionalität bei und bieten ebenso im Anwendungsbereich des Fußballs (z.B. in der Sozialen Arbeit) Ansatzpunkte in der praktischen Arbeit mit »kollektiven Emotionen«.
My paper focuses on a notion of mimesis which made a lasting impression on French sociologists and surrealists of the 1930s, most notably Roger Caillois. Mimicry or mimétisme denotes an instinctive ...(and not always beneficial) form of assimilation to (not of) another organism or object. Interestingly enough, Caillois, was fascinated by an active “natural imagination,” diagnoses a propensity among humans to abandon themselves to the “lure” of what he calls “represented spaces”—beyond the intentional grasp of the subject. However, what mimicry “morphologically” brings about in animals may lead in humans to a “depersonalization” or loss of self. Theodor W. Adorno received Caillois’s pre-reflexive with (critical) approval, but he insisted on retaining an, albeit aesthetic, form of reflexivity, without falling back into conceptual subjectivity and categorial appropriation. Aesthetic mimesis, a willing abandonment to works of art, makes possible and actuates the experience of a material, sensuous and indeterminate Other. Indeed, in an open confrontation with art, one cannot help getting immersed, even lost, in its radiating presence. “Aesthetic rationality,” then, comes precisely down to a realization of the limits of human rationality along with a— posthuman—acknowledgment of a more-than-human world beyond instrumental reason.
The material and spiritual values of a nation have been conveyed to the future by explaining, writing and using visuality elements from ancient times to the present. With the change of the age, the ...transferring environments of cultural elements have differentiated. The secondary oral culture age, which started with writing and continues its existence through newspapers, magazines, radio, television, cinema and internet, constitutes the areas of transfer of folk culture elements. Among these environments, cinema stands out with its features such as being able to appeal to many people at the same time, being able to attract attention as audiovisual, and conveying elements of folk culture. Cinema and culture, which centered people and life, have become two elements that feed each other over time. Society sees the emotions, situations and events that take place in daily life on the silver screen as well. The presence of visuals adorned with elements of folk culture and the reflection of many practices among the people on the speech, dress, attitude and behavior of the actors pave the way for the adoption of motion pictures and actors by the society. In the films featuring Türkan Şoray, one of the important artists of Turkish cinema, the basic cultural values, traditions and folk culture elements of the Turkish people are present to a great extent. In this study, ‘Güllü Geliyor Güllü (GGG)’ (1973), ‘Sultan Gelin (SG)’ (1973), ‘Bir Aşk Masalı Ferhat ile Şirin (BAMFİŞ)’ (1978), ‘Hazal (H)’ (1979), ‘Yılanı Öldürseler (YÖ)’ (1981), ‘Berdel (B)’ (1990), ‘Şahmaran (Ş)’ (1993) in which Türkan Şoray is one of the leading actors, films will be analyzed on the basis of Sedat Veyis Örnek’s classification of folklore cadres and will be revealed the functions of folk culture elements in these films.
Im Diskurs um das Musiktheater weitet sich ein Legitimationsproblem aus, das politische, wirtschaftliche und ästhetische Aspekte betrifft und die Kunstform in ihrer Existenz in Frage stellt. Welche ...Legitimationsstrategien bestimmen aber diesen Diskurs? Caroline Wiese nimmt Musiktheaterkritiken zu exemplarisch gewählten Werken aus den Bereichen Oper, Operette, Neues Musiktheater und Musical in den Fokus. Anhand des Materials fächert sie diskursive Denkmuster und Argumentationsstrukturen auf, die im Umfeld des Dispositivs »Musiktheater« verdichtet auftreten, und zeigt: Unabhängig von Gattung und Werk werden teils widersprüchliche Strategien wirksam.
Online virtual worlds, electronic environments where people can work and interact in a somewhat realistic manner, have great potential as sites for research in the social, behavioral, and economic ...sciences, as well as in human-centered computer science. This article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of economic markets or social networks.
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