Enjoyment: At the Heart of Media Entertainment
By Peter Vorderer, Christoph Klimmt, Ute Ritterfeld. 2004
946 citations recorded by the source corpus.
Subfields: Economics and Econometrics, Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/782c7d913c9030880af8099d808a7d6c3447dc2d
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Citations in the corpus
- 360° Video Journalism: Experimental Study on the Effect of Immersion on News Experience and Distant Suffering (2019, background): “Uses and gratifications theory has identified enjoyment as a primary reason for media use (Sherry 2004); however, most studies link enjoyment to entertainment media (e.g. Vorderer, Klimmt, and Ritterfeld 2004; Tamborini et al. 2010).”
- Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame (2012, background): “Antecedents of media enjoyment include three major parts (Vorderer et al., 2004).”
- Parasocial interactions with real and virtual influencers: The role of perceived similarity and human-likeness (2022, background): “As parasocial phenomena are regarded as central prerequisites of media entertainment (Green et al., 2004; Vorderer et al., 2004), they have been shown to also predict higher levels of media enjoyment —one of the most crucial aspects of people’s media experience (Dibble and Rosaen, 2011; Hartmann et…”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “…and Bennett (1971), immersion Brown and Cairns (2004); Ermi and Mäyrä (2005), cognitive absorption Agarwal and Karahanna (2000), presence Bracken and Skalski (2010); Takatalo et al. (2010); Tamborini and Bowman (2010) or simply enjoyment Mekler et al. (2014); Vorderer et al. (2004).”
- Engagement in digital entertainment games: A systematic review (2012, background): “For example, the model of media enjoyment proposed by Vorderer et al. (2004) placed subjective experience at the heart of media enjoyment but claimed that a comprehensive account of media enjoyment should also consider the antecedents of enjoyment such as motives and player and game prerequisites…”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “Simply put, motivation describes the psychological “processes that direct and ener-gize behavior” (Reeve, 2009, p. 8), whereas enjoyment describes a complex of positively valued experiences and connected physiological-affective-cognitive states (Vorderer, Klimmt, & Ritterfeld, 2004).”
- Beyond pleasure: Exploring the eudaimonic entertainment experience. (2012, background): “According to Waterman (1993), who posits a rather broad understanding of the concept, eudaimonic well-being can be equated with personal expressiveness, the actualization of human potentials, and activities that are congruent with deeply held values.”
- The role of psychology in understanding the impact of computer games (2011, background): “[18] model of media enjoyment provides a more structured and integrated account of media enjoy-”
- Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010, background): “Vorderer et al. (2004) describe the diverse manifestations of enjoyment related to comedy, melodrama, and media aesthetics.”
- Audience involvement and film tourism experiences: emotional places, emotional experiences. (2011, background): “Vorderer, Klimt, and Frittered (2004) call this process ‘a temporary suspension of disbelief’ of mediated fictional world of popular media programming, which allow audiences to have more intense entertainment experience.”