2019
DOI: 10.1371/journal.pone.0226503
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Choosing and enjoying violence in narratives

Abstract: We use an interactive story design in which participants read short stories and make two consecutive plot choices about whether protagonists commit low- or high-violence actions. Our study has four main findings. 1) People who choose high violence report greater satisfaction with the story, while those switching to or staying with no violence show lower satisfaction. 2) However, when participants encounter these stories without choices, they reliably rate higher-violence stories as less satisfying than lower-v… Show more

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Cited by 3 publications
(3 citation statements)
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“…Research from a number of disciplines has found that aspects of violence can enhance enjoyment in leisure activities. For example, in research using an interactive text-based narrative story design, individuals were offered a plot choice regarding the protagonists and whether they commit low- or high-violence acts (Lagrange et al ., 2019). Findings show that people choosing high-violence actions in their self-selected story progression report greater satisfaction with the story.…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Research from a number of disciplines has found that aspects of violence can enhance enjoyment in leisure activities. For example, in research using an interactive text-based narrative story design, individuals were offered a plot choice regarding the protagonists and whether they commit low- or high-violence acts (Lagrange et al ., 2019). Findings show that people choosing high-violence actions in their self-selected story progression report greater satisfaction with the story.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Findings show that people choosing high-violence actions in their self-selected story progression report greater satisfaction with the story. The researchers argue that choosing violence allows enjoyment by “creating an aesthetic zone of control detached from morality” (Lagrange et al ., 2019, p. 1). Perhaps this is the case for fictional narratives, but what about real people put in real danger?…”
Section: Literature Reviewmentioning
confidence: 99%
“…There are a couple of instances where studies incorporate the use of IF as instrument to examine or verify some observable phenomenon in novel ways. One study, for example, examined the relationship between participants' choices in IF to commit violent acts and their level of satisfaction with the story presented to them (Lagrange et al, 2019). York et al (2021) encountered a philosophical conundrum when applying the digital game-based language learning (DGBLL) categorizations to IF-based classroom scenarios: a) game-based: if the teacher creates the IF game as a mediating tool; b) game-enhanced: if the IF is found by the teacher online; and c) unclear: if the IF was created by the student (p. 1167).…”
Section: Introducing Complex Topics and Issues Through Ifmentioning
confidence: 99%