Despite its popularity in mass media effects research, the concept of media enjoyment has yet to be clearly explicated or theoretically integrated into media effects theories. In this analysis, the authors begin to address these limitations by first reviewing terms that have been used to capture the concept of media enjoyment, considering their underlying common features. The authors then introduce a tripartite model of media enjoyment-as-attitude and examine how past research meshes with this perspective. Finally, they consider how enjoyment-as-attitude predicts volitional and spontaneous behavioral outcomes in terms of both media exposure and content-influenced action (e.g., imitation) from 3 theoretical perspectives (uses and gratifications, social cognitive theory, and cultivation). In this way, the article sheds light on how the concept of enjoyment might help to elaborate the understanding of those theoretical processes and, conversely, how extant theoretical perspectives might inform the study of media enjoyment.
The introduction and popularity of the Nintendo Wii home console has brought attention to the natural mapping motion capturing controller. Using a sample that identified sports as their most frequently played video games, a mental models approach was used to test the impact that perceived controller naturalness (traditional controller vs. natural mapping motion capturing controller) had on perceptions of spatial presence, realism, and enjoyment. The results showed that perceived video game realism is a predictor of spatial presence and enjoyment. Furthermore, the results supported predictions that controller naturalness would influence perceived video game realism of graphics and sound. Future research should investigate whether or not these controllers lead to greater presence and enjoyment in different genres of games (e.g., firstperson shooters). In addition, future research should consider whether or not these controllers have the ability to prime violent mental models.
This experiment employed a 2 (third vs. first person) 3 2 (blood on/off) 3 2 (sex) design in order to examine the effects of two internal video game manipulations: the presence of blood and point of view on participants' perceptions of the game. Overall, when the blood manipulation was on, participants perceived greater gore. Players were significantly more focused when they played in the third-person point of view than when they played in first person. Males were more involved in the game overall regardless of point of view, but females were more focused and involved when they played in third, not first, person. In addition, we wanted to see if game manipulations and perceptions of the game affected aggressive outcomes. Those who played the game in the blood-on condition had more physically aggressive intentions, and when players were more involved and immersed in the game, they reported greater hostility and physically aggressive intentions. Findings are discussed as they relate to mental models of media violence.
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