Enter = among; tenere = to keep ; = hold/keep attention in the moment
- Main purpose of the media = provide entertainment!
- Dynamic, multifaceted experiences one goes through while being exposed to media
- Only maret offering whose main purpose is to offer pleasure to consumer utility vs. primary
functional utility (financial)
- Experience-based
Credence goods: (artworks) not judging from experience alone, but by accepting )faith/ credence)
Media entertainment: any mediated product created for purpose of entertainment
LASWELL'S LINEAR MODEL OF COMMUNICATION (1948)
- Process model (not casual)
- One-way communication; no real space for media!
- CRITICISM: No space for audience (HOW is missing) (model was created before uses and
gratifica
DIFFERENTIAL SUSCEPTIBILITY TO MEDIA EFFECTS MODEL (DSMM) : predicts media use
- Pro: Audience first! Responses dictate media-use, media effects are transactional which means
that the effects of media use also influence media use
- Con: 1) focused on kids 2) not entertainment-focused
Responses: emotions, thoughts and excitement that you experience during th entertainment, dictate
continuous and repeated media use.
VORDERER, KLIMMT & RITTERFELD
- Enjoyment at the center (lecturer disagrees with it, because enjoyment is not the only outcome)
- Circular process (self-perpetuating moel)
,MEDIA ENTERTAINMENT MODEL (circular process model) -->selection and response proces
Arrows: theoretical processes
Boxes: objectives and measurable concepts
Entertainment products: design and label
Users: responses and preferences
Selection:describes motivation and process of choosing entertainment products (for expected goods)
- "Before you experience media, you select it"
- Response does not equal effect (model doesn't account for media-effect)
USERS (PREFERENCES)
Preferences: influence process of selection
1) Demographics ( gender, age, income, location, ethnicity)
2) Social characteristics (culture, family, friends, communication)
3) Traits and state (psychological traits, cognitive capabilities, state, mood)// knowledge,
experience
Popular culture: (reflects global culture) set of attractive, valuable, beliefs shared by a group of people
- Mass quantities, for mass audience
- Constantly evolving
- Dominant beliefs, values at a given point in time
,Cultural congruence: nation transmits values of what is appropriate
- Cultural congruence between movie and audience influence how much consumers like the
movie
Zeitgeist: cultural trends indicate "right" time for product
- Bleaker economic times (ex. COVID)
- "Cancel culture"
1. Escapism (fictional worlds/ features) tendency to seek distraction and relief from unpleasant
realities by seeking entertainment/ engaging fantasies
2. Mood management theory: (light-hearted entertainment) describes that the use of
entertainment serves the regulation of positive mood
- (Based on hedonism), we are otivated to experience pleasure and avoid pain
- Max. good moods and alleviate bad mods(e.x music consumption( HEDONISM
- Criticism: only for light-hearted entertainment, what about scary movies?
3. Familiarity: consumers perceiving a sense of connection with an entertainment product/
elements
- Nostalgia: involves preferences for things/ experiences which were common when the
users were younger (= more appealing to certain age groups)
-
Reminiscence bump effect: recall more reality early- life memories (first experience) (ex. Favorite
movies/ books)
Impressionable yeas: years where our entertainment tastes are defined (16-24)
Vs.
Moderate-discrepancy: hypothesis :slightly different from what we are familiar with captures attention
more rather than something extremely different
Social cognitive theory: (selection process) kids behaviour is learnt by watching what others do/ don't in
enverionments where we group up (immitating perceived/ observed behaviours)
- (ex. Childhood idols/ celebrities we follow/ watch)
Bandwagon effect: phenomenon where probability of individual adoption is higher in proportion with
those who already have (connected to Social-conformity effect)
- Avoid social exclusion
- Social conformity
, Media habits: (non-conscious decision) form of automatic and non-conscious media consumption
behaviour developed by repetition of consumption
(ex. Play music when on the toilet)
- Conscious entertainment choice→ conscious= obsession/ addiction/ compulsion
MEDIA ADDICTION
- Media addiction: excessive, obsessive and compulsive media use that can't be controlled despite
negative consumption
- Obsession: constantly thinking/ craving specific products
- Compulsion: behaviour individual can't stop feeding
- Problems: interpersonal and emotional
MEDIA ENTERTAINMENT MODEL
Media entertainment:
- mediated products wit purpose of entertaining
- Entertainment products = "information goods"/ economic offerings and "experience goods"
- Experience goods: the information a consumer can get from the product's quality via
experiencing the product is far superior than the information gained from pre-consumption
- Pre-consumption = label: collection of objective information to identify a media product
LABEL
Label: collection of objective information identifying media product; association = make quick
judgements, why we like/ dislike the product
1. Medium: means by which its communicated
2. Title: name of product
a. Semantics: meaning (metaphor)
b. Phonetic: certain sound that triggers reactions (kiki bubba)
c. Orthography: spelling
d. Morphology: form/ shape/ construct
3. Category/ genre: describes certain category of entertainment; creates associations and
expectations knowing an entertainment product belongs to a genre
a. Help us make quick judgements
4. Brand: (managed professionally)
a. "Awareness function" generate immediate attention
b. "Image function" semantic network of impression in consumer's mind (built-in
awareness)
DESIGN
Design: interrelated structural, technological and narrative elements that form the
language of the entertainment and provide coherent experiences to consumers (the
label is the guidelines for the design, and the design)
- Set boundaries for design of product
"The medium is the message