Class notes Entertainment Communication (Communication Science course) Y
15 views 0 purchase
Course
774212002Y
Institution
Universiteit Van Amsterdam (UvA)
This includes lectures and reading notes on all the topics covered throughout the entire course! It includes definitions, theories, models, and explanations of all the concepts that can help in the assignment and are relevant for the exam! It also includes images of the diagrams and models that nee...
Entertainment: providing amusement/ dversion (enjoyment/ boring) to somebody
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
The benefits of buying summaries with Stuvia:
Guaranteed quality through customer reviews
Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.
Quick and easy check-out
You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.
Focus on what matters
Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!
Frequently asked questions
What do I get when I buy this document?
You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.
Satisfaction guarantee: how does it work?
Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.
Who am I buying these notes from?
Stuvia is a marketplace, so you are not buying this document from us, but from seller martinatacconi. Stuvia facilitates payment to the seller.
Will I be stuck with a subscription?
No, you only buy these notes for $14.35. You're not tied to anything after your purchase.