2011
DOI: 10.1111/j.1460-2466.2011.01585.x
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Entertainment as Pleasurable and Meaningful: Identifying Hedonic and Eudaimonic Motivations for Entertainment Consumption

Abstract: The purpose of this research is to broaden the conceptualization of entertainment selection to identify not only pleasure-seeking (hedonic concerns) as a motivator, but to also recognize that individuals may choose media as a means of ''truth-seeking'' (eudaimonic concerns). This article conceptualized and developed measures to illustrate that entertainment can be used as a means of experiencing not only enjoyment, but also as a means of grappling with questions such as life's purpose and human meaningfulness.… Show more

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Cited by 500 publications
(671 citation statements)
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“…The first type of entertainment gratification that is based on affect regulation is relatively well researched (for overviews, see Knobloch-Westerwick, 2006;Oliver, 2009;Vorderer, Klimmt, & Ritterfeld, 2004), whereas evidence concerning the role of emotional entertainment experiences in the gratification of social and cognitive needs has only recently begun to emerge in a consistent manner (cf., Cupchik, 2011;Oliver & Bartsch, 2010;Oliver & Raney, 2011;Reinecke, Tamborini, Grizzard, Lewis, Eden, & Bowman, in press;Tamborini et al, 2010;Vorderer & Ritterfeld, 2009). The present research aims to advance this line of inquiry by providing a systematic assessment of gratifications that can be directly or indirectly associated with the experience of emotions in media use, and by analyzing how different kinds of emotions can contribute to different types of entertainment gratification.…”
Section: Rationale Of the Present Researchmentioning
confidence: 99%
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“…The first type of entertainment gratification that is based on affect regulation is relatively well researched (for overviews, see Knobloch-Westerwick, 2006;Oliver, 2009;Vorderer, Klimmt, & Ritterfeld, 2004), whereas evidence concerning the role of emotional entertainment experiences in the gratification of social and cognitive needs has only recently begun to emerge in a consistent manner (cf., Cupchik, 2011;Oliver & Bartsch, 2010;Oliver & Raney, 2011;Reinecke, Tamborini, Grizzard, Lewis, Eden, & Bowman, in press;Tamborini et al, 2010;Vorderer & Ritterfeld, 2009). The present research aims to advance this line of inquiry by providing a systematic assessment of gratifications that can be directly or indirectly associated with the experience of emotions in media use, and by analyzing how different kinds of emotions can contribute to different types of entertainment gratification.…”
Section: Rationale Of the Present Researchmentioning
confidence: 99%
“…These similarities might best be described in terms of a sense of meaning and social connectedness that individuals seem to seek in entertainment. Recent developments in entertainment theory (Oliver & Raney, 2011;Reinecke et al, in press;Tamborini et al, 2010;Vorderer & Ritterfeld, 2009) have begun to incorporate these types of psychosocial needs by linking entertainment research with research on psychological well-being. Different concepts have been adopted in this context, including lower order vs. higher order needs (Maslow, 1943), subjective vs. psychological well-being (Keyes, Shmotkin, & Ryff, 2002), and hedonic vs. eudaimonic well-being (Ryan, Huta, & EMOTIONAL GRATIFICATIONS 30 Deci, 2008;Waterman, 1993).…”
Section: Emotional Gratifications 28mentioning
confidence: 99%
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“…Drawing from Aristotle's conceptualization, Ryff and Singer (1998) associate eudaimonia with living well and seeking to further one's purpose in life. Extending this distinction to motivations for entertainment consumption, recent theorizing has proposed that there are eudaimonic reasons for media consumption that are inherently gratifying, but may not be considered fun or pleasurable in the traditional hedonic sense (Oliver, 2008;Oliver & Raney, 2011). Eudaimonic motivations for media consumption include anticipations of "greater insight, self reflection, or contemplations of poignancy or meaningfulness" (Oliver, 2008, p. 42).…”
Section: Entertainment Use Motivation Transportation and Narrative mentioning
confidence: 99%