This article presents a model of enjoyment rooted in self-determination theory (Deci & Ryan, 1985) that includes the satisfaction of three needs related to psychological wellbeing: autonomy, competence, and relatedness. In an experiment designed to validate this conceptualization of enjoyment, we manipulate video game characteristics related to the satisfaction of these needs and examine their relative effects on enjoyment. The validated model explains 51% of the variance in enjoyment, even without including needs usually studied in relation to enjoyment such as pleasure seeking. Results indicate the utility of defining enjoyment as need satisfaction. These results are discussed in terms of a broader conceptualization of enjoyment represented as the satisfaction of a comprehensive set of functional needs.
This investigation examines how video game interactivity can affect presence and game enjoyment. Interactivity in the form of natural mapping has been advocated as a possible contributor to presence experiences, yet few studies to date have investigated this potential. The present work formulates a preliminary typology of natural mapping and addresses how several types of mapping impact the experience of a video game, with the expectation that more natural mapping leads to increased spatial presence affecting enjoyment. Two studies were conducted. In the first study, 48 participants played a golfing video game using one of two controller types (Nintendo Wiimote or gamepad). In the second, 78 participants played a driving video game using an even more natural controller (steering wheel) or one of three other controller types. Participants then completed measures of perceived naturalness, presence, and enjoyment. Results of both studies were generally consistent with expectations.
This paper applies the social intuitionist perspective of moral foundations theory (MFT) to the study of media entertainment. It begins by introducing the MFT’s conception of morality as an intuitive evaluative response governed by the association of moral codes organized in five mental modules. These include harm/care (concerned with suffering and empathy); fairness (related to reciprocity and justice); loyalty (dealing with common good and punitiveness toward outsiders); authority (negotiating dominance hierarchies); and purity (concerned with sanctity and contamination). After discussing initial tests examining MFT’s application to narrative appeal, and its potential broad application to entertainment theory, a model of intuitive morality and exemplars (MIME) is presented. The model describes long-term and short-term processes of reciprocal influence between media and moral intuition. In the long-term, the model predicts that repeated exposure to module-related content will lead to an individual and culturally-shared increase in the salience of specific modules and module exemplars. In the short-term, resulting patterns of module salience will affect the immediate appraisal of media content or, if content presents ambiguous or complex moral patterns, a delayed response though careful reappraisal. Patterns of positive or negative evaluative responses resulting from these appraisal processes are expected to shape individual and aggregate patterns of selective exposure to media, as well as the subsequent production of content within media systems driven by these exposure patterns. The paper concludes with an example of the model’s utility by showing how its short-term components can be applied to address conceptual difficulties in distinguishing enjoyment from appreciation.
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