Psychology of Entertainment

Divided into three basic parts, this book: *addresses the fundamental mechanisms and processes involved in orienting to and selecting entertainment fare, as well as receiving and processing it; *explores the mechanisms and processes by ...

Author: Jennings Bryant

Publisher: Routledge

ISBN: 9781135257415

Category: Games & Activities

Page: 476

View: 208

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As entertainment becomes a trillion-dollar-a-year industry worldwide, as our modern era increasingly lives up to its label of the "entertainment age," and as economists begin to recognize that entertainment has become the driving force of the new world economy, it is safe to say that scholars are beginning to take entertainment seriously. The scholarly spin on entertainment has been manifested in traditional ways, as well as innovative ones. Representing the current state of theory and research, Psychology of Entertainment promises to be the most comprehensive and up-to-date volume on entertainment. It serves to define the new area of study and provides a theoretical spin for future work in the area. Divided into three basic parts, this book: *addresses the fundamental mechanisms and processes involved in orienting to and selecting entertainment fare, as well as receiving and processing it; *explores the mechanisms and processes by which we are entertained by the media messages we select and receive; and *provides an opportunity for the application of well-established as well as emerging psychological and psychobiological theories to be applied to the study of entertainment in ways that seldom have been utilized previously. Psychology of Entertainment will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, marketing, and other areas contributing to the entertainment studies area.
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The Psychology of Entertainment Media

First Published in 2012. Routledge is an imprint of Taylor & Francis, an informa company.

Author: L. J. Shrum

Publisher: Routledge

ISBN: 9781848729445

Category: Business & Economics

Page: 346

View: 263

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In this volume, psychologists and communication experts present theory on understanding and predicting how learning occurs through media consumption. As the impact of traditional advertising has declined over the last couple of decades, marketers have scrambled to find other ways to effectively communicate with consumers. Among other approaches, marketers have utilized various forms of product integration. Product integration is mixing a commercial message in with the non-commercial message via TV, movie, video, and other entertainment venues. This book will be of interest to students and researchers in psychology, marketing, communication, advertising, and consumer behavior.
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Media Entertainment

This collection represents a systematic exploration of media entertainment from an academic perspective.

Author: Dolf Zillmann

Publisher: Routledge

ISBN: 9781135667542

Category: Psychology

Page: 296

View: 310

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This collection represents a systematic exploration of media entertainment from an academic perspective. Editors Zillmann and Vorderer have assembled scholars from psychology, sociology, and communication to provide a broad examination of the primary function of media entertainment--the attainment of gratification. Chapters included here address vital aspects of media entertainment and summarize pertinent findings, providing an overview of what is presently known about the appeal and function of the essential forms of media entertainment, and offering some degree of integration. Written in a clear, non-technical style, this volume provides a lively and entertaining study of media entertainment for academic study and coursework.
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The Psychology of Entertainment Media

Providing a broad perspective on how entertainment media may have an effect that goes largely unnoticed or unattended by consumers, this volume makes a substantial contribution toward creating a more knowledgeable field, as well as a more ...

Author: L. J. Shrum

Publisher: Taylor & Francis

ISBN: 9781135622039

Category: Business & Economics

Page: 312

View: 777

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The Psychology of Entertainment Media provides a cutting-edge look at how entertainment media affects its viewers, both in intended and unintended ways, and the psychological processes that underlie these effects. The collection represents an international, multidisciplinary investigation of an age-old process--persuasion--in a relatively new guise, which includes product placements, brand films, television programs, and sponsorships. The collection covers three broad areas: the potential effects of embedding promotions within entertainment media content; the persuasive power of the entertainment media content itself; and individual differences in the interplay between media usage and media effects. Contributions focus on a variety of topics, including product placement, subliminal perception, narrative impact, cultivation effects on consumers, and individual differences in media use. Virtually all the chapters speak to the issue of how entertainment media are processed, with the conclusion that media consumers do tend to process entertainment and promotional information differently. Providing a broad perspective on how entertainment media may have an effect that goes largely unnoticed or unattended by consumers, this volume makes a substantial contribution toward creating a more knowledgeable field, as well as a more knowledgeable consumer. With its origins in the 21st Annual Advertising and Consumer Psychology Conference, the volume represents scholarship from prominent and emerging scholars in psychology, marketing, and communications. It is appropriate for advanced students and scholars in marketing, advertising, psychology, and mass communication; for research-focused practitioners working in marketing, advertising, and public policy; and for individuals interested in entertainment studies, consumer behavior, attitudes, persuasion, media studies, and consumer psychology.
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The Oxford Handbook of Entertainment Theory

The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research.

Author: Peter Vorderer

Publisher: Oxford University Press

ISBN: 9780190072223

Category: Music

Page: 800

View: 837

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The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us understand the fascination that different entertainment media exert on us and how they change the human experience. The Oxford Handbook of Entertainment Theory surveys and furthers the most influential psychology-driven research on media entertainment to illuminate how people are drawn into media experiences. The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research. They also cover the motivations and reactions of media users in relationship to different types of media, the trend towards interactive media such as video games and virtual reality, and particularly popular media contents like sexuality, violence, sports, and the news. As the most comprehensive overview of psychology-based research on media entertainment available, this Handbook is an invaluable resource for seasoned researchers and those beginning to learn about the field alike.
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Branded Entertainment

Product Placement & Brand Strategy in the Entertainment Business Jean-Marc Lehu ... in L J Shrum ( ed ) , The Psychology of Entertainment Media : Blurring ...

Author: Jean-Marc Lehu

Publisher: Kogan Page Publishers

ISBN: 0749449403

Category: Business & Economics

Page: 266

View: 370

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Product placement has evolved from a novel marketing tactic to a key marketing strategy on a global scale. This work explains the: history and development of product placement; advantages of this form of brand advertising; and methods employed by different brands.
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Psychology of Entertainment

There is support for the hypothesis that the extent of activity of the four cognitive processes (encoding, comparison, modification and performance) within the three domains of consciousness during the reading, is positively related to the ...

Author: Kees van Driel

Publisher:

ISBN: 9064645493

Category: Cognitive psychology

Page: 113

View: 815

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Outlines Highlights for Psychology of Entertainment by Jennings Bryant Editor

Cram101 Textbook Outlines gives all of the outlines, highlights, notes for your textbook with optional online practice tests. Only Cram101 Outlines are Textbook Specific. Cram101 is NOT the Textbook. Accompanys: 9780805852387

Author: Cram101 Textbook Reviews

Publisher: Academic Internet Pub Incorporated

ISBN: 1618302760

Category: Education

Page: 76

View: 292

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Never HIGHLIGHT a Book Again! Virtually all testable terms, concepts, persons, places, and events are included. Cram101 Textbook Outlines gives all of the outlines, highlights, notes for your textbook with optional online practice tests. Only Cram101 Outlines are Textbook Specific. Cram101 is NOT the Textbook. Accompanys: 9780805852387
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Studyguide for Psychology of Entertainment by Editor Jennings Bryant ISBN 9780805852387

Cram101 Just the FACTS101 studyguides gives all of the outlines, highlights, and quizzes for your textbook with optional online comprehensive practice tests. Only Cram101 is Textbook Specific. Accompanies: 9780805852387.

Author: Cram101 Textbook Reviews

Publisher: Cram101

ISBN: 1497038812

Category: Education

Page: 46

View: 288

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Never HIGHLIGHT a Book Again! Includes all testable terms, concepts, persons, places, and events. Cram101 Just the FACTS101 studyguides gives all of the outlines, highlights, and quizzes for your textbook with optional online comprehensive practice tests. Only Cram101 is Textbook Specific. Accompanies: 9780805852387. This item is printed on demand.
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Why We Watch

This collection of essays examines the many facets of violence in contemporary American culture, ranging across literature, film, philosophy, photojournalism and other media.

Author: Jeffrey H. Goldstein

Publisher:

ISBN: 0195353447

Category: Social Science

Page: 270

View: 990

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This collection of essays examines the many facets of violence in contemporary American culture, ranging across literature, film, philosophy, photojournalism and other media. It offers a consideration of why we are drawn to depictions of violence and why there is a market for violent entertainment.
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The Entertainment Functions of Television

First published in 1980. Routledge is an imprint of Taylor & Francis, an informa company.

Author: P. H. Tannenbaum

Publisher: Psychology Press

ISBN: 9781317770398

Category: Psychology

Page: 272

View: 198

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First published in 1980. Routledge is an imprint of Taylor & Francis, an informa company.
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Introduction to Positive Media Psychology

This book serves as a benchmark of theory and research for current and future generations of advanced undergraduate students, graduate students, and scholars in communication, psychology, education, and social work.

Author: Arthur A. Raney

Publisher: Routledge

ISBN: 9781000295870

Category: Psychology

Page: 238

View: 532

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Introduction to Positive Media Psychology summarizes and synthesizes the key concepts, theories, and empirical findings on the positive emotional, cognitive, and behavioral effects of media use. In doing so, the book offers the first systematic overview of the emerging field of positive media psychology. The authors draw on a growing body of scholarship that explores the positive sides of media use, including fostering one’s own well-being; creating greater connectedness with others; cultivating compassion for those who may be oppressed or stigmatized; and motivating altruism and other prosocial actions. The authors explore these issues across the entire media landscape, examining the ways that varying content (e.g., entertainment, news) delivered through traditional (e.g., film, television) and more recent media technologies (e.g., social media, digital games, virtual reality) can enhance well-being and promote other positive outcomes in viewers and users. This book serves as a benchmark of theory and research for current and future generations of advanced undergraduate students, graduate students, and scholars in communication, psychology, education, and social work.
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A Cognitive Psychology of Mass Communication

This sixth edition offers chapter outlines and recommended readings lists to further assist readability and accessibility of concepts, and a new companion website that includes recommended readings, even more real-world examples and ...

Author: Fred W. Sanborn

Publisher: Routledge

ISBN: 9781136276590

Category: Language Arts & Disciplines

Page: 544

View: 781

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A Cognitive Psychology of Mass Communication is the go-to text for any course that adopts a cognitive and psychological approach to the study of mass communication. In its sixth edition, it continues its examination of how our experiences with media affect the way we acquire knowledge about the world, and how this knowledge influences our attitudes and behavior. Using theories from psychology and communication along with reviews of the most up-to-date research, this text covers a diversity of media and media issues ranging from commonly discussed topics, such as politics, sex, and violence, to lesser-studied topics, such as sports, music, emotion, and prosocial media. This sixth edition offers chapter outlines and recommended readings lists to further assist readability and accessibility of concepts, and a new companion website that includes recommended readings, even more real-world examples and activities, PowerPoint presentations, sample syllabi, and an instructor guide.
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Entertainment Industry Consumer Psychology

The entertainment sector which is the main focus of the research could also be categorized into different segments.These any one service sepect must be important elements to influence overall tourism income and they have close relationship.

Author: Johnny Ch Lok

Publisher:

ISBN: 1675122938

Category:

Page: 40

View: 222

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The entertainment sector which is the main focus of the research could also be categorized into different segments.These any one service sepect must be important elements to influence overall tourism income and they have close relationship. For example, when one traveller feel the hotel can provide comfortable feeling to satisfy their lving need in his short trip time as well as he can find any entertainment activities easily as well as he can find any cheap and fast public transportation to catch in his trip any time as well as he can find any restaurants to eat good tastefood in his whole travelling trip when he visits this country first time. Then, all of these enjoyment and comfortable of travelling feeling will influence he remember this country is one valuable travelling place and he also feels that he ought continue to choose this country to travel again and again. So, if the country can provide the overall travelling activities to satisfy any traveller individual living, eating, transporting and entertainment need. Then, its tourism industry will develop rapidly. For example, theme Parks aims to create an atmosphere of another place and time, and usually concentrates on one dominant theme, around which architecture, landscaping, costumed personnel who are sometimes known as animators, and different facilities for entertainment, distraction, recreation, or physical activities, such as rides, shows, food service and merchandise, are coordinate, because the different facilities in a theme park belong to the same enterprise. (Weiermair,& Mathies, 2007, 228.) Examples are the Walt Disney Magic Kingdom, Disneyland, Sea World Florida, Europe Park Universal Studios and many more. Theme parks are majorly child-friendly, which makes them interesting places for families to visit and they are usually filled with numerous exciting rides, a carnival atmosphere, and several cartoon and movie characters.On conclusion if any country hopes to develop itself tourism entertainment industry in success, one country needs to consider many different aspects of entertainment facilities to let travellers to feel fun, excite and comfortable and enjoyable in order to let them can not forget this travelling entertainment activity choice in his/her live. Because any travelling related service elements will have important influence to every first time traveller individual psychology, if the country's any travelling related services can provide the positive emotion to let every traveller to feel. Then, the repeating travellers number will have more chance to increase because they still feel this country can provide the best travelling entertainment service to let them to feel to compare other countries in their life.
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Serious Games

The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."

Author: Ute Ritterfeld

Publisher: Routledge

ISBN: 9781135848910

Category: Education

Page: 552

View: 736

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Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
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The Oxford Handbook of Entertainment Theory

psychological roots of audience positioning 274–5 psychological states and resonant experiences 128–30 psychological well-being 47, 219, 258, 364, 374, 450, ...

Author: Peter Vorderer

Publisher: Oxford University Press, USA

ISBN: 9780190072216

Category: Language Arts & Disciplines

Page: 896

View: 656

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"This chapter offers some historical and conceptual orientation to readers of the Oxford Handbook of Entertainment Theory. Departing from a brief review of ancient roots and 20th century pioneer works, we elaborate on the state and challenges of contemporary entertainment theory and research. This includes the need to develop a more explicit understanding of interrelationships among similar terms and concepts (e.g., presence and transportation), the need to reflect more explicitly on epistemological foundations of entertaiment theories (e.g., neo-behaviorism), and the need to reach back to past, even historical reasoning in communication that may be just as informative as the consideration of recent theoretical innovations from neigboring fields such as social psychology. Finally, we offer some reflections on programmatic perspectives for future entertainment theory, which should try to harmonize views from the social sciences and critical thinking, span cultural differences in entertainment processes, and keep track of the rapid technological progress of entertainment media"--
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Consumer Organizational Time Psychology

What consumption is mostinfluenced in preference choiceby time pressureWhat kinds of services or products are most influenced to consumer behavioral change by time pressure?

Author: Johnny Ch Lok

Publisher:

ISBN: 108585745X

Category:

Page: 524

View: 942

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What consumption is mostinfluenced in preference choiceby time pressureWhat kinds of services or products are most influenced to consumer behavioral change by time pressure? Can time pressure factor influence more preference to other factors, such as age, culture, income level, habitual shopping, family or friend relationship etc. factors to influence consumer behavioral choice to these kinds of services or products in consumption market? I shall indicate some kinds of services or products consumption models to explain how time pressure can influence consumers to choose to consume its services or buy its products.Firstly, for theme park entertainment industry example, has it time pressure to cause any theme park visitors, e.g. Walt Disney entertainment theme park to influence them to feel time pressure to enjoy their emotions to play any entertainment machine facilities and it brings negative emotion to choose the entertainment theme park entertainment consumption activities.For Walt Disney entetainment theme park example, every visitor needs to pay a fixed ticket fee to enter Disney theme park. So, however, he/she chooses to play how many number of entertainment activities facilities, e.g. only one entertainment playing facility, or more than one entertainment playing facilities. The Disney visitor needs to pay the same ticket fee to enter Disney. So, it will cause th visitors feel unfair, they do not choose to play any entertainment facilities or play only less number of entertainment facilities. Because they need to pay the same ticket price to same to the visitors, who choose to play many entertainment facilities number in Disney. So, it brings this question: Does the Disney visitor feel time pressure when he/she chooses to play many number of entertainment facilities, but he/she will not enjoy to carry on other activities in Disney, e.g. shopping, visiting cinema to watch movies, walking around the whole Disney anywhere to view scene activities. Because US Disney entertainment theme park is very large . It has not only entertainment facilities to attract visitors to play. It has many places are value to visitors to visit or enjoy the other free charge entertainment activities, such as visiting Disney gardens, visiting ocean park, visiting Disney cinema to watch free movies, view scene or seeing free charge ocean animal performance shows, going to Disney shopping centres to shopping, visiting Disney library to read books, visiting Disney ocean park to view different kinds of beautiful fishes non-entertainment machine facility playing activities. All of these activities are value to any Disney visitors to choose to play or visit, instead of entertainment machine facilities activities. So, if one visitor hopes only to spend one day in US Walt Disney entertainment theme park. He/she will feel hurry to choose to play any machine entertainment facilities, or he/she won't choose any machine entertainment facilities to play in Disney because he/she also hopes to play other non-machine entertainment facilities activities, e.g. visiting garden, visiting ocean park, visiting library, visiting cinema to watch free movies, visiting garden to play free charge boats water entertainment activities, watching ocean animal show performance etc. different kinds of entertainment activities, even walking around anywhere fun and excite places in Disney theme park. Hence, the Disney visitor will feel time pressure to choose either playing any kinds of entertainment machine facilities or visiting different places in the whole one day in Disney.
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