Begrippen Flashcards
Meta-emotion
During media entertainment we experience many different positive and negative emotions, that we evaluate as enjoyable when we reflect on the experience
Media entertainment
Media content designed to be consumed for purposes of leisure (rather than specifically for information gain, learning, or persuasion)
Media selection
goal-oriented decision process through which people (consciously or subconsciously) select from the available mediated messages or avoid certain mediated messages
Escapism
People are deprived and alienated, it is suggested and so they turn to the dreamlike world of the mass media for substitute gratifications, the consequence of which is still further withdrawal from the arena of social and political action
Uses and Gratifications Theory
Media use serves a psychological function to gratify a need
Cognitive needs
Need for knowledge, information, orientation, curiosity
Affective needs
Mood management, recreation, entertainment, escapism, stress release
Social-interaction needs
Sense of belonging, social contact, connectedness, parasocial relationships
Integrative-habitual needs
Need for regularity, stability, security, habits
Valence
Pleasantness, ranging from negative to positive, slightly positive is preferred
Arousal
Intensity, ranging from low (boredom) to high (stress), moderate arousal is preferred
Semantic affinity
Meaning, connotation
Mood management theory
- Media is an effective tool for mood optimisation
- Media usage is motivated by the need for mood regulation: individuals select mediated messages to improve their moods
- Extreme mood states (overaroused or underaroused) are undesirable
- Humans will seek to regulate these states to. more balanced position
- Media are often used to disrupt and repair undesirable moods
- People will show selective exposure: disproportionately choosing media that meet their affective needs
Excitatory potential
Low vs high arousal -> high to moderate preferred
Hedonic valence
Positive vs negative valence -> positive valence is preferred
Absorption potential
High vs low, the extent to which the message captures and distracts attention and emotion -> high level is preferred
Semantic affinity
Low or high relevance for the actual mood/situation
Mood adjustment theory
- A positive mood is not desirable of goals are served by a negative mood
- Under some circumstances, people may want ti be exposed to mediated messages matching and maintaining their moods (mood congruency)
- Because of various gender roles, we might then expect to see sex differences
Catharsis hypothesis (Aristotle)
Resolving one’s own negative emotions through other’ emotions in ‘tragedy’
Aggression
Behaviour aimed at causing harm or pain, psychological harm or personal injury or physical destruction
General aggression model
Explains why individuals might respond to social encounters with aggression through learning, rehearsal, and reinforcement of aggression related knowledge structures
Morally ambiguous characters
Characters with mixed morals, seemingly good & behaving bad
Affective disposition theory
Morally superior characters receive our favour, whereas morally inferior ones receive our disdain. Therefore, we like good things happening to morally good characters, bad things happening to bad characters we dislike.
Sad-film paradox
Sad emotions are positively related with enjoyment in sad films people choose to watch
Hedonic happines
Maximize pleasure, minimize pain
Eudaimonic happines
Pursuit of personal fulfilment, personal growth (virtue, wisdom, inner truth)
Kama muta
When communal sharing relationship suddenly intensifies (stronger closeness to others). The communal sharing can be romantic love, close family ties, team spirit, patriotism, divine love, or any other relationship in which people feel one
Existential insight
What is life all about? What does really matter in life?
Appreciation
The perception of deeper meaning, the feeling of being moved, and the motivation to elaborate on thoughts and feelings inspired by the experience
Narrative
Any cohesive and coherent story with an identifiable beginning, middle, and end that provides information about scene, characters, and conflict; raises unanswered questions or unresolved conflict; and provides resolution
Overcoming the monster
Protagonist must vanquish an evil force
Rags to riches
Poor person gains wealth/status, loses it, and then regains it having learned something along the way
The quest
Protagonist sets out on a quest to acquire or deliver an object while facing temptation along the way
Voyage and return
Protagonist goes to a strange place and after overcoming challenges there returns
Comedy
A cheerful story with a happy conclusion, not just “funny” but rather a light-hearted story about a character
Tragedy
A sad story with an unhappy conclusion, typically brought about by some character flaw within the protagonist
Rebirth
Story about a transition where a bad character is forced to confront themselves and they emerge changed
Rags to riches
Steady rise from bad to good
Riches to rags
Fall from good to bad
Icarus
Rise then a fall in fortune
Oedipus
Fall, rise then a fall again
Cinderella
Rise, fall, rise
Man in a hole
Fall, rise
Fabula
The actual story content (plot), the chronological events in a story, causal chain of story event
Syuzhet
The way the story events are organised and told, the same fabula can be told in many different ways
Attentional focus
Found my mind wandering while the program was on