This volume begins with the general assumption that suspense is a major criterion for both an audience's selection and evaluation of entertaining media offerings. This assumption is supported not only by the popularity of suspenseful narratives, but also by the reasons users give for their actual choice of media contents. Despite this, there is no satisfying theory to describe and explain what suspense actually is, how exactly it is caused by films or books, and what kind of effect it has on audiences. This book's main objective is to provide that theory by bringing together scholars from...
This volume begins with the general assumption that suspense is a major criterion for both an audience's selection and evaluation of entertaining medi...
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...
This collection represents a systematic exploration of media entertainment from an academic perspective. Editors Zillmann and Vorderer have assembled ...
This comprehensive and cutting-edge volume defines entertainment studies and provides a theoretical spine for future research. For scholars/researchers/students in media studies and mass communication, psychology, marketing, etc.
This comprehensive and cutting-edge volume defines entertainment studies and provides a theoretical spine for future research. For scholars/researcher...
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...
As entertainment becomes a trillion-dollar-a-year industry worldwide, as our modern era increasingly lives up to its label of the "entertainment age,"...
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment...
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena,...
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. "Playing Video Games: Motives, Responses, and Consequences" integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment...
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena,...
Im Mittelpunkt des Bandes stehen sowohl die "Interaktionen" zwischen Medienfiguren und Mediennutzern als auch die "Beziehungen," die das Publikum zu den Protagonisten der Medien unterhalt. Wenn etwa ein TV-Showmaster seine Zuschauer begrusst und diese entsprechend darauf reagieren, wenn jugendliche Rezipienten von Seifenopern ihre Lieblingsfiguren bewundern oder auch vermissen, wenn Moderatoren oder Ansager zu den fast standigen Begleitern des Publikums werden, die diesen so vertraut sind wie gute Bekannte oder gar Freunde, dann spricht man innerhalb der Kommunikations- und Medienwissenschaft...
Im Mittelpunkt des Bandes stehen sowohl die "Interaktionen" zwischen Medienfiguren und Mediennutzern als auch die "Beziehungen," die das Publikum zu d...