31 results on '"Leonard Reinecke"'
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2. Overcoming challenges and leveraging opportunities
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Leonard Reinecke, Benjamin K. Johnson, Sun Joo (Grace) Ahn, and Marina Krcmar
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Media psychology ,Social Psychology ,Communication ,media_common.quotation_subject ,05 social sciences ,Media studies ,ComputingMilieux_LEGALASPECTSOFCOMPUTING ,050801 communication & media studies ,050109 social psychology ,Pleasure ,InformationSystems_MODELSANDPRINCIPLES ,0508 media and communications ,Honor ,0501 psychology and cognitive sciences ,Sociology ,Applied Psychology ,media_common - Abstract
It is our great pleasure and honor to begin this year as the new co-editors of Media Psychology. For the four of us, Media Psychology has been an intellectual home throughout our academic lives—a c...
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- 2021
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3. Guilt and Media Use
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Leonard Reinecke and Adrian Meier
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Self-conscious emotions ,media_common.quotation_subject ,Media use ,Well-being ,Self-control ,Psychology ,Social psychology ,Moral disengagement ,media_common - Published
- 2020
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4. Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences
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Tim Wulf, Diana Rieger, Leonard Reinecke, and Anna Sophie Kümpel
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Process (engineering) ,media_common.quotation_subject ,Control (management) ,050801 communication & media studies ,050109 social psychology ,ddc:070 ,Task (project management) ,cognitive task demand ,lcsh:Communication. Mass media ,0508 media and communications ,Interactive, electronic Media ,ddc:150 ,Stress (linguistics) ,recovery experiences ,Psychology ,0501 psychology and cognitive sciences ,gaming ,interaktive, elektronische Medien ,General Psychology ,media_common ,News media, journalism, publishing ,Allgemeine Psychologie ,Relaxation (psychology) ,business.industry ,Communication ,05 social sciences ,Cognition ,video games ,lcsh:P87-96 ,interactive media ,Feeling ,Psychologie ,Publizistische Medien, Journalismus,Verlagswesen ,business ,Interactive media ,Cognitive psychology - Abstract
Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (i.e., the amount of cognitive effort a task requires) in that process. Toward this end, our study aimed to investigate how cognitive task demand during gameplay affects users’ recovery experiences. Results of a laboratory experiment suggest that different dimensions of the recovery experiences seem to respond to different levels of cognitive task demand. While control experiences were highest under low cognitive task demand, there was no difference between groups regarding experiences of mastery and psychological detachment. Nevertheless, both gaming conditions outperformed the control condition regarding experiences of mastery and psychological detachment. Controlling for personal gaming experiences, relaxation was higher in the low cognitive task demand condition compared to the control condition. Findings are discussed in terms of their implications for research on the multilayered recovery effects of interactive media.
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- 2019
5. Just One More Episode: Predictors of Procrastination with Television and Implications for Sleep Quality
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Liese Exelmans, Jan Van den Bulck, Adrian Meier, and Leonard Reinecke
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Sleep quality ,business.industry ,Communication ,media_common.quotation_subject ,05 social sciences ,Procrastination ,050801 communication & media studies ,Electronic media ,0506 political science ,0508 media and communications ,Duration (music) ,050602 political science & public administration ,Sleep (system call) ,business ,Psychology ,media_common ,Clinical psychology - Abstract
© 2019, © 2019 Mass Communication & Society Division of the Association for Education in Journalism and Mass Communication. Sleep experts have raised concern over the effects of electronic media use on sleep. To date, few studies have looked beyond the effects of duration and frequency of media exposure or examined the underlying mechanisms of this association. As procrastinatory media use has been related to lower well-being, we used data from two survey studies (N1 = 821, N2 = 584) to investigate (a) predictors of procrastinatory TV viewing and (b) the link between procrastinatory TV viewing and sleep quality. Findings from both studies indicate that those with a stronger viewing habit, higher TV involvement, and an eveningness preference reported more procrastinatory TV viewing. Procrastinatory TV viewing was related to subjective sleep quality, sleep latency, sleep efficiency, and daytime dysfunction. This association was fully mediated by perceived stress. As sleep is key for the replenishment of self-control, procrastinators may be setting themselves up to fail at self-regulating, a situation exacerbated by the omnipresence of media in today’s society. ispartof: Mass Communication And Society vol:22 issue:5 pages:654-685 status: Published online
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- 2019
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6. Feeling authentic on social media: Subjective authenticity across Instagram Stories and Posts
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Kreling R, Adrian Meier, and Leonard Reinecke
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Cultural Studies ,Feeling ,Communication ,media_common.quotation_subject ,Media studies ,Social media ,Psychology ,Computer Science Applications ,media_common - Abstract
Self-presentation on social network sites (SNS) such as Instagram is often assumed to be inauthentic or even fake. While authenticity on SNS has been linked to increased well-being, most research has investigated it either monolithically (e.g., via screen time measures) or with regard to stable self-presentations (e.g., in Facebook profiles). In contrast, this study compares subjective authenticity perceptions within users and between self-presentations via two SNS features—Stories vs Posts. Drawing on the affordances approach, we theorize and test whether and how Stories produce greater state authenticity than Posts. Results from a preregistered within-subjects study comparing self-reports on N = 489 Posts and N = 546 Stories from N = 202 Instagram users show that by allowing more spontaneous self-presentation, Stories indeed produced (slightly) higher authenticity perceptions than Posts. However, subjective authenticity was high in both features, indicating that they similarly offer a space for authentic online self-presentation.
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- 2021
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7. Binge-Watching as Case of Escapist Entertainment Use
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Annabell Halfmann and Leonard Reinecke
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Entertainment ,Binge-watching ,Coping (psychology) ,Escapism ,media_common.quotation_subject ,Perspective (graphical) ,Well-being ,Avoidance coping ,Psychology ,Social psychology ,Connotation ,media_common - Abstract
Although the concept of escapism is widely used in entertainment research, it lacks theoretical and empirical differentiation. Based on the transactional model of stress and coping, we extend previous attempts to conceptualize escapism as a form of emotion-focused avoidance coping. In contrast to the primarily negative connotation of escapism found in prior research, we propose that escapist entertainment use may be a functional coping strategy in some situations and may thus have beneficial effects on the well-being of media users. To develop and illustrate our perspective, we turn to binge-watching as a prominent example of escapist entertainment use. We show exemplarily how escapist binge-watching can contribute to recovery from stress and close our chapter with reflections on how to further develop escapism research.
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- 2021
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8. Self-control and need satisfaction in primetime: Television, social media, and friends can enhance regulatory resources via perceived autonomy and competence
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Tilo Hartmann, Leonard Reinecke, Allison Eden, Benjamin K. Johnson, Communication Science, Network Institute, and Communication Choices, Content and Consequences (CCCC)
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Cultural Studies ,self-control ,media_common.quotation_subject ,050801 communication & media studies ,050109 social psychology ,PsycINFO ,recovery ,0508 media and communications ,Social skills ,entertainment ,SDG 3 - Good Health and Well-being ,intrinsic needs ,0501 psychology and cognitive sciences ,Social media ,Competence (human resources) ,Applied Psychology ,media_common ,Via media ,Communication ,05 social sciences ,Self-control ,Feeling ,leisure ,Psychology (miscellaneous) ,Psychology ,Social psychology ,Autonomy - Abstract
The relationship between self-control and media use is complicated. Loss of self-control capacity has been linked to generally higher levels of media use, which might represent self-regulatory failure, but could also be attempts at replenishing self-control. Indeed, self-determination theory proposes that satisfying intrinsic psychological needs (autonomy, competence, and relatedness), for example via media use, aids the recovery of self-control. In this 2-wave survey (N = 395), we examined the interplay of users’ self-control capacity and their perceived satisfaction of autonomy, competence, and relatedness needs via media use and alternative leisure activities. Satisfaction of intrinsic needs during leisure activities increased self-control capacity at the end of the evening. Feelings of autonomy and competence during TV and social media use, and competence during socializing, positively contributed to greater self-control. However, respondents with less self-control capacity before primetime experienced less intrinsic need satisfaction while engaged with TV, social media, reading, sports, and socializing, diminishing self-control at bedtime. (PsycInfo Database Record (c) 2021 APA, all rights reserved)
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- 2021
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9. The relationship between online vigilance and affective well-being in everyday life: Combining smartphone logging with experience sampling
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Saara Ehlert, Dinda Nuranissa Setiawan, Nicole Walasek, Tobias Dienlin, Niklas Johannes, Moniek Buijzen, Leonard Reinecke, Harm Veling, Adrian Meier, and Behavioural Change
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Experience sampling method ,Behaviour Change and Well-being ,Social Psychology ,Social connectedness ,Communication ,media_common.quotation_subject ,05 social sciences ,Logging ,Applied psychology ,050801 communication & media studies ,050109 social psychology ,Social Development ,Communication and Media ,0508 media and communications ,Information and Communications Technology ,Well-being ,Life Science ,0501 psychology and cognitive sciences ,InformationSystems_MISCELLANEOUS ,Psychology ,Everyday life ,Applied Psychology ,Vigilance (psychology) ,media_common - Abstract
Contains fulltext : 220301.pdf (Publisher’s version ) (Open Access) Through communication technology, users find themselves constantly connected to others to such an extent that they routinely develop a mindset of connectedness. This mindset has been defined as online vigilance. Although there is a large body of research on media use and well-being, the question of how online vigilance impacts well-being remains unanswered. In this preregistered study, we combine experience sampling and smartphone logging to address the relation of online vigilance and affective well-being in everyday life. Seventy-five Android users answered eight daily surveys over five days (N = 1615) whilst having their smartphone use logged. Thinking about smartphone-mediated social interactions (i.e., the salience dimension of online vigilance) was negatively related to affective well-being. However, it was far more important whether those thoughts were positive or negative. No other dimension of online vigilance was robustly related to affective well-being. Taken together, our results suggest that online vigilance does not pose a serious threat to affective well-being in everyday life. 25 p.
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- 2021
10. Media for Coping During COVID-19 Social Distancing: Stress, Anxiety, and Psychological Well-Being
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Leonard Reinecke, Allison Eden, Benjamin K. Johnson, and Sara M. Grady
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Coping (psychology) ,media_common.quotation_subject ,lcsh:BF1-990 ,050801 communication & media studies ,Social group ,03 medical and health sciences ,stress ,0508 media and communications ,0302 clinical medicine ,Optimism ,well-being ,medicine ,Psychology ,General Psychology ,media_common ,Original Research ,students ,Flourishing ,05 social sciences ,media ,COVID-19 ,anxiety ,Mental health ,Media consumption ,coping ,lcsh:Psychology ,Well-being ,Anxiety ,medicine.symptom ,Social psychology ,030217 neurology & neurosurgery - Abstract
In spring 2020, COVID-19 and the ensuing social distancing and stay-at-home orders instigated abrupt changes to employment and educational infrastructure, leading to uncertainty, concern, and stress among United States college students. The media consumption patterns of this and other social groups across the globe were affected, with early evidence suggesting viewers were seeking both pandemic-themed media and reassuring, familiar content. A general increase in media consumption, and increased consumption of specific types of content, may have been due to media use for coping strategies. This paper examines the relationship between the stress and anxiety of university students and their strategic use of media for coping during initial social distancing periods in March-April 2020 using data from a cross-sectional survey. We examine links between specific types of media use with psychological well-being concepts, and examine the moderating roles of traits (hope, optimism, and resilience) as buffers against negative relationships between stress and anxiety and psychological well-being. Our findings indicate that stress was linked to more hedonic and less eudaimonic media use, as well as more avoidant and escapist media-based coping. Anxiety, on the other hand, was linked to more media use in general, specifically more eudaimonic media use and a full range of media-based coping strategies. In turn, escapist media was linked to negative affect, while reframing media and eudaimonic media were linked to positive affect. Avoidant coping was tied to poorer mental health, and humor coping was tied to better mental health. Hedonic and need-satisfying media use were linked to more flourishing. Hope, optimism, and resilience were all predictive of media use, with the latter two traits moderating responses to stress and anxiety. The findings give a nuanced portrait of college students’ media use during a pandemic-induced shutdown, showing that media use is closely intertwined with well-being in both adaptive and maladaptive patterns.
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- 2020
11. Binge-Watching and Psychological Well-Being: Media Use Between Lack of Control and Perceived Autonomy
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Marc Ziegele, Viola C. Granow, and Leonard Reinecke
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Communication ,media_common.quotation_subject ,05 social sciences ,Control (management) ,050801 communication & media studies ,050109 social psychology ,Self-control ,Perceived autonomy ,Entertainment ,Binge-watching ,0508 media and communications ,Media use ,Psychological well-being ,0501 psychology and cognitive sciences ,Psychology ,Social psychology ,Self-determination theory ,media_common - Abstract
Binge-watching—the intensive, consecutive viewing of televised series—has become a prevalent usage pattern of entertainment media, which may influence users’ psychological well-being both positivel...
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- 2018
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12. Gender Differences in Escapist Uses of Sexually Explicit Internet Material: Results from a German Probability Sample
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Manfred E. Beutel, Michael Dreier, Klaus Wölfling, Oliver Quiring, Leonard Reinecke, Stefan Aufenanger, Mathias Weber, and Kai W. Müller
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Cultural Studies ,Consumption (economics) ,business.industry ,media_common.quotation_subject ,05 social sciences ,Life satisfaction ,050801 communication & media studies ,050109 social psychology ,Loneliness ,language.human_language ,Gender Studies ,German ,0508 media and communications ,Feeling ,Life circumstances ,medicine ,language ,0501 psychology and cognitive sciences ,The Internet ,medicine.symptom ,business ,Committed relationship ,Psychology ,Social psychology ,media_common - Abstract
The intensity of using sexually explicit internet material (SEIM) is contingent on users’ gender. However, gender differences in the motivations for watching SEIM have not yet been comprehensively explored. Drawing on a representative survey of German internet users, we therefore analyze how women and men use SEIM to satisfy escapist needs. Lower life satisfaction, the lack of a committed relationship, and feelings of loneliness contribute to predicting the frequency of using SEIM among men. Loneliness likewise fosters the consumption of SEIM among women, yet the effect is less pronounced. For female internet users, consumption of SEIM even increases in committed relationships and rather indicates a comparably high level of life satisfaction than dissatisfaction with life circumstances. Gender hence substantially moderates the connection between need structures and the consumption of SEIM.
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- 2018
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13. Insights Into Aspects Behind Internet-Related Disorders in Adolescents: The Interplay of Personality and Symptoms of Adjustment Disorders
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Christian Schemer, Oliver Quiring, Mathias Weber, Kai W. Müller, Stefan Aufenanger, Birgit Stark, Manfred E. Beutel, Leonard Reinecke, and Klaus Wölfling
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Male ,Adolescent ,media_common.quotation_subject ,Adjustment disorders ,Perceived Stress Scale ,Dysfunctional family ,Social Networking ,Adjustment Disorders ,03 medical and health sciences ,Sex Factors ,0302 clinical medicine ,Prevalence ,medicine ,Humans ,Personality ,030212 general & internal medicine ,Big Five personality traits ,Child ,media_common ,Internet ,Public Health, Environmental and Occupational Health ,Conscientiousness ,medicine.disease ,Neuroticism ,030227 psychiatry ,Computer game ,Behavior, Addictive ,Psychiatry and Mental health ,Cross-Sectional Studies ,Video Games ,Adolescent Behavior ,Pediatrics, Perinatology and Child Health ,Female ,Psychology ,Stress, Psychological ,Clinical psychology - Abstract
Purpose Problematic Internet use (PIU) that has recently been referred to as Internet-related disorder is a growing health concern. Yet, it is unclear why some adolescents are developing problematic use, whereas others sustain control. Based on previous research, we hypothesize that personality traits (low conscientiousness and high neuroticism) act as predispositions for PIU. We further hypothesize that PIU can be understood as a maladaptive reaction toward critical life events and that these maladaptive reactions are exacerbated by dysfunctional personality traits. Methods The study investigates the prevalence of distinct subtypes of PIU among a sample of adolescents (n = 1,489; 10–17 years). Personality traits (Big Five Inventory-10 [BFI-10]), perceived stress (Perceived Stress Scale 4 [PSS-4]), and their relations to PIU (Scale for the Assessment of Internet and Computer Game Addiction [AICA-S]) were examined. As novel research questions, associations between PIU and adjustment disorders (Adjustment Disorder—New Module [ADNM]-6) and the mediating role of personality were investigated. Results The prevalence of PIU was 2.5%; girls (3.0%) were more often affected than boys (1.9%). Social networking sites in girls and online games in boys were most often associated with PIU. Low conscientiousness and high neuroticism generally predicted PIU. Significantly more adolescents with PIU (70%) reported critical life events compared with those without PIU (42%). PIU was related to heightened stress and higher adjustment disorder symptoms. These associations were exacerbated by conscientiousness and neuroticism. Conclusions Although the overall prevalence for PIU is in line with previous studies, it appeared unexpectedly that girls were affected more often than boys. Adjustment disorders and stress showed strong associations with PIU. This bears implications for adapting etiopathological assumptions and early intervention strategies.
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- 2018
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14. Watching Online Videos at Work: The Role of Positive and Meaningful Affect for Recovery Experiences and Well-Being at the Workplace
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Winston Connor, Sophie H. Janicke, Leonard Reinecke, and Diana Rieger
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Relaxation (psychology) ,Communication ,media_common.quotation_subject ,05 social sciences ,050801 communication & media studies ,Vitality ,Affect (psychology) ,Eudaimonia ,Elevation (emotion) ,0508 media and communications ,0502 economics and business ,Gratitude ,Well-being ,Job satisfaction ,Psychology ,Social psychology ,050203 business & management ,media_common - Abstract
This study extends research on the relationship between hedonic and eudaimonic entertainment and its potential for recovery experiences and aspects of well-being (e.g., Rieger, Reinecke, Frischlich, & Bente, 2014). With the broad notion of what hedonic and eudaimonic media can entail, this research focused on unique affective experiences—namely, positive affect—and an expanded concept of meaningful affect (including elevation and gratitude). An online experiment with 148 full-time employees in the United States was conducted to investigate the unique role of positive and meaningful affect eliciting YouTube videos (compared to neutral control video) on recovery experiences and vitality and work satisfaction in the work context. A path model suggests that meaningful videos predicted mastery recovery experiences, whereas positive affect predicted psychological detachment and relaxation experiences. In addition, mastery recovery experiences predicted vitality, whereas relaxation experiences predicted satisfac...
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- 2017
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15. Feeling interrupted-Being responsive: How online messages relate to affect at work
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Sabine Sonnentag, Leonard Reinecke, Jutta Mata, and Peter Vorderer
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Organizational Behavior and Human Resource Management ,Sociology and Political Science ,media_common.quotation_subject ,05 social sciences ,050109 social psychology ,Affect (psychology) ,Time pressure ,Task (project management) ,Test (assessment) ,Feeling ,Work (electrical) ,0502 economics and business ,0501 psychology and cognitive sciences ,Computer-mediated communication ,Association (psychology) ,Psychology ,Social psychology ,050203 business & management ,General Psychology ,Applied Psychology ,media_common - Abstract
Being constantly connected to others via e‐mail and other online messages is increasingly typical for many employees. In this paper, we develop and test a model that specifies how interruptions by online messages relate to negative and positive affect. We hypothesize that perceived interruptions by online messages predict state negative affect via time pressure and that perceived interruptions predict state positive affect via responsiveness to these online messages and perceived task accomplishment. A daily survey study with 174 employees (a total of 811 day‐level observations) provided support for our hypotheses at the between‐person and within‐person level. In addition, perceived interruptions showed a negative direct association with perceived task accomplishment. Our study highlights the importance of being responsive to online messages and shows that addressing only the negative effects of perceived interruptions does not suffice to understand the full impact of interruptions by online messages in modern jobs.
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- 2017
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16. Permanently online and permanently procrastinating? The mediating role of Internet use for the effects of trait procrastination on psychological health and well-being
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Manfred E. Beutel, Birgit Stark, Stefan Aufenanger, Kai W. Müller, Klaus Wölfling, Leonard Reinecke, Adrian Meier, Michael Dreier, and Oliver Quiring
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Sociology and Political Science ,business.industry ,Communication ,media_common.quotation_subject ,education ,05 social sciences ,Procrastination ,050801 communication & media studies ,050109 social psychology ,Dysfunctional family ,Self-control ,Digital media ,0508 media and communications ,Well-being ,medicine ,Trait ,Anxiety ,0501 psychology and cognitive sciences ,Habit ,medicine.symptom ,Psychology ,business ,Social psychology ,media_common - Abstract
A growing number of studies suggest that Internet users frequently utilize online media as “tools for procrastination.” This study thus investigated the relationship between trait procrastination, Internet use, and psychological well-being in a representative sample of N = 1,577 German Internet users. The results revealed that trait procrastination was associated with an increased use of leisure-related online content and impaired control over Internet use. As a result, Internet users high in trait procrastination showed a higher risk of experiencing negative consequence of Internet use in other life domains. These negative repercussions of insufficiently self-regulated Internet use partially accounted for the correlation between trait procrastination and impaired well-being (i.e. stress, anxiety, and depression). These findings underline the role of online media as an instrument for dysfunctional task delay among Internet users. Implications of the results are discussed with regard to media use and self-control in general and procrastinatory media use in specific.
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- 2016
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17. 'Facebocrastination'? Predictors of using Facebook for procrastination and its effects on students’ well-being
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Christine E. Meltzer, Adrian Meier, and Leonard Reinecke
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Software_OPERATINGSYSTEMS ,business.industry ,media_common.quotation_subject ,05 social sciences ,Procrastination ,050801 communication & media studies ,050109 social psychology ,Dysfunctional family ,Self-control ,Digital media ,Human-Computer Interaction ,0508 media and communications ,Arts and Humanities (miscellaneous) ,Media use ,Well-being ,Trait ,0501 psychology and cognitive sciences ,Social media ,InformationSystems_MISCELLANEOUS ,business ,Psychology ,Social psychology ,General Psychology ,media_common - Abstract
Procrastinating with popular online media such as Facebook has been suggested to impair users well-being, particularly among students. Building on recent procrastination, self-control, and communication literature, we conducted two studies (total N=699) that examined the predictors of procrastination with Facebook as well as its effects on students academic and overall well-being. Results from both studies consistently indicate that low trait self-control, habitual Facebook checking, and high enjoyment of Facebook use predict almost 40 percent of the variance of using Facebook for procrastination. Moreover, results from Study 2 underline that using Facebook for the irrational delay of important tasks increases students academic stress levels and contributes to the negative well-being effects of Facebook use beyond the academic domain. The implications of investigating procrastination as a specific pattern of uncontrolled and dysfunctional media use are discussed with regard to research on the uses and effects of ubiquitous online media. Using Facebook (FB) to procrastinate tasks is common among students.Trait self-control (TSC), FB habits, and FB enjoyment predicted procrastination.Procrastination with FB increased students academic stress and FB-induced strains.Procrastination mediated the effects of TSC, habits, and enjoyment on well-being.Conclusion: Procrastinating with FB can impair users well-being.
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- 2016
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18. Slacking Off or Winding Down? An Experience Sampling Study on the Drivers and Consequences of Media Use for Recovery Versus Procrastination
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Leonard Reinecke and Wilhelm Hofmann
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Linguistics and Language ,Experience sampling method ,Goal orientation ,Communication ,media_common.quotation_subject ,05 social sciences ,Procrastination ,050801 communication & media studies ,050109 social psychology ,Self-control ,0508 media and communications ,Anthropology ,Media use ,Well-being ,Developmental and Educational Psychology ,Trait ,0501 psychology and cognitive sciences ,Psychology ,Recreation ,Social psychology ,media_common - Abstract
Today's constant availability of media content provides users with various recreational resources. It may also challenge self-control, however, once media exposure conflicts with other goals and obligations. How media users deal with these self-regulatory chances and risks in their daily lives is largely unknown. Our study addressed the predictors and consequences of recreational and procrastinatory media use using experience sampling methodology (N = 215; 1,094 media use episodes). Results suggest that trait (self-control, performance goal orientation) as well as state variables (exhaustion) are significant predictors of media use for recovery versus procrastination. Whereas recreational media use showed a positive effect on entertainment, which in turn enhanced subjective well-being, negative self-evaluation elicited by procrastinatory media use negatively affected well-being.
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- 2016
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19. Coping with Stress or Losing Control? Facebook-induced Strains Among Emerging Adults as a Consequence of Escapism versus Procrastination
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Leonard Reinecke, Christine E. Meltzer, and Adrian Meier
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Coping (psychology) ,Escapism ,media_common.quotation_subject ,Procrastination ,Psychology ,Clinical psychology ,media_common - Published
- 2018
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20. Procrastination out of Habit? The Role of Impulsive Versus Reflective Media Selection in Procrastinatory Media Use
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Anna Schnauber-Stockmann, Leonard Reinecke, and Adrian Meier
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Social Psychology ,Communication ,media_common.quotation_subject ,05 social sciences ,Procrastination ,050801 communication & media studies ,050109 social psychology ,Context (language use) ,0508 media and communications ,Media use ,0501 psychology and cognitive sciences ,Habit ,Psychology ,Social psychology ,Applied Psychology ,Selection (genetic algorithm) ,media_common - Abstract
The pervasive access to media options seriously challenges users’ self-regulatory abilities. One example of deficient self-regulation in the context of media use is procrastination—impulsively ‘giving in’ to available media options despite goal conflicts with more important tasks. This study investigaes procrastinatory media use across 3 types of media (TV, computer, smartphone) from a dual-systems perspective, taking both person-level and situation-level predictors into account. Results from a 14-day long diary study (N = 347) suggest that procrastinatory media use is driven by automatic media selection, which is facilitated by strong media habits (person level) and low motivation for behavioral control (situation level). The results underline the value of a dual-systems perspective on media choices in our media-saturated environment.
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- 2018
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21. Mind-wandering and mindfulness as mediators of the relationship between online vigilance and well-being
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Leonard Reinecke, Adrian Meier, Harm Veling, Niklas Johannes, Moniek Buijzen, and Jonas Dora
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Adult ,Mindfulness ,mindfulness ,Social Psychology ,media_common.quotation_subject ,Applied psychology ,050801 communication & media studies ,050109 social psychology ,Young Adult ,0508 media and communications ,well-being ,Distraction ,Surveys and Questionnaires ,vigilance ,Mind-wandering ,Humans ,0501 psychology and cognitive sciences ,Mobile technology ,Attention ,Applied Psychology ,media_common ,Work, Health and Performance ,Behaviour Change and Well-being ,business.industry ,Communication ,05 social sciences ,mind-wandering ,General Medicine ,Awareness ,smartphones ,Computer Science Applications ,Communication and Media ,Human-Computer Interaction ,Feeling ,Well-being ,The Internet ,Female ,Psychology ,business ,Social Media ,Vigilance (psychology) - Abstract
Contains fulltext : 199030pub.pdf (Publisher’s version ) (Closed access) As mobile technology allows users to be online anywhere and at all times, a growing number of users report feeling constantly alert and preoccupied with online streams of online information and communication - a phenomenon that has recently been termed online vigilance. Despite its growing prevalence, consequences of this constant orientation toward online streams of information and communication for users' well-being are largely unclear. In the present study, we investigated whether being constantly vigilant is related to cognitive consequences in the form of increased mind-wandering and decreased mindfulness and examined the resulting implications for well-being. To test our assumptions, we estimated a path model based on survey data (N = 371). The model supported the majority of our preregistered hypotheses: online vigilance was indeed related to mind-wandering and mindfulness, but only mindfulness mediated the relationship with decreased well-being. Thus, those mentally preoccupied with online communication were overall less satisfied with their lives and reported less affective well-being when they also experienced reduced mindfulness. 7 p.
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- 2018
22. The interplay of intrinsic need satisfaction and Facebook specific motives in explaining addictive behavior on Facebook
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Marc Ziegele, Philipp K. Masur, Oliver Quiring, and Leonard Reinecke
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animal structures ,Addiction ,media_common.quotation_subject ,Need satisfaction ,medicine.disease ,Human-Computer Interaction ,Escapism ,Arts and Humanities (miscellaneous) ,medicine ,Addictive behavior ,Psychology ,Competence (human resources) ,Social psychology ,General Psychology ,Autonomy ,media_common - Abstract
We conducted an online survey with 581 SNS users.We developed a scale measuring SNS addiction.SNS specific motives mediate the effect of intrinsic needs on SNS addiction.People try to compensate thwarted intrinsic needs with gratifications from SNS use.Gratifications sought from SNS use can cause addictive SNS usage patterns. The present paper aims at exploring the new phenomenon of social network site (SNS) addiction and at identifying predictors of problematic SNS use. For this purpose, a scale measuring addictive behavior specifically with regard to SNS use was developed. The effects of intrinsic need satisfaction in the offline context and of SNS-specific motives on SNS addiction were tested in an online-survey among 581 SNS users in Germany. It was hypothesized that motives mediate the influence of thwarted intrinsic need satisfaction on addictive behavior on SNSs. More precisely, we assumed that a lack of autonomy leads to a higher motivation to use SNSs for self-presentation and escapism, a lack of competence predicts the motive to use SNSs for acquiring information and self-presentation, and a lack of relatedness fosters users' motives to use SNSs for self-presentation and meeting new people. These motives, in turn, were predicted to be associated with higher levels of SNS addiction. All proposed mediation models were supported by the data. The results emphasize the importance of incorporating both offline need satisfaction and gratifications sought through the use of SNS to provide a comprehensive perspective on addictive behavior on SNSs.
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- 2014
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23. The Guilty Couch Potato: The Role of Ego Depletion in Reducing Recovery Through Media Use
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Tilo Hartmann, Leonard Reinecke, and Allison Eden
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Linguistics and Language ,Ego depletion ,endocrine system diseases ,Mechanism (biology) ,Communication ,media_common.quotation_subject ,Procrastination ,Vitality ,Language and Linguistics ,Structural equation modeling ,Entertainment ,Id, ego and super-ego ,Media use ,Psychology ,Social psychology ,media_common - Abstract
This article addresses ego depletion as a mechanism influencing media-based stress recovery processes. Using structural equation modeling, relationships between ego depletion, procrastination, guilt, enjoyment, vitality, and recovery experience were tested using data from an online survey (N = 471). Results suggest that ego depletion may increase the risk of negatively appraising the use of interactive (video games) and noninteractive (television) entertaining media as a form of procrastination. The resulting guilt is negatively related to the recovery experience associated with using entertainment. Therefore, ego-depleted individuals may benefit less from the psychological recovery potential of entertainment media, despite their greater need for recovery. These findings are an important step in understanding the pivotal role of appraisal processes for media-induced recovery and the entertainment experience.
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- 2014
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24. Entertainment 2.0? The Role of Intrinsic and Extrinsic Need Satisfaction for the Enjoyment of Facebook Use
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Peter Vorderer, Katharina Knop, and Leonard Reinecke
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Linguistics and Language ,Communication ,media_common.quotation_subject ,Need satisfaction ,Language and Linguistics ,Structural equation modeling ,Entertainment ,Intrinsic motivation ,Social media ,Psychology ,Social psychology ,Competence (human resources) ,Self-determination theory ,Autonomy ,media_common - Abstract
While intrinsic motivation has received broad attention in recent entertainment research, the effects of extrinsic motivation, such as social pressure to use media, on media enjoyment remain unknown. Based on an online-survey (N = 230), this study tested the effects of intrinsic need satisfaction and perceived social pressure on the enjoyment of Facebook use with structural equation modeling. The results reveal complex effects of extrinsic motivation: While social pressure negatively affected autonomy need satisfaction, it was positively related to competence and relatedness need satisfaction. This study is the first to develop and test a theoretical model of entertainment experience in the context of social media use and to theoretically integrate the role of extrinsic need satisfaction in media enjoyment.
- Published
- 2014
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25. Entertaining Media Use and the Satisfaction of Recovery Needs: Recovery Outcomes Associated With the Use of Interactive and Noninteractive Entertaining Media
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Nicole C. Krämer, Jennifer Klatt, and Leonard Reinecke
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Social Psychology ,business.industry ,Communication ,media_common.quotation_subject ,Applied psychology ,Fundamental human needs ,Task (project management) ,Pleasure ,Psychologie ,Media use ,Effects of sleep deprivation on cognitive performance ,business ,Psychology ,Energetic arousal ,Video game ,Social psychology ,Applied Psychology ,Mass media ,media_common - Abstract
Recent research has linked the enjoyment of entertaining media to the satisfaction of intrinsic human needs (Tamborini, Bowman, Eden, Grizzard, & Organ, 2010; Tamborini, Grizzard, et al., in press). The present investigation addressed the satisfaction of recovery needs through the use of interactive and noninteractive entertaining media stimuli and the resulting recovery outcomes. In an experiment (N = 160), participants were first exposed to a working task to elicit the need for recovery and then randomly assigned to one of four experimental conditions: 1) a video game, 2) a video recording of a game, 3) an animated video clip, or 4) the control condition. The results demonstrate that interactive and noninteractive media stimuli elicit different patterns of recovery experience. Furthermore, recovery experience was significantly related to enjoyment as well as subjective (energetic arousal) and objective (cognitive performance) recovery outcomes. Enjoyment mediated the relationship between recovery experi...
- Published
- 2011
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26. Avatar Creation and Video Game Enjoyment
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Sabine Trepte and Leonard Reinecke
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Game mechanics ,Social Psychology ,Communication ,media_common.quotation_subject ,ComputingMilieux_PERSONALCOMPUTING ,Life satisfaction ,Computer game ,Entertainment ,Game design ,Personality ,Psychology ,Video game ,Social psychology ,Applied Psychology ,media_common ,Avatar - Abstract
Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the games’ competitiveness as well as the participants’ life satisfaction influenced avatar choice and identification. In noncompetitive games, similar avatars were created, whereas in competitive games, dissimilar avatars were created. Participants who were well satisfied with their lives created avatars that resemble themselves in terms of personality factors, whereas dissatisfied users created dissimilar avatars. Player-avatar similarity was positively related to identification. This correlation was significantly stronger for noncompetitive games. Identification with the avatar was strongly related to game enjoyment. When controlling for the influence of identification on enjoyment, player-avatar similarity was negatively related to enjoyment, suggesting that identity play can be an independent source of enjoyment in computer games.
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- 2010
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27. Corrigendum to ''Facebocrastination'? Predictors of using Facebook for procrastination and its effects on students' well-being' [Computers in Human Behavior 64 (2016) 65–76]
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Christine E. Meltzer, Leonard Reinecke, and Adrian Meier
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media_common.quotation_subject ,05 social sciences ,Applied psychology ,Procrastination ,020207 software engineering ,02 engineering and technology ,Self-control ,Human-Computer Interaction ,Arts and Humanities (miscellaneous) ,Well-being ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Social media ,Psychology ,Social psychology ,050107 human factors ,General Psychology ,media_common - Published
- 2017
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28. The Pleasures of Success: Game-Related Efficacy Experiences as a Mediator Between Player Performance and Game Enjoyment
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Sabine Trepte and Leonard Reinecke
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Adult ,Male ,Pleasure ,Adolescent ,Social Psychology ,media_common.quotation_subject ,Surveys and Questionnaires ,Humans ,Applied Psychology ,media_common ,Self-efficacy ,Communication ,ComputingMilieux_PERSONALCOMPUTING ,General Medicine ,Achievement ,Game play ,Self Efficacy ,humanities ,Play and Playthings ,Computer Science Applications ,Human-Computer Interaction ,Video Games ,Female ,Psychology ,human activities ,Social psychology ,Psychomotor Performance - Abstract
In the present study, the interplay of player performance, game-related self-efficacy experiences, and the resulting effects on game enjoyment are investigated. We hypothesized that a player's performance stimulates enjoyment via its potential to stimulate game-related self-efficacy experiences. In a laboratory setting, participants (N = 213) played a jump ’n’ run game. Their performance during game play was recorded by log-file software, and efficacy and enjoyment were assessed with questionnaires. As predicted, both player performance and game-related self-efficacy experience were significant predictors of enjoyment. Furthermore, the results demonstrate that game-related self-efficacy experience significantly mediates the relationship between player performance and game enjoyment.
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- 2011
- Full Text
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29. Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair
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Robert Joel Lewis, Matthew Grizzard, Allison Eden, Nicholas David Bowman, Leonard Reinecke, Ron Tamborini, Communication Science, Network Institute, and Communication Choices, Content and Consequences (CCCC)
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Linguistics and Language ,Mood ,False feedback ,Communication ,media_common.quotation_subject ,Need satisfaction ,Psychology ,Social psychology ,Competence (human resources) ,Language and Linguistics ,Autonomy ,Mood management theory ,media_common - Abstract
This study attempted to (a) extend traditional mood management theory research by investigating the influence of the intrinsic needs for competence and autonomy on selective exposure to video games and (b) test the influence of satisfying these needs on resultant mood repair. An experiment varied satisfaction of competence and autonomy needs using false feedback. Subjects then selected media that varied in level of user demand. Measures of need satisfaction were taken before and after media selection. Results demonstrated that (a) thwarted intrinsic needs significantly predict the choice of video games with different levels of user demand and (b) the satisfaction of these needs predicts enjoyment. Findings indicate that mood management can result from mood repair through need satisfaction. © 2012 International Communication Association.
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- 2012
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30. The Social Web as a Shelter for Privacy and Authentic Living
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Leonard Reinecke and Sabine Trepte
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Market research ,Social network ,business.industry ,media_common.quotation_subject ,Internet privacy ,Targeted advertising ,Contradiction ,business ,Social web ,Privacy paradox ,media_common - Abstract
Social network sites are known for intruding their users’ privacy per default. The networks use and sell demographic information for targeted advertising (Acquisti et al. 2007). Data are replicated by users and transferred to unknown third parties; the user’s utterances (e.g., on fan pages) are searched, analyzed, and scaled in market research (Nissenbaum 2009). Although users seem to be aware of this situation, the majority of users do not complain or change their self-disclosure online (boyd and Hargittai 2010, p. 320; Christofides et al. 2009). We find a very loose and laissez-faire behavior in terms of how users deal with the threats to and their own concerns about informational privacy online. Scholars have termed this contradiction the “privacy paradox,” indicating that people seem to know about privacy threats on the one hand, but do not enact their privacy needs on the other (Barnes 2006).
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- 2011
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31. Media enjoyment as need satisfaction: The contribution of hedonic and non-hedonic needs
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Robert Joel Lewis, Matthew Grizzard, Allison Eden, Nicholas David Bowman, Leonard Reinecke, Ron Tamborini, Communication Science, Network Institute, Communication Choices, Content and Consequences (CCCC), and Centre for Advanced Media Research Amsterdam (CAMeRA)
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Linguistics and Language ,business.industry ,Communication ,media_common.quotation_subject ,Language and Linguistics ,Pleasure ,International communication ,Hedonism ,Psychology ,business ,Video game ,Recreation ,Competence (human resources) ,Social psychology ,Autonomy ,media_common ,Mass media - Abstract
Most early research on entertainment defines media enjoyment in functional terms as the satisfaction of hedonic needs. Two studies demonstrate the value of including nonhedonic and hedonic need satisfaction in defining enjoyment. Both studies find support for a need-satisfaction model showing that hedonic (arousal and affect) and nonhedonic (competence and autonomy) need satisfaction account for unique variance in enjoyment experienced during video game play. Study 2 extends the findings of Study 1 to account for noninteractive media entertainment enjoyment. Results show hedonic and nonhedonic need satisfaction to be distinct but complementary components of media enjoyment. Discussion focuses on the advantage of a needs-based approach for understanding positive valuations of media and offers a new perspective on the enjoyment-appreciation distinction. © 2011 International Communication Association.
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- 2011
- Full Text
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