The DOI matches its Crossref record; 30 of the 30 references it cites were found in a registry or an index.
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.
Overview
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
Verification
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?
The source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“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
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.
Citations
Cites
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
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
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
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
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
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
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
Playing Video Games : Motives, Responses, and Consequences
Vorderer, P., & Bryant, J. (2012) · Cited by 1,060
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 1,044
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 935
Research works printed but not linked: 1
- Tamborini, 2006, Playing video games: Motives, responses, and consequences, 225
Cited by
Sorted by citations
Items 101–200 of 227
Unterhaltung online – Motive, Erleben, Effekte
Trepte, S., & Reinecke, L. (2010) · VS Verlag für Sozialwissenschaften eBooks · doi:10.1007/978-3-531-92437-3_9 · Cited by 12
Ji, Q.-H., Tanca, J., & Janicke, S. H. (2013) · 3D Research · doi:10.1007/3dres.04(2013)2 · Cited by 9
Affective Uplift During Video Game Play: A Naturalistic Case Study
Vuorre, M., Ballou, N., Hakman, T., Magnusson, K., & Przybylski, A. K. (2024) · Games Research and Practice · doi:10.1145/3659464 · Cited by 18
Media Entertainment as Guilty Pleasure?
Reinecke, L., & Meier, A. (2021) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190072216.013.12 · Cited by 12
Caught Them All: Spending and Addiction Among Core Pokémon Go Players
Lemmens, J. S., & Weergang, I. A. M. (2022) · Entertainment Computing · doi:10.1016/j.entcom.2023.100548 · Cited by 13
Luo, J., & Xia, M. (2024) · Sustainability · doi:10.3390/su162310551 · Cited by 13
Huang, J., & Grizzard, M. (2022) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000331 · Cited by 10
Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction
Weber, S., Mast, F. W., & Weibel, D. (2020) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/ijgcms.2020100101 · Cited by 11
McCauley, B., Merola, G. M., & Gumbley, S. (2017) · International Journal of E-Business Research · doi:10.4018/ijebr.2017100103 · Cited by 12
Bradt, L., Vermote, B., Zaman, B., Vansteenkiste, M., de Casteele, M. V., & Soenens, B. (2024) · Interacting with Computers · doi:10.1093/iwc/iwae020 · Cited by 11
Does gamified training improve training performance? A dual-pathway moderated mediation model
Liu, S., & Zhou, H. (2024) · Journal of Business Research · doi:10.1016/j.jbusres.2024.115086 · Cited by 11
Bailey, E. J., & Ivory, J. (2016) · Psychology of Popular Media Culture · doi:10.1037/ppm0000122 · Cited by 9
Entertainment Effects: Enjoyment
Eden, A. (2017) · The International Encyclopedia of Media Effects · doi:10.1002/9781118783764.wbieme0163 · Cited by 9
The Basic Needs in Games Model of Video Game Play and Mental Health
Ballou, N., & Deterding, S. (2024) · Interacting with Computers · doi:10.1093/iwc/iwae042 · Cited by 16
Xia, T., Lin, X., Mo, X., Su, Q., & Ding, S. (2024) · Humanities and Social Sciences Communications · doi:10.1057/s41599-024-03934-1 · Cited by 7
Beyond pleasurable and meaningful: Psychologically rich entertainment experiences
Wirz, D. S., Eden, A., Ulusoy, E., & Ellithorpe, M. E. (2025) · PLoS ONE · doi:10.1371/journal.pone.0315596 · Cited by 8
Riddle, K. E., Tay, S. K., & Wu, J. (2018) · Communication Studies · doi:10.1080/10510974.2018.1438490 · Cited by 10
Meier, Y., & Neubaum, G. (2019) · Mass Communication & Society · doi:10.1080/15205436.2019.1614195 · Cited by 7
Weinmann, C. (2019) · Studies in Communication and Media · doi:10.5771/2192-4007-2019-2-135 · Cited by 6
Ballou, N., & Deterding, S. (2022) · doi:10.31234/osf.io/zehgr · Cited by 7
Attitudes to automated and human written sport journalism
Duncan, S., Kunert, J., & Karg, A. (2024) · Journalism · doi:10.1177/14648849241260944 · Cited by 6
Exploring the Role of Action Mechanics in Game-Based Stress Recovery
Heinze, R. A., Mandryk, R. L., & Klarkowski, M. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3677070 · Cited by 7
Modeling Affective Mechanisms in Relaxing Video Games: Sentiment and Topic Analysis of User Reviews
Xing, Y., Ma, W., You, Q., & Li, J. (2025) · Systems · doi:10.3390/systems13070540 · Cited by 7
Addressing the “Whys” of UK Children’s YouTube Use: A Purposes Approach
Scott, F. L., Parry, B., Marsh, J., Lahmar, J., Nutbrown, B., Scholey, E., Baldi, P., Law, L. N. C., & Yamada‐Rice, D. (2023) · Social Media + Society · doi:10.1177/20563051231216931 · Cited by 6
Li, X., & Chan, M. (2024) · Behaviour and Information Technology · doi:10.1080/0144929x.2024.2369631 · Cited by 7
Khalis, A., Ferrari, M. A., Smit, S., Ewell, P. J., & Mikami, A. Y. (2022) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2022-4-9 · Cited by 6
Ciążyńska, J., & Maciaszek, J. (2023) · Journal of Clinical Medicine · doi:10.3390/jcm12010389 · Cited by 6
Games as Cognitive Recreation: User Perspectives on Brain-Training Apps
Rahman, M. W. U., Foxman, M., & Markowitz, D. M. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2319918 · Cited by 6
Digital Fluency and Social Media Use: An Empirical Investigation of WeChat Use
Liu, A., Li, Y., & Ye, H. J. (2018) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2018.065 · Cited by 7
The big screen treatment: Gratifications sought in game-to-film transmedia consumption
Banks, J., & Wasserman, J. A. (2019) · Poetics · doi:10.1016/j.poetic.2019.01.004 · Cited by 6
Behr, K.-M., Huskey, R., & Weber, R. (2015) · Elsevier eBooks · doi:10.1016/b978-0-12-801462-2.00014-x · Cited by 6
Adachi, P. J. C., & Rigby, C. S. (2023) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780197600047.013.48 · Cited by 4
Major Theories and Constructs in Media Psychology
Rutledge, P. (2024) · Springer eBooks · doi:10.1007/978-3-031-56537-3_2 · Cited by 5
Playing Myself or Playing to Win?
Trepte, S., Reinecke, L., & Behr, K.-M. (2011) · IGI Global eBooks · doi:10.4018/978-1-60960-565-0.ch019 · Cited by 5
Validating a Set of Retribution Narratives for Use in Media Psychology Research
Grizzard, M., Fitzgerald, K. S., & Francemone, C. J. (2020) · Communication Studies · doi:10.1080/10510974.2020.1820545 · Cited by 5
Avatar Appearance Beyond Pixels - User Ratings and Avatar Preferences Within Health Applications
Ashrafi, N., Graf, P., Marquardt, M., Vona, F., Schorlemmer, J., & Voigt‐Antons, J. (2025) · Lecture notes in computer science · doi:10.1007/978-3-031-93508-4_11 · Cited by 4
Hao, X., Xu, J., & An, G. (2026) · Scientific Reports · doi:10.1038/s41598-026-45243-4 · Cited by 4
Kumar, S., Sohbaty, Z., Jain, R., Shafi, I., & Rupeika-Apoga, R. (2024) · Big Data and Cognitive Computing · doi:10.3390/bdcc8100124 · Cited by 5
What makes social Q&A site use enjoyable? The role of using modes and intrinsic needs satisfaction.
Cui, D., & Ji, Q. (2017) · Psychology of Popular Media Culture · doi:10.1037/ppm0000177 · Cited by 4
Roy, S., & Machado, J. C. (2018) · The Journal of Marketing Theory and Practice · doi:10.1080/10696679.2018.1488144 · Cited by 4
Schramm, H. (2019) · Springer eBooks · doi:10.1007/978-3-658-25963-1_3 · Cited by 5
Psychologie als Grundlagenfach der Medienwirkungsforschung
Trepte, S. (2013) · Springer eBooks · doi:10.1007/978-3-531-18967-3_4 · Cited by 5
Stuttering in the Movies: Effects on Adolescents' Perceptions of People who Stutter
Miller, T. (2020) · Western CEDAR (Western Washington University) · doi:10.25710/2dfr-mc80 · Cited by 4
Entertainment Theories and Media Addiction
Reer, F., Janzik, R., Wehden, L.-O., & Quandt, T. (2021) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190072216.013.41 · Cited by 4
Content Effects: Entertainment
Bartsch, A. (2017) · The International Encyclopedia of Media Effects · doi:10.1002/9781118783764.wbieme0128 · Cited by 5
The Basic Needs in Games (BANG) Model of Video Game Play and Mental HealthPreprint
Ballou, N., & Deterding, S. (2023) · doi:10.31234/osf.io/6vedg · Cited by 4
Motivations for the use of games in coping and emotional regulation
Cahill, T. J., Cummings, J. J., & Wertz, E. E. (2025) · Frontiers in Communication · doi:10.3389/fcomm.2025.1585586 · Cited by 4
Felt Time Scale (FTS): Measuring how people experience screen time
Dombrowski, J., & Trepte, S. (2026) · Communication Methods and Measures · doi:10.1080/19312458.2026.2627548 · Cited by 3
Exploring the Unique Effects of Virtual and Mixed Reality on Students’ Science Learning Intentions
Shin, M., & Lee, H. (2025) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000461 · Cited by 6
Digital Media and Psychological Well-being among Youth
Kesumaningsari, N. P. A., Soen, C. C., Arisudana, M., Xiangjun, Z., & Zhenguo, J. (2018) · International Conference on Psychology in Health, Educational, Social, and Organizational Settings (ICP-HESOS) · doi:10.5220/0008592005540563 · Cited by 3
Trepte, S., & Reinecke, L. (2019) · Springer eBooks · doi:10.1007/978-3-658-18016-4_10 · Cited by 4
Öz Belirleme Kuramı Temelinde Bir Müdahale Aracı Olarak Video Oyunları
Sevinçli, M. C., & Eger, M. (2022) · Psikiyatride Guncel Yaklasimlar - Current Approaches in Psychiatry · doi:10.18863/pgy.974968 · Cited by 6
Development of the Player Satisfaction Scale - A Factor Analytic Study
Dumblekar, V., Dubey, J., & Dhar, U. (2022) · Lecture notes in computer science · doi:10.1007/978-3-031-09959-5_13 · Cited by 3
Fort, K. S., Lopez, R., Shulman, H. C., Riggs, E. E., & Ibarra, J. C. (2024) · Communication Research · doi:10.1177/00936502241287334 · Cited by 4
Towards a theoretical framework for understanding the development of media-related needs
Galpin, A. J. (2016) · Journal of Children and Media · doi:10.1080/17482798.2016.1194373 · Cited by 3
Velázquez, J. A. M. (2015) · Communication & Social Change · doi:10.17583/csc.2015.1775 · Cited by 4
A Framework for the Assessment of Enjoyment in Video Games
Matthews, E., Matthews, G. B., & Gilbert, J. E. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-91250-9_36 · Cited by 3
Hanus, M. D., & Cruz, C. (2017) · IGI Global eBooks · doi:10.4018/978-1-5225-5198-0.ch030 · Cited by 3
Separating the art from the artist: The role of narratives on music enjoyment and appreciation
Steinhardt, J., & McClaran, N. (2023) · Psychology of Music · doi:10.1177/03057356221098781 · Cited by 3
Masculinity in the virtual world of video game : a question of agency
Trinh, L. (2013) · Cited by 3
The Effects of Second Screen Use on the Enjoyment of the Super Bowl
Dolbin, J. (2015) · University of Minnesota Digital Conservancy (University of Minnesota) · Cited by 3
Dong, Y., & Itoh, M. (2025) · PLoS ONE · doi:10.1371/journal.pone.0322221 · Cited by 2
Effects of customized ratings on user evaluations of streaming television shows
Saks, J. (2021) · Atlantic Journal of Communication · doi:10.1080/15456870.2021.1941024 · Cited by 2
Sports as (Digital) Media Entertainment
Lewis, N. (2021) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190072216.013.27 · Cited by 2
Lin, J. T. (2019) · 資訊社會研究 · doi:10.29843/jccis.201901_(36).0004 · Cited by 2
Communication Research into the Digital Society
Araujo, T., & Neijens, P. C. (2024) · Amsterdam University Press eBooks · doi:10.1515/9789048560608 · Cited by 8
Sherrick, B. (2018) · doi:10.1093/obo/9780199756841-0202 · Cited by 2
Video Games and Behavior Change
McCain, J., Morrison, K., & Ahn, S. J. (2018) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780198812746.013.28 · Cited by 4
West, M. S. (2020) · doi:10.33915/etd.7614 · Cited by 2
Daily motivational underpinnings and outcomes of adolescent video gaming
Razum, J. (2023) · doi:10.17234/diss.2023.265864 · Cited by 2
Regretful pleasure: Toward an understanding of flow cost in media use
Pham, G. V., & Duff, B. R. L. (2022) · PLoS ONE · doi:10.1371/journal.pone.0268194 · Cited by 2
Evolution of E-records Management Practices in E-government: A Malaysian Perspective
Mohamad, M., Thani, A. K. A., Rosely, N. H., & Sakarji, S. R. (2023) · International Journal of Academic Research in Business and Social Sciences · doi:10.6007/ijarbss/v13-i8/17455 · Cited by 1
Wünsch, C., Briselat, T., Reitmeier, S., Keil, J., & Czichon, M. (2023) · Studies in Communication and Media · doi:10.5771/2192-4007-2023-2-3-115 · Cited by 1
Jeno, L. M., Rundereim, K. G., & Grytnes, J. (2025) · Technology Pedagogy and Education · doi:10.1080/1475939x.2025.2511039 · Cited by 2
Dietrich, F., Ernst, A., Kreling, R., Gilbert, A., Rohr, B., Scharkow, M., & Reinecke, L. (2025) · International Conference of the ACM Greek SIGCHI Chapter (CHIGreece) · doi:10.1145/3749012.3749040 · Cited by 2
The role of gamification in fostering employee involvement in innovation
Barbosa, B., & Santos, A. F. (2026) · European Journal of Innovation Management · doi:10.1108/ejim-05-2025-0678 · Cited by 1
Scott, F. L., Chesworth, L., Bannister, C., Kuria, D., Roscoe, S., & Wang, Y. (2026) · Reading Research Quarterly · doi:10.1002/rrq.70116 · Cited by 1
Guo, X., Papagiannidis, S., & Alamanos, E. (2026) · International Journal of Management Reviews · doi:10.1111/ijmr.70038 · Cited by 2
Determinants of Human Computation Game Acceptance
Wang, X. (2015) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2793107.2810277 · Cited by 1
I Kind of Had an Avatar Switch
Johns, A., Galpin, A. J., Meredith, J., & Glancy, M. (2016) · ACM International Conference on Interactive Experiences for TV and Online Video · doi:10.1145/2932206.2932218 · Cited by 1
Hanus, M. D., & Cruz, C. (2015) · Advances in multimedia and interactive technologies book series · doi:10.4018/978-1-4666-8651-9.ch009 · Cited by 1
Wehbe, R. R., Riberio, G., Fung, K. P., Nacke, L. E., & Lank, E. (2019) · Proceedings · doi:10.20380/gi2019.28 · Cited by 1
Odağ, Ö. (2021) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190072216.013.7 · Cited by 2
Evaluating factors affecting continuance intention toward E-sports
Abbas, A. E., & Kaakour, S. (2023) · المجلة العملیة التجارة والتمویل · doi:10.21608/caf.2023.303701 · Cited by 1
Marrie, H. (2023) · Journal of Media and Interdisciplinary Studies · doi:10.21608/jmis.2023.313519 · Cited by 2
6. The Media Entertainment Success Cycle
Lemmens, J. S. (2024) · Amsterdam University Press eBooks · doi:10.1515/9789048560608-007 · Cited by 1
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19
Williams, D. C., Liu, M., Choi, S., Bowman, N. D., & Shaikh, S. J. (2024) · Games and Culture · doi:10.1177/15554120241236531 · Cited by 2
Oktaviani, L. P., & Abdurrahman, A. (2024) · Asian Journal of Economics Business and Accounting · doi:10.9734/ajeba/2024/v24i51321 · Cited by 13
The Effects of Video Game Difficulty Selection on Flow Experience
Buncher, M. (2013) · OhioLink ETD Center (Ohio Library and Information Network) · Cited by 1
Roest, M., & Bakkes, S. C. J. (2015) · UvA-DARE (University of Amsterdam) · doi:10.5281/zenodo.18213873 · Cited by 1
Meaningful Gameplay Design and the Effect on Eudaimonic and Hedonic Gaming Experience
Koek, W. J. D., Yu, V., & Chen, V. H. H. (2022) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2022.201 · Cited by 1
Hoelck, K., & Jacobs, A. (2015) · SSRN Electronic Journal · doi:10.2139/ssrn.2702355 · Cited by 1
Fong, K. (2017) · YorkSpace (York University) · Cited by 1
Need Frustration and Short-Term Wellbeing: Restorative Experiences in Videogame Play
Tyack, A. (2019) · Queensland University of Technology · doi:10.5204/thesis.eprints.134476 · Cited by 2
Budd, B. (2020) · Digital Repository Service (Northeastern University) · doi:10.17760/d20350273 · Cited by 1
Reinecke, L., & Vorderer, P. (2013) · The International Encyclopedia of Communication · doi:10.1002/9781405186407.wbiecw011 · Cited by 1
Capoano, E., & Balbé, A. D. (2023) · Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT) · doi:10.35951/v5i1.177
Bailey, E. R. (2013) · VTechWorks (Virginia Tech)
V Hochwertige Unterhaltungsrezeption: Die Modellierung des Unterhaltungserlebens von Quality TV
Schlütz, D. (2015) · Springer eBooks · doi:10.1007/978-3-658-11436-7_5
The Role of the Stereoscopic 3-D Film Format in Spatial Presence and EnjoymentPreprint
Sele, M. (2015) · SSRN Electronic Journal · doi:10.2139/ssrn.2575339
Metadata
- 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 › Communication › 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