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Enjoyment: At the Heart of Media Entertainment
6 references·16 citing·34 second hop
Enjoyment: At the Heart of Media Entertainment (2004)Enjoyment: At the Heart of Media Entertai…Psychology of Entertainment (2013)Psychology of EntertainmentParasocial Interaction: A Review of the Literature and a Model for Future Research (2002)Parasocial Interaction: A Rev…Self-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…Self-efficacy: the exercise of control (1997)Self-efficacy: the exercise o…LONELINESS, PARASOCIAL INTERACTION, AND LOCAL TELEVISION NEWS VIEWING (1985)LONELINESS, PARASOCIAL INTERA…Mass Communication and Para-Social Interaction (1956)Mass Communication and Para-S…Parasocial interactions with real and virtual influencers: The role of perceived similarity and human-likeness (2022)Parasocial interactions with …Video game play is positively correlated with well-being (2021)Video game play is positively…Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)Development and validation of…The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Lens of Intrinsic Skill A…Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014)Measuring engagement in video…The Differential Susceptibility to Media Effects Model (2013)The Differential Susceptibili…Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)Scaffolding game-based learni…Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame (2012)Need Satisfaction Supportive …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The role of psychology in understanding the impact of computer games (2011)The role of psychology in und…Entertainment as Pleasurable and Meaningful: Identifying Hedonic and Eudaimonic Motivations for Entertainment Consumption (2011)Entertainment as Pleasurable …Engagement in digital entertainment games: A systematic review (2011)Engagement in digital enterta…Audience involvement and film tourism experiences: Emotional places, emotional experiences (2011)Audience involvement and film…Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010)Defining Media Enjoyment as t…Appreciation as Audience Response: Exploring Entertainment Gratifications Beyond Hedonism (2009)Appreciation as Audience Resp…Entertainment industry economics: a guide for financial analysis (2007)Entertainment industry econom…A Theory of Cognitive Dissonance (1957)The Ecology of Human Development (1979)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Social Media Effects on Young Women’s Body Image Concerns: Theoretical Perspectives and an Agenda for Research (2014)“I don’t want to miss a thing”: Adolescents’ fear of missing out and its relationship to adolescents’ social needs, Facebook use, and Facebook related stress (2016)Social media use and its impact on adolescent mental health: An umbrella review of the evidence (2021)Exchange and Power in Social Life. (1965)Entertainment-Education and Elaboration Likelihood: Understanding the Processing of Narrative Persuasion (2002)Exchange and Power in Social Life (2017)Flow: the psychology of optimal experience (1990)Emotion And Adaptation (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Beyond Pleasure: Exploring the Eudaimonic Entertainment Experience (2012)“Facebocrastination”? Predictors of using Facebook for procrastination and its effects on students’ well-being (2016)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)A Theory of Social Comparison Processes (1954)Reinforcing Spirals Model: Conceptualizing the Relationship Between Media Content Exposure and the Development and Maintenance of Attitudes (2014)Why Do People Regulate Their Emotions? A Taxonomy of Motives in Emotion Regulation (2015)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Social Cognitive Theory: An Agentic Perspective (2001)Understanding tailoring in communicating about health (2008)Reducing intergroup prejudice and conflict using the media: A field experiment in Rwanda. (2009)Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages (2008)Instagram and YouTube bloggers promote it, why should I buy? How credibility and parasocial interaction influence purchase intentions (2019)Communication, Power and Counter-power in the Network Society (2007)The Emerging Field of Emotion Regulation: An Integrative Review (1998)Expectancy–Value Theory of Achievement Motivation (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)
this work references cited by second hop

References

  • 1999Self-Efficacy: The Exercise of Control46,779 cited
  • 1997Self-efficacy: the exercise of control24,284 cited
  • 1956Mass Communication and Para-Social Interaction4,377 cited
  • 2002Parasocial Interaction: A Review of the Literature and a Model for Future Research1,243 cited
  • 1985LONELINESS, PARASOCIAL INTERACTION, AND LOCAL TELEVISION NEWS VIEWING1,138 cited
  • 2013Psychology of Entertainment992 cited

Cited by

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2013The Differential Susceptibility to Media Effects Model1,333 cited
  • 2011Entertainment as Pleasurable and Meaningful: Identifying Hedonic and Eudaimonic Motivations for Entertainment Consumption723 cited
  • 2009Appreciation as Audience Response: Exploring Entertainment Gratifications Beyond Hedonism654 cited
  • 2011Engagement in digital entertainment games: A systematic review631 cited
  • 2010Defining Media Enjoyment as the Satisfaction of Intrinsic Needs611 cited
  • 2007Entertainment industry economics: a guide for financial analysis561 cited
  • 2015The Lens of Intrinsic Skill Atoms: A Method for Gameful Design515 cited
  • 2011

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The role of psychology in understanding the impact of computer games
444 cited
  • 2012Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame426 cited
  • 2019Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences408 cited
  • 2022Parasocial interactions with real and virtual influencers: The role of perceived similarity and human-likeness397 cited
  • 2013Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences377 cited
  • 2021Video game play is positively correlated with well-being327 cited
  • 2011Audience involvement and film tourism experiences: Emotional places, emotional experiences314 cited
  • 2014Measuring engagement in video game-based environments: Investigation of the User Engagement Scale308 cited