•Hip-hop is consumed as background music but is also used to work through emotions and to reflect on life, social relations, and society.•Listening to hip-hop music can be characterized, as an ...eudaimonic media experience•Hip-hop listeners evaluated other hip-hop listeners a part of their in-group•The strictness with which listeners defined what hip-hop was, varied based on the age and or knowledge of respondents•Respondents saw commercialization and institutional racism as common threats to the quality and purity of hip-hop.
Hip-Hop as a music genre is a popular music genre both in commercial success and global impact and there is a variety of academic studies on the origins, creation, effects, and uses of hip-hop. What remains understudied, yet fundamentally important, is a perspective that takes hip-hop consumers and the way they give meaning to hip-hop as a musical genre. The current in-depth interview study (N = 20) aimed to understand how hip-hop listeners came to give meaning to hip-hop music in their own words and from the perspective of their everyday lived experiences. Results outlined four themes that are relevant in the meanings constructed around hip-hop music, 1) how listeners define hip-hop, 2) how they experience listening to hip-hop, 3) how hip-hop is used as a source in identity-formational practices, and 4) how listeners employed a societal perspective in evaluating hip-hop as a musical genre. As such, the current study provides a balanced empirical perspective on hip-hop music and sheds light on the meaningful role it has in the lives of its listeners.
In this study, we examined whether adolescents helped others during the COVID-19 pandemic and how stories in the media inspired them in doing so. Using an online daily diary design, 481 younger ...adolescents (M = 15.29, SD = 1.76) and 404 older adolescents (M = 21.48, SD = 1.91) were followed for 2 weeks. Findings from linear mixed effects models demonstrated that feelings of being moved by stories in the media were related to giving emotional support to family and friends, and to helping others, including strangers. Exposure to COVID-19 news and information was found to spark efforts to support and help as well and keeping physical distance in line with the advised protective behaviors against COVID-19. Moreover, helping others was related to increased happiness. Overall, the findings of this study highlight the potential role of the media in connecting people in times of crisis.
Recent work on eudaimonic media entertainment has demonstrated that not only movies carry meaningful or inspiring topics but also content that is usually uploaded online, such as YouTube videos or ...memes in social media. Although past research found beneficial effects of eudaimonic movies for psychosocial well-being and motivational intentions, the daily audience of eudaimonic online fare has not been investigated yet. This article reports first findings from a survey (N = 2777), representative of German Internet users. Specifically, it addresses the question of (daily) encounters with eudaimonic memes, remembered topics, emotional and motivational effects with a focus on gender differences. The results reveal that many social media users consume “small doses” of eudaimonic content on a regular basis and experience similar, yet weaker, emotional consequences of such exposure. These findings are discussed in light of eudaimonic entertainment and positive media psychology.
This study explored whether boundary expansion is related to increased life satisfaction. In order to examine this possibility, we conducted two studies. In Study 1, we used an experiment to promote ...either state boundary expansion or state escapism. Although the manipulation was unsuccessful, we did find a positive correlation between expansion and life satisfaction, while escape was not related to life satisfaction. Study 2 examined the relationship between trait boundary expansion and life satisfaction using a large national survey. Results showed that boundary expansion was positively related to life satisfaction and escape was negatively related to life satisfaction.
Model of Inspiring Media Oliver, Mary Beth; Raney, Arthur A.; Bartsch, Anne ...
Journal of media psychology,
10/2021, Letnik:
33, Številka:
4
Journal Article
Recenzirano
Odprti dostop
Scholars have increasingly explored the ways that media
content can touch, move, and inspire audiences, leading to numerous beneficial
outcomes including increased feelings of connectedness to and ...heightened
motivations for doing good for others. Although this line of inquiry is
relatively new, sufficient evidence and patterns of results have emerged such
that a clearer picture of the inspiring media experience is coming into focus.
This article has two primary goals. First, we seek to synthesize the existing
research into a working and evolving model of inspiring media experiences
reflecting five interrelated and symbiotic elements: exposure, message factors,
responses, outcomes, and personal/situational factors. The model also identifies
theoretical mechanisms underlying the previously observed positive effects.
Secondly, the article explores situations in which, and precipitating factors
present, when these hoped-for outcomes either fail to materialize or result in
negative or maladaptive responses and outcomes. Ultimately, the model is
proposed as a heuristic roadmap for future scholarship and as an invitation for
critique and collaboration in the emerging field of positive media
psychology.
Watching news is important for preadolescents, but it may also harm their well-being. This study examined whether applying insights from positive psychology to news production can reduce this ...potential harm, by reducing negative emotional responses and enhancing positive emotional responses to negative news, and by encouraging prosocial intentions. Moreover, we explored whether peer discussion strengthened these effects. Preadolescents (
n
= 336; 9–13 years old; 48.5% female) were exposed to either constructive (solution-based news including positive emotions) or nonconstructive news. Subsequently, half of the children assigned to the constructive and the nonconstructive condition participated in a peer discussion. The findings showed that exposure to constructive news resulted in more positive emotional responses and less negative emotional responses as compared to nonconstructive news. Moreover, discussing the news with peers led to more positive and less negative emotional responses among preadolescents who watched the nonconstructive newscast, and to more prosocial intentions among preadolescents who watched constructive news. In all, constructive news reporting and peer discussion could function as tools to make negative news less harmful for preadolescents.
Research has extensively studied the negative effects of digital communication on adolescents’ well-being. However, positive digital experiences and behavior in adolescence are still poorly ...understood. The recently developed Digital Flourishing Scale addresses this gap and focuses on the positive perceptions of a user’s experiences and behaviors in digital communication among adults. In this paper, we developed an adolescent version of this scale. Study 1 demonstrated the internal consistency of the scale and the same factor structure for adolescence as for adulthood: connectedness, civil participation, positive social comparison, authentic self-presentation, and self-control. Study 2 confirmed the identified factor structure with a second sample of adolescents and established measurement invariance across genders. The construct validity of the scale was confirmed by investigating associations with related constructs, including the basic psychological needs from self-determination theory (competence, autonomy, and relatedness), secure attachment to a close friend, Internet aggression, social media-induced inspiration, authenticity of posted positive content, and social media self-control failure. The results indicated that not all adolescents flourish equally online. Differences occurred depending on the adolescents’ gender and socioeconomic status. The paper concludes that the newly developed scale is a valid and reliable measure for assessing adolescents’ perceptions of digital thriving and digital empowerment.
Research shows that media entertainment can induce eudaimonic or meaningful experiences, such as being emotionally moved or being stimulated to reflect about oneself. While these studies have ...primarily focused on adults' eudaimonic media entertainment experiences, the current study explores whether games can lead to eudaimonic experiences amongst adolescents, for instance, via characteristics like emotionally deep stories and moral choices. Games are very popular among adolescents, while eudaimonic experiences may possibly fulfill key needs of identity development and peer relatedness as well as prove to be beneficial for adolescents' well-being and overall development. To explore adolescents' eudaimonic game experiences, we performed a qualitative study existing of six focus groups (N = 33) and 20 individual in-depth interviews (total N = 53). Results indicate that adolescents do experience eudaimonic game moments. Specifically, they experienced socially bonding, reflective (about oneself and society), emotionally moving, and elevating moments. These were considered particularly meaningful when they were somehow connected to real life. Finally, adolescents mostly mentioned narrative aspects (i.e., the game's story, characters, moral choices), other real players, and audiovisual aspects like graphics and soundtrack as important elicitors of eudaimonic game experiences. Limitations and future research suggestions are further discussed.
This study is the first to examine whether Disney animated characters can inspire children to help others immediately upon exposure. This experiment involved 113 Dutch children (M = 9.03; SD = .738) ...and their friends. Children in the experimental condition were exposed to a Disney clip in which the main character helped a friend, while children in the control condition watched a clip without helping behavior. Afterward, children's helping behavior toward their friends was assessed during a puzzle challenge. A regression analysis revealed that children exposed to the helping Disney character were more likely to help their friends than children who did not watch this. The findings indicate a short-term effect of watching a helping Disney animated character on children's helping behavior.