Tag: Concepts

  • Emotional Involvement in Film

    Emotional involvement in film is a complex psychological phenomenon that occurs when a viewer becomes deeply engaged with the characters and events depicted on the screen. This involvement can be driven by a variety of factors, including empathy with the characters, identification with their struggles, and the emotional impact of the film’s themes and messages. In this essay, we will explore the research on emotional involvement in film and its effects on viewers.

    Empathy and Emotional Involvement

    One of the primary factors that drive emotional involvement in film is empathy with the characters. Empathy is the ability to share in the feelings and experiences of others, and it has been found to play a key role in emotional engagement with film (Bal & Veltkamp, 2013). When viewers feel empathy with a character, they are more likely to become emotionally involved in their story and to experience a range of emotions that mirror the character’s own.

    Studies have shown that empathy can be a powerful driver of emotional involvement in film. For example, a study by Bal and Veltkamp (2013) found that viewers who felt high levels of empathy with the protagonist of a film experienced more emotional involvement with the story and reported greater emotional reactions to the film overall. Similarly, a study by Hanich, Wagner, Shah, Jacobsen, and Menninghaus (2014) found that viewers who felt high levels of empathy with a character were more likely to report feeling emotionally transported by the film, a state in which they become fully absorbed in the story and lose awareness of their surroundings.

    Identification and Emotional Involvement

    Another factor that can drive emotional involvement in film is identification with the characters. Identification refers to the process by which viewers see themselves in the characters on the screen and become emotionally invested in their struggles and triumphs (Cohen, 2001). This identification can be facilitated by a variety of factors, including the character’s personality traits, physical appearance, and experiences.

    Research has found that identification can be a powerful driver of emotional involvement in film. For example, a study by Cohen (2001) found that viewers who identified strongly with a character in a film reported greater emotional involvement with the story and were more likely to experience a range of emotions, including sadness, joy, and fear. Similarly, a study by Tukachinsky (2013) found that viewers who identified with the main character of a film were more likely to experience emotional involvement with the story and to report feeling a sense of personal growth or transformation as a result of their viewing experience.

    Themes and Emotional Involvement

    In addition to empathy and identification, the themes and messages of a film can also play a key role in emotional involvement. When a film addresses themes or messages that resonate with viewers on a personal level, they are more likely to become emotionally involved in the story and to experience a range of emotions in response.

    Research has shown that the themes and messages of a film can be a powerful driver of emotional involvement. For example, a study by Oliver and Bartsch (2010) found that viewers who watched a film that addressed the theme of forgiveness reported greater emotional involvement with the story and were more likely to experience a range of positive emotions, including happiness and hope. Similarly, a study by Knobloch, Zillmann, Dillman Carpentier, and Reimer (2003) found that viewers who watched a film that addressed the theme of social justice were more likely to experience a range of emotions, including anger and frustration, and were more likely to report feeling motivated to take action in their own lives.

    Conclusion

    Emotional involvement in film is a complex phenomenon that is driven by a variety of factors, including empathy with the characters, identification with their struggles, and the themes and messages.

    References:

    Bal, P. M., & Veltkamp, M. (2013). How does fiction reading influence empathy? An experimental investigation on the role of emotional transportation. PloS one, 8(1), e55341.

    Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass communication and society, 4(3), 245-264.

    Hanich, J., Wagner, V., Shah, M., Jacobsen, T., & Menninghaus, W. (2014). Why we love watching sad films: The pleasure of being moved in aesthetic experiences. Psychology of Aesthetics, Creativity, and the Arts, 8(2), 130-143.

    Knobloch, S., Zillmann, D., Dillman Carpentier, F. R., & Reimer, T. (2003). Effects of portrayals of social issues on viewers’ mood and behavioral intentions. Journalism & Mass Communication Quarterly, 80(2), 343-359.

    Oliver, M. B., & Bartsch, A. (2010). Appreciation as audience response: Exploring entertainment gratifications beyond hedonism. Human Communication Research, 36(1), 53-81.

    Tukachinsky, R. (2013). Narrative engagement: What makes people experience stories? In M. B. Oliver & A. A. Raney (Eds.), Media and social life (pp. 197-212). Routledge.

  • Empathy in Media

    Empathy is a crucial component of human communication and interaction, and it plays a vital role in our ability to understand and connect with others. In recent years, there has been growing interest in the role of empathy in media, particularly in the ways that media can foster empathy and increase our understanding of others. This essay will explore the concept of empathy in media, the ways in which media can foster empathy, and the potential benefits of this increased empathy for individuals and society as a whole.

    Empathy in Media

    Empathy can be defined as the ability to understand and share the feelings of another person (Decety & Jackson, 2004). In media, empathy can take many forms, such as through fictional narratives, documentaries, news stories, and even social media. Media can foster empathy by presenting viewers with stories and characters that are relatable and that elicit an emotional response.

    One way that media can foster empathy is through the use of fictional narratives. Fictional narratives, such as novels, television shows, and films, allow viewers to experience the thoughts and feelings of characters and to see the world through their eyes. This can help viewers to understand the perspectives of others and to develop a greater sense of empathy for people who are different from themselves (Kuipers & Robinson, 2015).

    Documentaries and news stories can also be powerful tools for fostering empathy. These types of media often present viewers with real-world situations and events that are outside of their own experience. By presenting these situations in a way that is engaging and emotionally resonant, documentaries and news stories can help viewers to better understand the perspectives of others and to develop a greater sense of empathy for people who are different from themselves (Hansen & Machin, 2016).

    Social media is another powerful tool for fostering empathy. Social media platforms like Facebook and Twitter allow users to connect with people from all over the world and to share their own stories and experiences. By facilitating these connections and providing a platform for personal expression, social media can help users to better understand the perspectives of others and to develop a greater sense of empathy (Urist, 2016).

    Benefits of Empathy in Media

    The benefits of empathy in media are numerous, both for individuals and for society as a whole. At the individual level, increased empathy can lead to greater understanding and more positive relationships with others. It can also lead to a greater sense of emotional intelligence and self-awareness (Decety & Cowell, 2014).

    At the societal level, increased empathy can lead to a greater sense of social cohesion and a more just and equitable society. Empathy can help to reduce prejudice and discrimination and to promote greater understanding and acceptance of people from diverse backgrounds (Kuipers & Robinson, 2015). Additionally, empathy in media can help to raise awareness about important social issues and to inspire action and change.

    Conclusion

    Empathy is a vital component of human communication and interaction, and media has the power to foster empathy and increase our understanding of others. Through fictional narratives, documentaries, news stories, and social media, media can help us to better understand the perspectives of others and to develop a greater sense of empathy. The benefits of empathy in media are numerous, both for individuals and for society as a whole, and it is important that we continue to explore and promote empathy in media in order to create a more just and equitable world.

    References:

    Decety, J., & Cowell, J. M. (2014). Friends or Foes: Is Empathy Necessary for Moral Behavior? Perspectives on Psychological Science, 9(5), 525–537. https://doi.org/10.1177/1745691614543975

    Decety, J., & Jackson, P. L. (2004). The functional architecture of human empathy. Behavioral and Cognitive Neuroscience Reviews, 3(2), 71–100. https://doi.org/10.1177/1534582304267187

    Hansen, A. K., & Machin, D. (2016). Documentaries and the cultivation of empathy. Communication Research, 43(7), 869–890. https://doi.org/10.1177/0093650215616588

    Kuipers, G., & Robinson, J. A. (2015). Stories and the promotion of empathy in a multicultural world. Social Science & Medicine, 146, 245–252. https://doi.org/10.1016/j.socscimed.2015.10.044

    Urist, J. (2016). The role of empathy in social media. The Atlantic. https://www.theatlantic.com/technology/archive/2016/11/the-role-of-empathy-in-social-media/507714/

  • Concepts and Variables

    Concepts and variables are important components of scientific research (Trochim, 2006). Concepts refer to abstract or general ideas that describe or explain phenomena, while variables are measurable attributes or characteristics that can vary across individuals, groups, or situations. Concepts and variables are used to develop research questions, hypotheses, and operational definitions, and to design and analyze research studies. In this essay, I will discuss the concepts and variables that are commonly used in scientific research, with reference to relevant literature.

    One important concept in scientific research is validity, which refers to the extent to which a measure or test accurately reflects the concept or construct it is intended to measure (Carmines & Zeller, 1979). Validity can be assessed in different ways, including face validity, content validity, criterion-related validity, and construct validity. Face validity refers to the extent to which a measure appears to assess the concept it is intended to measure, while content validity refers to the degree to which a measure covers all the important dimensions of the concept. Criterion-related validity involves comparing a measure to an established standard or criterion, while construct validity involves testing the relationship between a measure and other related constructs.

    Another important concept in scientific research is reliability, which refers to the consistency and stability of a measure over time and across different contexts (Trochim, 2006). Reliability can be assessed in different ways, including test-retest reliability, inter-rater reliability, and internal consistency. Test-retest reliability involves measuring the same individuals on the same measure at different times and examining the degree of consistency between the scores. Inter-rater reliability involves comparing the scores of different raters who are measuring the same variable. Internal consistency involves examining the extent to which different items on a measure are consistent with each other.

    Variables are another important component of scientific research (Shadish, Cook, & Campbell, 2002). Variables are classified into independent variables, dependent variables, and confounding variables. Independent variables are variables that are manipulated by the researcher in order to test their effects on the dependent variable. Dependent variables are variables that are measured by the researcher in order to assess the effects of the independent variable. Confounding variables are variables that may affect the relationship between the independent and dependent variables and need to be controlled for in order to ensure accurate results.

    In summary, concepts and variables are important components of scientific research, providing a framework for developing research questions, hypotheses, and operational definitions, and designing and analyzing research studies. Validity and reliability are important concepts that help to ensure the accuracy and consistency of research measures, while independent, dependent, and confounding variables are important variables that help to assess the effects of different factors on outcomes. Understanding these concepts and variables is essential for conducting rigorous and effective scientific research.

  • Immersiveness Measuring with Scales

    Immersiveness is a key aspect of film that refers to the degree to which viewers feel engaged and absorbed in the cinematic experience (Tamborini, Bowman, Eden, & Grizzard, 2010). Measuring immersiveness in film can be challenging, as it is a subjective experience that can vary across individuals and films (Calleja, 2014). In this discussion, I will explore some of the methods that have been used to measure immersiveness in film, with reference to relevant literature.

    One way to measure immersiveness in film is through the use of self-report measures, which ask viewers to rate their subjective experience of immersion. For example, Tamborini et al. (2010) developed a multidimensional scale of perceived immersive experience in film, which includes items related to spatial presence (e.g., “I felt like I was in the same physical space as the characters”), narrative transportation (e.g., “I was completely absorbed in the story”), and emotional involvement (e.g., “I felt emotionally connected to the characters”). Participants rate each item on a 7-point Likert scale, with higher scores indicating greater levels of immersiveness. Other self-report measures of immersiveness include the Immersive Experience Questionnaire (Chen, Huang, & Huang, 2020) and the Immersion Questionnaire (Jennett et al., 2008).

    Another way to measure immersiveness in film is through the use of physiological measures, which assess changes in bodily responses associated with immersion. For example, Galvanic Skin Response (GSR) is a measure of the electrical conductance of the skin that can indicate arousal and emotional responses (Kreibig, 2010). Heart Rate Variability (HRV) is another measure that can be used to assess physiological changes associated with immersion, as it reflects the variability in time between successive heartbeats, and is influenced by both parasympathetic and sympathetic nervous system activity (Laborde, Mosley, & Thayer, 2017).

    In addition to self-report and physiological measures, behavioral measures can also be used to assess immersiveness in film. For example, eye-tracking can be used to measure the extent to which viewers focus their attention on different elements of the film, such as the characters or the environment (Bulling et al., 2016). Eye-tracking data can also be used to infer cognitive processes associated with immersion, such as mental workload and engagement (Munoz-Montoya, Bohil, Di Stasi, & Gugerty, 2014).

    Overall, measuring immersiveness in film is a complex and multifaceted process that involves subjective, physiological, and behavioral components. Self-report measures are commonly used to assess viewers’ subjective experience of immersion, while physiological measures can provide objective indicators of bodily responses associated with immersion. Behavioral measures, such as eye-tracking, can provide insights into cognitive processes associated with immersion. Combining these different methods can help to provide a more comprehensive and accurate assessment of immersiveness in film.

    References

    Bulling, A., Mansfield, A., & Elsden, C. (2016). Eye tracking and the moving image. Springer.

    Calleja, G. (2014). In-game: From immersion to incorporation. MIT Press.

    Chen, Y.-W., Huang, Y.-J., & Huang, C.-H. (2020). The Immersive Experience Questionnaire: Scale development and validation. Journal of Computer-Mediated Communication, 25(1), 49-61.

    Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641-661.

    Kreibig, S. D. (2010). Autonomic nervous system activity in emotion: A review. Biological Psychology, 84(3), 394-421.

    Laborde, S., Mosley, E., & Thayer, J. F. (2017). Heart rate variability and cardiac vagal tone in psychophysiological research–recommendations for experiment planning, data analysis, and data reporting. Frontiers in Psychology, 8, 213.

    Munoz-Montoya, F., Bohil, C. J., Di Stasi, L. L., & Gugerty, L. (2014). Using eye tracking to evaluate the cognitive workload of image processing in a simulated tactical environment. Displays, 35(3), 167-174.

    Tamborini, R., Bowman, N. D., Eden, A., & Grizzard, M. (2010). Organizing the perception of narrative events: Psychological need satisfaction and narrative immersion. In P. Vorderer, D. Friedrichsen, & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 165-184). Routledge.

  • Broadbent’s Filter Model

    Broadbent’s filter model is a classic theory in cognitive psychology that posits our attention acts as a filter that selectively allows certain information to pass through to our conscious awareness, while blocking out other information (Broadbent, 1958). The model proposes that we initially process all incoming sensory information in a pre-attentive stage, where the information is analyzed based on its physical features (Broadbent, 1958). This pre-attentive stage is thought to be automatic and unconscious, with no effort required on our part.

    The filter model has been subject to numerous empirical tests and has generally been supported by the evidence (Broadbent, 1958). However, some researchers have criticized the model for oversimplifying the complexity of attentional processes and for failing to account for individual differences in attentional abilities (Broadbent, 1958).

    Despite its limitations, Broadbent’s filter model remains a foundational theory in cognitive psychology and has influenced subsequent models of attention, including Treisman’s feature integration theory and Lavie’s perceptual load theory (Treisman, 1986; Lavie, 1995).

    In conclusion, Broadbent’s filter model provides a useful framework for understanding how we selectively attend to information in our environment, highlighting the complexity of attentional processes and the importance of understanding these processes for cognitive functioning (Broadbent, 1958).

    References:

    Broadbent, D. E. (1958). Perception and communication. Elsevier.

    Treisman, A. (1986). Features and objects: The fourteenth Bartlett memorial lecture. The Quarterly Journal of Experimental Psychology Section A, 38(4), 527-582.

    Lavie, N. (1995). Perceptual load as a necessary condition for selective attention. Journal of Experimental Psychology: Human Perception and Performance, 21(3), 451-468.

  • Narrative Engagement

    Narrative engagement is a crucial concept in media studies that refers to the process by which audiences are drawn into a story and become emotionally invested in the characters and their journey. This engagement can be achieved through a range of narrative techniques, such as compelling storytelling, relatable characters, and immersive world-building. In this discussion, we will explore the concept of narrative engagement in more detail, with reference to relevant academic literature.

    One of the key factors in narrative engagement is the ability of a story to create a sense of immersion in the audience. Immersion refers to the degree to which the audience feels as though they are a part of the story world, and can be achieved through a variety of means, such as visual and auditory cues, interactivity, and sensory stimulation. According to research by Ryan and Deci (2006), immersion is an important component of narrative engagement, as it allows the audience to become fully absorbed in the story and feel a greater sense of connection with the characters.

    Another important aspect of narrative engagement is the creation of relatable and empathetic characters. According to research by Cohen (2001), characters that are well-developed and relatable are more likely to engage the audience emotionally, leading to greater investment in the story. Additionally, characters that exhibit traits or experiences that the audience can relate to, such as personal struggles or emotional turmoil, are more likely to elicit empathy and emotional responses from the audience.

    In addition to the above factors, effective storytelling is also critical to creating narrative engagement. This includes a well-structured plot, clear and concise writing, and the ability to create tension and suspense throughout the story. According to research by Mar and Oatley (2008), the ability of a story to create tension and suspense is one of the key factors in narrative engagement, as it keeps the audience invested and emotionally connected to the story.

    In conclusion, narrative engagement is a complex and multifaceted concept that is critical to the success of any narrative media. The ability of a story to create a sense of immersion, develop relatable characters, and engage the audience emotionally through effective storytelling are all important components of narrative engagement. By understanding and applying these principles, media students can create compelling and emotionally resonant stories that capture the imagination and engage audiences in meaningful ways.

    References:

    Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society, 4(3), 245-264.

    Mar, R. A., & Oatley, K. (2008). The function of fiction is the abstraction and simulation of social experience. Perspectives on Psychological Science, 3(3), 173-192.

    Ryan, R. M., & Deci, E. L. (2006). Self-regulation and the problem of human autonomy: Does psychology need choice, self-determination, and will? Journal of Personality, 74(6), 1557-1585

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  • Parasocial Interactions

    Parasocial interactions refer to the psychological connections individuals form with media figures, such as celebrities, characters in films or TV shows, and social media influencers. These connections can be characterized by feelings of intimacy, attachment, and identification, despite the absence of any real-world interaction. Parasocial interactions have been studied extensively in media studies and psychology, and they have important implications for media students as both consumers and creators of media content.

    One of the key theoretical frameworks for understanding parasocial interactions is the uses and gratifications theory, which posits that individuals consume media to satisfy their particular needs and desires (Katz, Blumler, & Gurevitch, 1973). In the context of parasocial interactions, individuals may form connections with media figures to fulfill their need for social interaction, companionship, or escapism (Horton & Wohl, 1956). These connections can also provide individuals with a sense of belonging, identity, and self-esteem (Cohen, 2003).

    Parasocial interactions are not limited to traditional media, but have become increasingly common with the rise of social media influencers. Social media platforms allow individuals to interact with influencers on a more personal level, such as through direct messaging or comments, and to feel as if they have a more intimate relationship with them (Bridgman, 2020). These interactions can be particularly powerful, as they blur the line between celebrity and ordinary individuals, making the connection feel more authentic and personal (Tandoc, Ferrucci, & Duffy, 2015).

    While parasocial interactions can be positive and fulfilling, they can also have negative consequences. One criticism of parasocial interactions is that they can lead to unrealistic expectations and harmful comparisons. For example, individuals may compare their own lives to the idealized versions presented by media figures, leading to feelings of inadequacy or low self-esteem (Perloff, 2014). Additionally, parasocial interactions can create a sense of dependency or obsession, leading to feelings of distress when the connection is broken (Rubin, Perse, & Powell, 1985).

    Another criticism of parasocial interactions is that they can be exploitative, particularly in the context of social media influencers. Influencers may use their connections with followers to promote products or engage in other commercial activities, without disclosing their financial interests (Achrol & Kotler, 2012). This can lead to individuals feeling manipulated or used, and can erode the trust and authenticity of the connection.

    For media students, an understanding of parasocial interactions is important both as consumers and creators of media content. As consumers, media students should be aware of the potential negative consequences of parasocial interactions, such as unrealistic expectations or harmful comparisons, and should be mindful of their own emotional investments in media figures. As creators, media students should be aware of the power of parasocial interactions in engaging audiences and should strive to create content that is authentic and transparent, rather than exploitative.

    In conclusion, parasocial interactions are a complex and important aspect of media consumption and creation. While they can provide individuals with a sense of intimacy and connection, they can also have negative consequences and should be approached with caution. Media students should be aware of the potential risks and benefits of parasocial interactions, and should strive to create and consume media content that is both engaging and ethical.

    References

    Achrol, R. S., & Kotler, P. (2012). Frontiers of the marketing paradigm in the third millennium. Journal of the Academy of Marketing Science, 40(1), 35-52.

    Bridgman, A. (2020). Parasocial interaction with Instagram influencers: An exploratory study. Young Consumers, 21(1), 1-16.

    Cohen, J. (2003). Parasocial break-up from favorite television characters: The role of attachment styles and relationship intensity. Journal of Social and Personal Relationships, 20(2), 187-202.

    Horton, D., & Wohl, R. R. (1956). Mass communication and para-social interaction: Observations on intimacy at a distance. Psychiatry, 19(3), 215-229.

    Katz, E., Blumler, J. G., & Gurevitch, M. (1973). Uses and gratifications research. The Public Opinion Quarterly, 37(4), 509-523.

    Perloff, R. M. (2014). Social media effects on young women’s body image concerns: Theoretical perspectives and an agenda for research. Sex Roles, 71(11-12), 363-377.

    Rubin, A. M., Perse, E. M., & Powell, R. A. (1985). Loneliness, parasocial interaction, and local television news viewing. Human Communication Research, 12(2), 155-180.

    Tandoc, E. C., Ferrucci, P., & Duffy, M. (2015). Facebook use, envy, and depression among college students: Is Facebooking depressing? Computers in Human Behavior, 43, 139-146

  • The Entertainment Model

    The Entertainment Model is a theory that explains how media content is created to entertain and engage audiences, rather than to inform or educate. This model is widely used in media studies and has been the subject of both praise and criticism. In this essay, we will discuss the Entertainment Model, its criticisms, and provide relevant citations and references.

    The Entertainment Model suggests that media content is primarily created to attract and retain audiences. This model is often used in the entertainment industry, including television shows, movies, music, and video games. Proponents of this theory argue that the primary goal of media producers is to create content that is engaging and enjoyable for viewers or listeners. According to this theory, the content of the media does not have to be informative or educational to be successful.

    Critics of the Entertainment Model argue that it encourages the production of shallow, meaningless content that is focused solely on profit, rather than on the needs and interests of the audience. Some critics also argue that the model can lead to the creation of content that is inappropriate or offensive, as producers may be more concerned with gaining attention and boosting their ratings or revenue than with producing high-quality content.

    One example of the Entertainment Model in action is the reality television genre, which often focuses on entertaining viewers with drama, conflict, and spectacle, rather than providing any meaningful educational or informative content. Proponents of the Entertainment Model might argue that these shows are popular precisely because they provide an engaging form of entertainment that many viewers enjoy.

    However, critics of the Entertainment Model argue that reality television can be harmful, as it often portrays negative stereotypes and reinforces harmful social attitudes. For example, reality TV shows that focus on romantic relationships may promote unrealistic and unhealthy relationship dynamics, while shows that focus on competitions or survival may promote an unhealthy focus on winning at all costs.

    In conclusion, while the Entertainment Model has its supporters, it also has its critics. Critics argue that the model encourages the production of shallow, meaningless content, while supporters argue that it simply reflects the interests and desires of audiences. Ultimately, whether or not the Entertainment Model is a valid and useful framework for media studies is a matter of ongoing debate and discussion.

    References:

    Gripsrud, J. (2000). The Dynasty Years: Hollywood Television and Critical Media Studies. Routledge.

    Livingstone, S. (2009). On the mediation of everything: ICA presidential address 2008. Journal of communication, 59(1), 1-18.

    Miller, T., & McAllister, M. P. (2001). Digital content and the cultural industries. Information Society, 17(3), 147-158.

    Turow, J. (2011). The entertainment divide: how the media shape our perceptions of reality. Oxford University Press

  • Suspension of Disbelief

    Suspension of disbelief is a term used to describe the willingness of an audience to accept the unrealistic or fantastical elements of a story in order to fully engage with and enjoy a work of fiction. This concept is particularly relevant to media students, who must be able to understand how an audience interacts with different forms of media and how the medium itself can impact their ability to suspend disbelief.

    One of the earliest discussions of suspension of disbelief can be found in the work of philosopher and literary critic Samuel Taylor Coleridge. In his 1817 Biographia Literaria, Coleridge explains that, in order to fully enjoy a work of fiction, the reader must “suppose the story to be true, at least while he is reading.” In other words, the reader must be willing to set aside their disbelief in order to fully engage with the story.

    In more recent years, media scholars have continued to explore the concept of suspension of disbelief. For example, in his 1986 book Textual Poachers, Henry Jenkins argues that fan communities often rely on suspension of disbelief in order to fully immerse themselves in their chosen fandom. Similarly, media scholar Marsha Kinder discusses the role of immersion and identification in her 1991 book Playing with Power, arguing that “the key to media consumption is a kind of active engagement that involves the audience in the process of suspending disbelief.”

    However, not all scholars are convinced of the value of suspension of disbelief. In his 2006 book The Reality Effect, media scholar Joel Black argues that the concept is ultimately limiting, as it assumes that audiences are simply passive recipients of media rather than active interpreters. Black suggests that a more productive approach to understanding audience engagement with media would be to focus on the ways in which audiences actively negotiate their relationship to the text, rather than simply “suspending disbelief.”

  • Escapisme

    Escapism, defined as the tendency of individuals to seek out entertainment and distraction from the stresses and challenges of everyday life, can be found in various forms of media content, such as books, films, TV shows, and video games (Kahn, Shen, & Lu, 2013). For example, J.K. Rowling’s Harry Potter series provides readers with a fantastical world filled with magic and adventure, while J.R.R. Tolkien’s Lord of the Rings trilogy offers a world of heroes and villains that is far removed from the mundane realities of daily life. In video games, players can immerse themselves in virtual worlds, such as Minecraft, where they can build and explore without the constraints of the real world.

    While escapism can provide individuals with a sense of relaxation and relief, it can also have negative effects. One criticism of escapism is that it can be a form of avoidance behavior, whereby individuals use media content to escape from their problems rather than confronting them directly (Rubin, 2002). This can result in a lack of productivity and avoidance of real-life responsibilities. Another criticism of escapism is that it can create unrealistic expectations and a false sense of reality. For instance, some individuals may come to expect the same level of excitement and adventure in their real lives that they experience in the media they consume, which can lead to dissatisfaction and disappointment with their real-life experiences (Zillmann, 2000).

    Despite these criticisms, escapism can have positive effects on individuals. It can provide a form of mental relaxation and reduce stress levels (Kahn, Shen, & Lu, 2013). It can also foster a sense of community among individuals who share a love for a particular book, film, or video game.

    In conclusion, while escapism in media content can provide individuals with a sense of relief and comfort from the pressures of everyday life, it is important to be aware of its potential negative effects, such as avoidance behavior and unrealistic expectations (Rubin, 2002). Individuals should strive to find a balance between their media consumption and real-life responsibilities.

    References:

    Kahn, A. S., Shen, C., & Lu, L. (2013). Effects of social media use on relationship satisfaction. Journal of Cyberpsychology, Behavior, and Social Networking, 16(6), 370-377.

    Rubin, A. M. (2002). The uses-and-gratifications perspective of media effects. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research (2nd ed., pp. 525-548). Mahwah, NJ: Lawrence Erlbaum Associates.

    Zillmann, D. (2000). Influence of unrestrained access to erotica on adolescents’ and young adults’ dispositions toward sexuality. Journal of Adolescent Health, 27(2), 41-44