A wide variety of motivations for engaging with narratives have been proposed and studied. We propose that underlying these motivations is another, more fundamental motivation. Our premise is that maintenance, defense, and regulation of the personal and social self in daily life are demanding both emotionally and cognitively. Moreover, any individual self is constrained by capability, situation, and social role. Stories and identification with story characters provide a means individuals may use for temporary relief from the task of self‐regulation and from the limitations of individual personal and social identities. Existing supportive research is acknowledged and implications explored, concerning contexts in which story involvement will be particularly attractive and possible impacts on attitudes and acceptance of out‐groups including stigmatized others.
Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.
This study tests propositions derived from the larger notion that entertainment narratives offer the individual a means by which to alleviate the psychological demands of the self. Specifically, individuals in a state of reduced self-control were expected to experience greater enjoyment, audience response, transportation, and identification during narrative exposure. After a manipulation that depleted self-control resources, participants were exposed to a short story. They then reported their enjoyment and response to the story, as well as their transportation and identification during reading. Results supported the predictions, as enjoyment, audience response, and transportation were significantly greater in the depleted group. Identification showed a nonsignificant difference. Additionally, transportation was found to be a mediator of self-control depletion's effect on enjoyment. Subsequent analyses ruled out alternative mood management and emotion regulation explanations, demonstrating that depleted self-control resources, rather than affect or story valence, accounted for greater narrative engagement.Stories are a rewarding and vital part of communication behavior. What makes narrative storytelling and the consumption of those stories so important to people? One area of research into entertainment narratives seeks to
Social norms and attitudes play a critical role in adolescent smoking initiation and maintenance. Focus theory predicts that making a norm more salient-and thereby temporarily increasing its accessibility from memory-will increase the influence of the norm on behavior for as long as the norm remains salient. Likewise, the process model of the attitude-behavior relationship predicts that accessible attitudes are more predictive of behavior. The present research examining the role of the chronic accessibility of smoking related normative beliefs and attitudes in predicting smoking behavior in college students. Attitude and norm accessibility independently accounted for significant variability in smoking behavior beyond that accounted for by traditional measures of attitude and subjective norm.j asp_529 2355..2372
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