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5: Dark Side of Entertainment (horror (what we fear the most (predation:…
5: Dark Side of Entertainment
paradox of negative emotions
negative emotions are more powerful than positive emotions
secure attention, intense emotional involvement, high memorability
we pay more attention to bad outcomes
tearjerkers are enjoyed by
people who watch lots of tragedy/drama
people who have feminine characteristics
people with higher degree of empthay
people who are sad
CATHARSIS
physical, emotional, spiritual, mental purification due to feeling of
pity
and
fear
for what the characters experience
experienced when watching drama/tragedy/violence
why we enjoy drama
EUDAEMONIA
seeing misery of others and contemplating/reflecting on own life
valuing life more
feel good about ourselves= enjoyment
horror
males: showing masculinity (esp during adolescence)
lower empathy
sensation seeking
more aggressiveness
horror selection theory
forbidden fruit theory: desiring something bc its inappropriate/immoral
what we fear the most
predation: fear of what can kill you
contagion: what can infect you ex. racism
minimally counter-intuitive: almost human monsters
horror enjoyment theories
SNUGGLE THEORY
boys will enjoy movie when girls are scared; girls enjoy movie when men not scare (gender stereotypes)
EXCITATION TRANSFER
physical arousal transfers to nearest emotion available
effects of watching horror movies
positive
white blood cells--> immune system
negative
desensitation
discomfort
anxiety
nausea; depression
FEAR APPEAL
persuasive message that arouses fear
influences behavior through this
risk--> vulnerability--> protective action
villians
more viewership; superhero needs villian
mirror
chose different paths, hero and villian have origin that connects them
antithesis
no connection between hero and villian
violent entertainment
aggression
anger/hostility which may lead to violent behavior
violence
social contagion; cue viewers laughs
MPAA ratings (end of hays production code- censorship)
btwn PG and R= most profitable= good for everyone
PG-13= acceptable level of violence; more gun violence than in R but off screen killings/gore (all g as long as they don't show)
good vs ugly
sharp geometry
shapes incorporated to who we see as good and ugly (bouba/kiki) square= boring
HALO EFFECT
good looking= more favoriable qualities assigned
SOCIAL IDENTITY THEORY
social group imporant source of pride/self esteem
us vs them
members of in-group get self esteem from focusing on neg qualities of outgroup (why we like villians- bc we are in) so we feel better
research on violent video games
small effect on aggressive thoughts, feelings, behavior, arousal, empathy lowered
DESENSITIZATION
feeling less empathy towards horrific events in real world due to a lot of exposure to violent material
SCRIPTS/SCHEMA THEORY
aggressive behavior coming from knowledge structure (scripts) learned through repeated exposure to video games
violence may come from aggression but aggression does not have to lead to violence :warning: