Cited by 229Media Influence and HealthDigital Games and MediaMotivation and Self-Concept in Sports

Media enjoyment as need satisfaction: the contribution of hedonic and nonhedonic needs

Open access
Tamborini, Ron, Grizzard, Matthew, David Bowman, Nicholas, Reinecke, Leonard, Lewis, Robert J., Eden, Allison·2011·Journal of Communication

Abstract

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.

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Crossref · 10.1111/j.1460-2466.2011.01593.x

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  • 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)

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Research works printed but not linked: 1

  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.

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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
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
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

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