100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
Summary Exam Material Entertainment Communication $11.97   Add to cart

Summary

Summary Exam Material Entertainment Communication

 6 views  0 purchase
  • Course
  • Institution

This pdf file contains all the notes from week 1 till week 7. This includes the live lectures, the video recordings, the literature summaries + reading questions, and all the questions from The Calls and their answers.

Preview 4 out of 125  pages

  • May 30, 2024
  • 125
  • 2023/2024
  • Summary
avatar-seller
1



Entertainment Communication
Exam material
Week 1
Lecture 1.....................................................................................................................................3
Video Lectures............................................................................................................................4
The Media Entertainment Succes Cycle (Lemmens, 2024)....................................................... 8
Enjoyment: At the Heart of Media Entertainment (Vorderer et al., 2004).............................. 14
Entertainment as Pleasurable and Meaningful (Oliver & Raney, 2011).................................. 15
Week 2
Lecture 2...................................................................................................................................16
Video Lectures..........................................................................................................................18
Exploring How We Enjoy Antihero Narratives (Shafer & Raney, 2012)................................ 31
The Writer’s Journey (Vogler, 2024)........................................................................................32
Whiplash Analysis....................................................................................................................35
Week 3
Lecture 3...................................................................................................................................36
Video Lectures..........................................................................................................................37
More Than Just a Laughing Matter (van der Wal et al., 2020)................................................ 49
Friends Episode Analysis: The One with Unagi (S6 E17).......................................................51
Why Do You Like Scary Movies? (Martin, 2019)................................................................... 53
Week 4
Lecture 4...................................................................................................................................54
Video Lectures..........................................................................................................................55
Cinematic Success Criteria and its Predictors (Simonton, 2009).............................................64
Integrated Entertainment Marketing (Henning-Thurau & Houston, 2019)............................. 69
Reading Questions....................................................................................................................72
Week 6
Lecture 6...................................................................................................................................74
Video Lectures..........................................................................................................................75

, 2


A Motivational Model of Video Game Engagement (Przybylski et al. 2010)......................... 87
Play or Pay to Win (Lemmens, 2022)...................................................................................... 88
Reading Questions....................................................................................................................90
Week 7
Video Lectures..........................................................................................................................93
Lecture 7.................................................................................................................................100
Fear and loathing in VR (Lemmens et al., 2022)................................................................... 107
The paradox of interactive media (Bowman et al., 2020)...................................................... 108
Reading Questions..................................................................................................................108
Practice Question
Answers.................................................................................................................................. 125

, 3


Week 1
Lecture 1
➔ Public Service Media: entertainment is partially government-supported, but not
owned. Most funding comes from taxes.
◆ Focuses on accuracy and ethics.
◆ Primary goals: cultural enrichment, informed and engaged citizenship.
➔ Defining entertainment: the action of providing or being provided with amusement
or enjoyment. A form of activity that holds the attention and interest of an audience.
◆ Complex, dynamic, and multi-faceted experience one goes through while
being exposed to this type of media.
◆ Any market offering whose main purpose is to pleasure consumers, versus
offering primarily functional utility.
◆ Any mediated product created to engage an audience.
◆ It has been understood as not a product (movie, game, or TV show) or as a
feature of such product (action, comedy…) but rather as a response to it.
➔ Differential susceptibility to media effects model: DSMM (Valkenburg & Peter,
2013)
◆ Three factors predict media use: disposition, developmental level, and social
environment.
◆ These three factors also moderate individual responses to media use.
◆ Media effects are transactional, meaning that the effects of media use also
influence media use.




➔ The insatiable need for entertainment experiences: because the attributes of the
experience dominate consumers’ quality judgments for entertainment products, they
are referred to as “experience goods”.

, 4


◆ The enormous amount of entertainment products that are being released every
week is driven by the short cycle of experience goods and consumers’
insatiable need for continuous selection of new products.


Video Lectures
➔ Credence goods: goods whose quality consumers do not judge by their consumption
experience alone, but rather by accepting, as a matter of faith or credence, a particular
expertise of certain certified authorities.
➔ Preference can be strongly influenced by:
◆ Demographic: gender, age, income, education, location, ethnicity….
◆ Social: culture, family, friends, peers, and society.
◆ Trait and state: psychosocial traits, cognitive capabilities, attitudes, values,
beliefs, state, and mood.
◆ Media entertainment: experience and knowledge.
➔ Popular culture: pop culture, for short, is the set of practices, beliefs, and values
around entertainment that is dominant in a society at any point in time. Popular
Culture reflects our current entertainment culture. It is the constantly evolving domain
of entertainment that is created in mass quantities for an enormous audience.
◆ Its products are recognizable on a global scale and they are extremely
influential (economically and culturally).
◆ Cultural differences: a nation transmits the values of what is - and what is
not to be appreciated to its members. As part of a continuous and often
lifelong socialization process.
➔ Theories that affect the selection of the entertainment process:
◆ Zeitgeist: the temporal aspect of cultural influence, the defining mood of a
particular period in history, as shown by the ideas and beliefs of that time.
Cultural trends can indicate that the time is right for a product.
● The economic outlook of a period has a positive influence on the use
of entertainment in general. Entertainment products are more attractive
than bleaker economic times, even though consumers have less money
at their disposal.
◆ Escapism: the tendency to seek distraction and relief from unpleasant realities
through entertainment, especially fictional entertainment provides a form of

The benefits of buying summaries with Stuvia:

Guaranteed quality through customer reviews

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

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

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 alevgonzalez20. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $11.97. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

83637 documents were sold in the last 30 days

Founded in 2010, the go-to place to buy study notes for 14 years now

Start selling
$11.97
  • (0)
  Add to cart