Media enjoyment as need satisfaction: the contribution of hedonic and nonhedonic needs
Open accessAbstract
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.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Well-designed games are enjoyable and engaging because playing them provides basic need satisfaction.
“Research has confirmed that well-designed games are enjoyable and engaging because playing them provides basic need satisfaction (Mekler et al., 2014, Przybylski et al., 2010, Tamborini et al., 2011).”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Tamborini et al., 2011
The Study 2 and Results sections link need satisfaction during video-game play with self-reported enjoyment. The paper does not evaluate whether games are well-designed, and its Measures section treats engagement as an item measuring absorption rather than a separate outcome explained by need satisfaction. The reported associations therefore do not establish the full causal claim. (LLM, conf=0.86)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
Deci, E. L., & Ryan, R. M. (2000) · Psychological Inquiry · doi:10.1207/s15327965pli1104_01 · Cited by 34,210 · see citing works
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 27,815 · see citing works
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332 · see citing works
Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory.
Ryan, R. M. (1982) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.43.3.450 · Cited by 2,721 · see citing works
Hedonia, eudaimonia, and well-being: an introduction
Deci, E. L., & Ryan, R. M. (2008) · Journal of Happiness Studies · doi:10.1007/s10902-006-9018-1 · Cited by 2,187 · see citing works
Affect Grid: A single-item scale of pleasure and arousal.
Russell, J. A., Weiss, A., & Mendelsohn, G. A. (1989) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.57.3.493 · Cited by 1,951 · see citing works
On the Use of the Mass Media for Important Things
Katz, E., Haas, H., & Gurevitch, M. (1973) · American Sociological Review · doi:10.2307/2094393 · Cited by 1,639 · see citing works
Playing Video Games : Motives, Responses, and Consequences
Vorderer, P., & Bryant, J. (2012) · Cited by 1,060 · see citing works
Enjoyment: At the Heart of Media Entertainment
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004) · Communication Theory · doi:10.1111/j.1468-2885.2004.tb00321.x · Cited by 982 · see citing works
Maslow reconsidered: A review of research on the need hierarchy theory
Wahba, M. A., & Bridwell, L. G. (1976) · Organizational Behavior and Human Performance · doi:10.1016/0030-5073(76)90038-6 · Cited by 830 · see citing works
Selective Exposure To Communication
(2013) · Routledge eBooks · doi:10.4324/9780203056721 · Cited by 786 · see citing works
The Sage handbook of media processes and effects
(2010) · Choice Reviews Online · doi:10.5860/choice.47-2995 · Cited by 780 · see citing works
Cognitive‐Experiential Self‐Theory of Personality
Epstein, S. J. (2003) · Wiley eBooks · doi:10.1002/0471264385.wei0507 · Cited by 660 · see citing works
Defining media enjoyment as the satisfaction of intrinsic needs.
Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010) · Journal of Communication · doi:10.1111/j.1460-2466.2010.01513.x · Cited by 611 · see citing works
Media entertainment: the psychology of its appeal
(2000) · Choice Reviews Online · doi:10.5860/choice.38-1379 · Cited by 416 · see citing works
Zillmann, D., & Vorderer, P. (2000) · Routledge eBooks · doi:10.4324/9781410604811 · Cited by 386 · see citing works
Conceptualizing media enjoyment as attitude: implications for mass media effects research.
Nabi, R. L., & Krcmar, M. (2004) · Communication Theory · doi:10.1111/j.1468-2885.2004.tb00316.x · Cited by 327 · see citing works
The Role of Presence in the Experience of Electronic Games
Tamborini, R., & SKALSKI, P. D. (2006) · Cited by 237 · see citing works
Tender Affective States as Predictors of Entertainment Preference
Oliver, M. (2008) · Journal of Communication · doi:10.1111/j.1460-2466.2007.00373.x · Cited by 227 · see citing works
Oliver, M. B., & Bartsch, A. (2011) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000029 · Cited by 226 · see citing works
Moral Judgment and Crime Drama: An Integrated Theory of Enjoyment
Raney, A. A., & Bryant, J. (2002) · Journal of Communication · doi:10.1111/j.1460-2466.2002.tb02552.x · Cited by 196 · see citing works
Reiss, S., & Wiltz, J. (2004) · Media Psychology · doi:10.1207/s1532785xmep0604_3 · Cited by 190 · see citing works
Brown, D. (2003) · Routledge eBooks · doi:10.4324/9781410607584 · Cited by 185 · see citing works
Moral Intuition and Media Entertainment
Tamborini, R. (2011) · Journal of Media Psychology · doi:10.1027/1864-1105/a000031 · Cited by 167 · see citing works
Self-citationHandbook of Psychology, Volume 5: Personality and Social Psychology
Weiner, I. B., Millon, T., & Lerner, M. (2012) · University of Groningen research database (University of Groningen / Centre for Information Technology) · Cited by 55 · see citing works
Exploring affective design for physical controls
Swindells, C., MacLean, K. E., Booth, K. S., & Meitner, M. J. (2007) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1240624.1240765 · Cited by 43 · see citing works
Selective Exposure to Video Games.
Bryant, J., & Davies, J. W. (2006) · Cited by 39 · see citing works
Bryant, J., & Raney, A. A. (2000) · Cited by 39 · see citing works
Excitation-Transfer Theory and Three-Factor Theory of Emotion
Bryant, J., & Miron, D. (2003) · Routledge eBooks · doi:10.4324/9781410607584-8 · Cited by 34 · see citing works
User Demand and Mood Repair: The Intervention Potential of Video Game Interactivity
Bowman, N. D., & Tamborini, R. (2010) · Cited by 3 · see citing works
Flagged first, then by citations
Research works printed but not linked: 1
- Zillmann, D., & Bryant, J. (1985). Affect, mood, and emotion as determinants of selective exposure. In D. Zillmann, & J. Bryant (Eds.), Selective exposure to communication (pp. 157-190). Hillsdale, NJ: Erlbaum.
Cited by
Sorted by citations
Gamification for health and wellbeing: A systematic review of the literature
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016) · Internet Interventions · doi:10.1016/j.invent.2016.10.002 · Cited by 1,237 · see citing works
Ki, C.-W. C., Cuevas, L. M., Chong, S. M., & Lim, H. (2020) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2020.102133 · Cited by 819 · see citing works
Stein, J., Breves, P. L., & Anders, N. (2022) · New Media & Society · doi:10.1177/14614448221102900 · Cited by 457 · see citing works
Video games as meaningful entertainment experiences.
Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R. P., Sherrick, B., & Chung, M. (2015) · Psychology of Popular Media Culture · doi:10.1037/ppm0000066 · Cited by 266 · see citing works
How feedback boosts motivation and play in a brain-training game
Burgers, C., Eden, A., van Engelenburg, M. D., & Buningh, S. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.01.038 · Cited by 245 · see citing works
Huang, Y., Backman, S. J., Backman, K. F., McGuire, F. A., & Moore, D. D. (2018) · Education and Information Technologies · doi:10.1007/s10639-018-9784-5 · Cited by 232 · see citing works
Allen, J. J., & Anderson, C. A. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.02.034 · Cited by 210 · see citing works
Reinecke, L., Vorderer, P., & Knop, K. (2014) · Journal of Communication · doi:10.1111/jcom.12099 · Cited by 176 · see citing works
Reinecke, L., Tamborini, R., Grizzard, M., Lewis, R., Eden, A., & David Bowman, N. (2012) · Journal of Communication · doi:10.1111/j.1460-2466.2012.01649.x · Cited by 174 · see citing works
The Guilty Couch Potato: The Role of Ego Depletion in Reducing Recovery Through Media Use
Reinecke, L., Hartmann, T., & Eden, A. (2014) · Journal of Communication · doi:10.1111/jcom.12107 · Cited by 173 · see citing works
Reinecke, L., & Hofmann, W. (2016) · Human Communication Research · doi:10.1111/hcre.12082 · Cited by 160 · see citing works
Self-citationVideo games, emotion, and emotion regulation: expanding the scope
Hemenover, S. H., & Bowman, N. D. (2018) · Annals of the International Communication Association · doi:10.1080/23808985.2018.1442239 · Cited by 159 · see citing works
The Role of Cognitive and Affective Challenge in Entertainment Experience
Bartsch, A., & Hartmann, T. (2015) · Communication Research · doi:10.1177/0093650214565921 · Cited by 147 · see citing works
Exploring How We Enjoy Antihero Narratives: Enjoying Antihero Narratives
Shafer, D. M., & Raney, A. A. (2012) · Journal of Communication · doi:10.1111/j.1460-2466.2012.01682.x · Cited by 144 · see citing works
Testing a Dual-Process Model of Media Enjoyment and Appreciation
Lewis, R. J., Tamborini, R., & Weber, R. (2014) · Journal of Communication · doi:10.1111/jcom.12101 · Cited by 143 · see citing works
A systematic review of quantitative studies on the enjoyment of digital entertainment games
Mekler, E. D., Bopp, J. A., Tuch, A. N., & Opwis, K. (2014) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2557078 · Cited by 211 · see citing works
Reinecke, L., Klatt, J., & Krämer, N. C. (2011) · Media Psychology · doi:10.1080/15213269.2011.573466 · Cited by 137 · see citing works
Sussman, S. Y., & Moran, M. B. (2013) · Journal of Behavioral Addictions · doi:10.1556/jba.2.2013.008 · Cited by 124 · see citing works
Granow, V., Reinecke, L., & Ziegele, M. (2018) · Communication Research Reports · doi:10.1080/08824096.2018.1525347 · Cited by 129 · see citing works
Rieger, D., Wulf, T., Kneer, J., Frischlich, L., & Bente, G. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.07.037 · Cited by 120 · see citing works
Reer, F., Wehden, L.-O., Janzik, R., Tang, W. Y., & Quandt, T. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107242 · Cited by 128 · see citing works
From Mood to Meaning: The Changing Model of the User in Entertainment Research
Vorderer, P., & Reinecke, L. (2015) · Communication Theory · doi:10.1111/comt.12082 · Cited by 117 · see citing works
Elson, M., Breuer, J., Ivory, J., & Quandt, T. (2014) · Journal of Communication · doi:10.1111/jcom.12096 · Cited by 113 · see citing works
Huang, Y., Chen, C.-C. B., & Gao, M. (2019) · Journal of Travel & Tourism Marketing · doi:10.1080/10548408.2019.1604293 · Cited by 96 · see citing works
Kaya, A., Türk, N., Batmaz, H., & Griffiths, M. D. (2023) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-022-00994-9 · Cited by 116 · see citing works
Fulfilling the Basic Psychological Needs of Esports Fans: A Self-Determination Theory Approach
Qian, T. Y., Wang, J. J., Zhang, J. J., & Hulland, J. S. (2020) · Communication & Sport · doi:10.1177/2167479520943875 · Cited by 89 · see citing works
Contextual Autonomy Support in Video Game Play
Deterding, S. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858395 · Cited by 78 · see citing works
Gender differences in gratifications from fitness app use and implications for health interventions
Klenk, S., Reifegerste, D., & Renatus, R. (2017) · Mobile Media & Communication · doi:10.1177/2050157917691557 · Cited by 73 · see citing works
Eating ghosts: The underlying mechanisms of mood repair via interactive and noninteractive media.
Rieger, D., Frischlich, L., Wulf, T., Bente, G., & Kneer, J. (2015) · Psychology of Popular Media Culture · doi:10.1037/ppm0000018 · Cited by 64 · see citing works
Digital Games as a Source of Enjoyment in Later Life
Schutter, B. D., & Brown, J. A. (2015) · Games and Culture · doi:10.1177/1555412015594273 · Cited by 56 · see citing works
Schmierbach, M., Xu, Q., Oeldorf-Hirsch, A., & Dardis, F. E. (2012) · Media Psychology · doi:10.1080/15213269.2012.702603 · Cited by 52 · see citing works
Wulf, T., Rieger, D., & Schmitt, J. B. (2018) · Poetics · doi:10.1016/j.poetic.2018.04.001 · Cited by 53 · see citing works
Feelings of Being for Mobile User Experience Design
Dirin, A., Nieminen, M., & Laine, T. H. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2108964 · Cited by 49 · see citing works
Ballou, N., Denisova, A., Ryan, R. M., Rigby, C. S., & Deterding, S. (2024) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2024.103289 · Cited by 47 · see citing works
Huang, Y., Cheng, J., & Chang, L. L. (2019) · Applied Research in Quality of Life · doi:10.1007/s11482-019-09727-y · Cited by 48 · see citing works
The Underlying Mechanisms of Multiscreening Effects
Segijn, C. M., Voorveld, H. A. M., & Smit, E. G. (2016) · Journal of Advertising · doi:10.1080/00913367.2016.1172386 · Cited by 49 · see citing works
Weber, M., Aufenanger, S., Dreier, M., Quiring, O., Reinecke, L., Wölfling, K., Müller, K. W., & Beutel, M. E. (2018) · Sexuality & Culture · doi:10.1007/s12119-018-9518-2 · Cited by 44 · see citing works
Self-Control Depletion and Narrative: Testing a Prediction of the TEBOTS Model
Johnson, B. K., Ewoldsen, D., & Slater, M. (2015) · Media Psychology · doi:10.1080/15213269.2014.978872 · Cited by 44 · see citing works
#Dark inspiration: Eudaimonic entertainment in extremist Instagram posts
Frischlich, L. (2020) · New Media & Society · doi:10.1177/1461444819899625 · Cited by 42 · see citing works
How features and affordances of a metaverse portal engage users? Evidence from exergames
Zuo, M., & Shen, Y. (2023) · Internet Research · doi:10.1108/intr-08-2022-0618 · Cited by 41 · see citing works
Vorderer, P., & Halfmann, A. (2019) · Annals of the International Communication Association · doi:10.1080/23808985.2019.1599298 · Cited by 28 · see citing works
Mood management through metaverse enhancing life satisfaction
Choi, D., Lee, H. K., & Kim, D. Y. (2023) · International Journal of Consumer Studies · doi:10.1111/ijcs.12934 · Cited by 40 · see citing works
Reer, F., & Krämer, N. C. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.03.010 · Cited by 38 · see citing works
Rosenbaum, J. E., & Johnson, B. K. (2015) · Psychology of Popular Media Culture · doi:10.1037/ppm0000076 · Cited by 38 · see citing works
Beyond Intrinsic Motivation: The Role of Autonomous Motivation in User Experience
Bennett, D., & Mekler, E. D. (2024) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3689044 · Cited by 37 · see citing works
The situation in media and communication research
Schnauber-Stockmann, A., Bayer, J., Harari, G. M., & Karnowski, V. (2024) · Communication Theory · doi:10.1093/ct/qtae021 · Cited by 37 · see citing works
Ahn, J. (2019) · Current Issues in Tourism · doi:10.1080/13683500.2019.1574722 · Cited by 36 · see citing works
The development and validation of a universal enjoyment measure: The enjoy scale
Davidson, S. S., Keebler, J. R., Zhang, T., Chaparro, B. S., Szalma, J. L., & Frederick, C. M. (2022) · Current Psychology · doi:10.1007/s12144-022-02967-6 · Cited by 38 · see citing works
The social factors and functions of media use
Grady, S. M., Tamborini, R., Eden, A., & Heide, B. L. V. D. (2022) · Journal of Communication · doi:10.1093/joc/jqac026 · Cited by 39 · see citing works
Caroux, L., & Pujol, M. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2210880 · Cited by 33 · see citing works
Yee, A. Z. H., & Sng, J. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.800683 · Cited by 33 · see citing works
Tertiary students’ acceptance of a game to teach information literacy
Guo, Y. R., Goh, D. H., & Luyt, B. (2017) · Aslib Journal of Information Management · doi:10.1108/ajim-08-2016-0131 · Cited by 34 · see citing works
Wang, W., & Hang, H. (2021) · Psychology and Marketing · doi:10.1002/mar.21503 · Cited by 32 · see citing works
Contemplating Tragedy Raises Gratifications and Fosters Self-Acceptance
Khoo, G. S. (2015) · Human Communication Research · doi:10.1111/hcre.12074 · Cited by 33 · see citing works
Adachi, P. J. C., Ryan, R. M., Frye, J., McClurg, D., & Rigby, C. S. (2017) · Motivation Science · doi:10.1037/mot0000063 · Cited by 32 · see citing works
Ballou, N., & Deterding, S. (2023) · Proc. ACM Hum. Comput. Interact. · doi:10.1145/3611028 · Cited by 34 · see citing works
Yang, C., Pham, T., Ariati, J., Smith, C. M., & Foster, M. D. (2021) · Journal of Youth and Adolescence · doi:10.1007/s10964-021-01442-y · Cited by 34 · see citing works
Rieger, D., Reinecke, L., & Bente, G. (2015) · Psychology of Popular Media Culture · doi:10.1037/ppm0000075 · Cited by 28 · see citing works
Maxwell, L. C., Tefertiller, A. C., & Morris, D. L. (2021) · Atlantic Journal of Communication · doi:10.1080/15456870.2021.1979977 · Cited by 27 · see citing works
The reshaping of Chinese consumer values in the social media era
Duan, J., & Dholakia, N. (2015) · Qualitative Market Research An International Journal · doi:10.1108/qmr-07-2014-0058 · Cited by 26 · see citing works
The impact of explicit mental health messages in video games on players’ motivation and affect
Poppelaars, M., Lichtwarck‐Aschoff, A., Kleinjan, M., & Granic, I. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.01.019 · Cited by 27 · see citing works
Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)
Vahlo, J., & Hamari, J. (2019) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2019.298 · Cited by 26 · see citing works
Rai, S., & Nayak, J. K. (2018) · International Journal of Event and Festival Management · doi:10.1108/ijefm-09-2017-0056 · Cited by 25 · see citing works
Media’s Influence on the Accessibility of Altruistic and Egoistic Motivations
Tamborini, R., Lewis, R. J., Prabhu, S., Grizzard, M., Hahn, L., & Wang, L. (2016) · Communication Research Reports · doi:10.1080/08824096.2016.1186627 · Cited by 25 · see citing works
Kim, D., Kim, A. C. H., Kim, J., & Ko, Y. J. (2019) · Journal of Global Sport Management · doi:10.1080/24704067.2018.1550368 · Cited by 25 · see citing works
Reer, F., & Krämer, N. C. (2020) · Entertainment Computing · doi:10.1016/j.entcom.2020.100353 · Cited by 24 · see citing works
Affective motives to play online games
Bae, J., Koo, D., & Mattila, P. (2016) · Journal of Global Scholars of Marketing Science · doi:10.1080/21639159.2016.1143153 · Cited by 24 · see citing works
Media Use and Recreation: Media-Induced Recovery as a Link between Media Exposure and Well-Being
Reinecke, L., & Eden, A. (2016) · doi:10.4324/9781315714752-16 · Cited by 24 · see citing works
Customer Experience and Satisfaction in Private Insurance Web Areas
Méndez-Aparicio, M. D., Jiménez‐Zarco, A. I., Izquierdo‐Yusta, A., & Resino, J. J. B. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.581659 · Cited by 23 · see citing works
Binge-Watching, Self-Determination, and Well-Being
Erdmann, E., & Dienlin, T. (2022) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000334 · Cited by 24 · see citing works
Effects of “Meaningful” Entertainment on Altruistic Behavior: Investigating Potential Mediators
Bailey, E. R., & Wojdynski, B. W. (2015) · Journal of Broadcasting & Electronic Media · doi:10.1080/08838151.2015.1093484 · Cited by 23 · see citing works
Delmar, J. L., Sánchez-Martín, M., & Velázquez, J. A. M. (2016) · Journal of Happiness Studies · doi:10.1007/s10902-016-9819-9 · Cited by 23 · see citing works
Velez, J. A., Roskos‐Ewoldsen, D. R., Hanus, M. D., Song, H., & Villarreal, J. A. (2018) · Communication Research Reports · doi:10.1080/08824096.2018.1525352 · Cited by 23 · see citing works
Getting Youngsters Hooked on News
Kleemans, M., Schaap, G., & Suijkerbuijk, M. (2017) · Journalism Studies · doi:10.1080/1461670x.2017.1324316
Customers’ needs satisfaction: A scale validation with refinement in the integrated resort setting
Ahn, J., Back, K., & Choe, Y. (2019) · International Journal of Hospitality Management · doi:10.1016/j.ijhm.2019.03.028 · Cited by 22 · see citing works
Kim, S., & Hong, S. (2020) · The Design Journal · doi:10.1080/14606925.2020.1806580 · Cited by 22 · see citing works
Schneider, F. M. (2017) · Communication Methods and Measures · doi:10.1080/19312458.2016.1271115 · Cited by 22 · see citing works
Li, Y., Zi-qi, G., Hua, H., & Li, W. (2024) · International Journal of Intercultural Relations · doi:10.1016/j.ijintrel.2024.101936 · Cited by 24 · see citing works
Gender and Genre Differences in Multiplayer Gaming Motivations
Wohn, D. Y., Ratan, R., & Cherchiglia, L. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-50164-8_16 · Cited by 22 · see citing works
Narrative Retribution and Cognitive Processing
Grizzard, M., Fitzgerald, K. S., Francemone, C. J., Ahn, C., Huang, J., Walton, J., McAllister, C., & Lewis, R. J. (2019) · Communication Research · doi:10.1177/0093650219886512 · Cited by 21 · see citing works
Roth, F. S., Weinmann, C., Schneider, F. M., Hopp, F. R., Bindl, M. J., & Vorderer, P. (2017) · Psychology of Popular Media Culture · doi:10.1037/ppm0000147 · Cited by 19 · see citing works
Digital Games and Well-Being: An Overview
Reer, F., & Quandt, T. (2019) · Springer eBooks · doi:10.1007/978-3-030-32770-5_1 · Cited by 19 · see citing works
Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment
Čertický, M., Čertický, M., Sinčák, P., Magyar, G., Vaščák, J., & Cavallo, F. (2019) · Sensors · doi:10.3390/s19050989 · Cited by 19 · see citing works
Huda, M. Q., Hidayah, N. A., Hersyaf, T. N. H., Sujoko, I., & Asmawi (2020) · International Conference on Cyber and IT Service Management (CITSM) · doi:10.1109/citsm50537.2020.9268910 · Cited by 18 · see citing works
The Narrative Enjoyment and Appreciation Rationale
Tamborini, R., Grady, S. M., Baldwin, J. A., McClaran, N., & Lewis, R. E. (2021) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190072216.013.3 · Cited by 18 · see citing works
Recovery from work by playing video games
Koçak, Ö. E., Gorgievski, M. J., & Bakker, A. B. (2023) · Applied Psychology · doi:10.1111/apps.12519 · Cited by 22 · see citing works
Podgorelec, V. K. (2020) · Medijske Studije · doi:10.20901/ms.11.21.1 · Cited by 20 · see citing works
Will Digital Fluency Influence Social Media Use?
Li, Y., Ye, H. J., Liu, A., Yang, X., & Wang, X. (2018) · ACM SIGMIS Database the DATABASE for Advances in Information Systems · doi:10.1145/3290768.3290773 · Cited by 16 · see citing works
Knop-Huelss, K., Rieger, D., & Schneider, F. M. (2019) · Media Psychology · doi:10.1080/15213269.2019.1623697 · Cited by 15 · see citing works
Bowman, N. D. (2021) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190072216.013.34 · Cited by 15 · see citing works
The Role of Suspense in Gaming: Inducing Consumers’ Game Enjoyment
Moulard, J. G., Kroff, M. W., Pounders, K. R., & Ditt, C. (2019) · Journal of Interactive Advertising · doi:10.1080/15252019.2019.1689208 · Cited by 15 · see citing works
Attracted but Unsatisfied: The Effects of Sensational Content on Television Consumption Choices
Stanca, L., Gui, M., & Gallucci, M. (2013) · Journal of Media Economics · doi:10.1080/08997764.2013.785552 · Cited by 18 · see citing works
Role-Playing with Robot Characters: Increasing User Engagement through Narrative and Gameplay Agency
Ng, S., Lin, T.-H., Li, Y., & Sebo, S. S. (2024) · ACM/IEEE International Conference on Human-Robot Interaction (HRI) · doi:10.1145/3610977.3634941 · Cited by 14 · see citing works
The effects of digital games on hedonic, eudaimonic and telic entertainment experiences
Kümpel, A. S., & Unkel, J. (2017) · Journal of Gaming & Virtual Worlds · doi:10.1386/jgvw.9.1.21_1 · Cited by 14 · see citing works
A Synergistic Multiprocess Model of Video Game Entertainment
Klimmt, C., & Possler, D. (2021) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190072216.013.33 · Cited by 14 · see citing works
Media enjoyment as a function of control over characters
Rogers, R. P., Carpentier, F. R. D., & Barnard, L. (2015) · Entertainment Computing · doi:10.1016/j.entcom.2015.11.002 · Cited by 13 · see citing works
How the Visual Design of Video Game Antagonists Affects Perception of Morality
Pradantyo, R., Birk, M. V., & Bateman, S. (2021) · Frontiers in Computer Science · doi:10.3389/fcomp.2021.531713 · Cited by 13 · see citing works
Riddle, K. E., Liao, X., & Minich, M. (2022) · Journal of Broadcasting & Electronic Media · doi:10.1080/08838151.2022.2137510 · Cited by 12 · see citing works
Ridder, A. D., Vandebosch, H., & Dhoest, A. (2021) · Poetics · doi:10.1016/j.poetic.2021.101601 · Cited by 12 · see citing works
Ulusoy, E., Sethi, N., Baldwin, J. A., Grady, S. M., & Roskos‐Ewoldsen, D. R. (2022) · Human Communication Research · doi:10.1093/hcr/hqac019 · Cited by 14 · see citing works
- Authors
- Tamborini, R., Grizzard, M., David Bowman, N., Reinecke, L., Lewis, R. J., & Eden, A.
- Affiliations
- Michigan State University (US)
- University of Mannheim (DE)
- Vrije Universiteit Amsterdam (NL)
- Venue
- Journal of Communication
- Publisher
- Oxford University Press (OUP)
- Published
- 2011-12
- Volume
- 61
- Issue
- 6
- Pages
- 1025-1042
- ISSN
- 0021-9916 (ISSN-L)
- OpenAlex
- W2130927697
- Cited by
- 229
- References
- 30
- Citations by year
- 2026: 16 · 2025: 13 · 2024: 23 · 2023: 18 · 2022: 19 · 2021: 13 · 2020: 15 · 2019: 20 · 2018: 19 · 2017: 14 · 2016: 11 · 2015: 25 · 2014: 9 · 2013: 8 · 2012: 3
- FWCI
- 137.11
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Journal of Communication (publishedVersion)
- Digital Academic REpository of VU University Amsterdam (Vrije Universiteit Amsterdam) (submittedVersion)
- VU Research Portal (submittedVersion, other-oa)
- MADOC (University of Mannheim) (submittedVersion)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Topics
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
- Keywords
- media enjoyment, need satisfaction, hedonic needs, video gaming, competence, autonomy, arousal, affect
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review