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MEDIA PSYCHOLOGY AND HUMAN
COMMUNICATION AND YOU

ND Bowman
University of Utah
06 March 2013
Media and
Interaction Lab
SOR
“…I view media psychology as the
intersection of human experience and media.
In other words, media psychology is the
applied study of what happens when people
interact with media as producers, distributors,
and consumers through the lens of
psychology.”

Media is more than Chicken Little!

~Dr. Pamela Rutledge
Media Psychology Research Center
SOR

Stimulus

Response
SOR
Organism
Meaning is
created here!
Stimulus

Response
SOR
SOR
VIDEO games
• Virtual environments

Video GAMES
• Challenge systems
A MANY-SPLINTERED THING
• Which of these is violent?
A MANY-SPLINTERED THING
• Content is not “just” violent
A MANY-SPLINTERED THING
A MANY-SPLINTERED THING
•

•

Blood Reign (+G, -R, -J)
– Very Violent
– Least Preferred
Bloody Justice (+G, +R, +J)
– Most Violent
– Most* Preferred

•

•

Underlord (-G, +R, -J)
– Somewhat Violent
– Most Preferred
Mystic Battle (-G, -R, +J)
– Least Violent
– Somewhat Preferred
A MANY-SPLINTERED THING
• Of course, this all
focused on
enjoyment…but what
about appreciation?
• Narrative justification
vs. user justification
UNCANNY VALLEY
• As virtual worlds get
more realistic, we
begin to question
them
UNCANNY VALLEY
UNCANNY VALLEY
• Suggests that reality is
a perception…
• …but this can extend
beyond graphics
– Control
– Storytelling
– Others?

Novels told us
drama, film and TV
show us conflict, so
what do video
games do?
THERE’S NO CRYING IN GAMES?
• Zillmann (2000) ends with:
“Humor can serve as the
antidote to gloom”
• But, can it be the case that
gloom can serve as the
antidote to gloom?
THERE’S NO CRYING IN GAMES?
“Indeed, to say that one ‘‘enjoyed’’
or was ‘‘entertained by’’ a film
such as Hotel Rwanda would seem
decidedly odd, at best” (Oliver &
Raney, 2011).
THERE’S NO CRYING IN GAMES?
• So, if we don’t enjoy these
films, then what do we do
with them?
• Selection is driven by a
different set of motivations
THERE’S NO CRYING IN GAMES?

Hey, this is really:
• Reflective
• Inspiring
• Expressive
• Meaningful

Hey, this is really:
• Arousing
• Exciting
• Pleasurable
• Diversionary
THERE’S NO CRYING IN GAMES?
THERE’S NO CRYING IN GAMES?
• 97.6% fun vs. 71.9%
meaningful
• “insight” as separate need
• “Pleasure of Control”
• “Pleasure of Cognition”
THERE’S NO CRYING IN GAMES?
Enjoyment
Step 1: Controls
Gender
Age
∆R2
Step 2: Intrinsic Needs
Competence
Autonomy
Relatedness
Insight
∆R2
Step 3: CA
Identification
Suspension of Disbelief
Control
Responsibility
∆R2

Appreciation

-.05
-.09
.01

-.22***
-.10+
.06***

.47***
.13*
.01
-.05
.28***

-.02
.02
.36***
.58***
.69***

-.08
.00
.12*
-.08
.02+

-.01
.03
-.06+
.10**
.01+
THERE’S NO CRYING IN GAMES?
• Implications
THERE’S NO CRYING IN GAMES?
• Do we make virtual worlds or
virtual games?
– In virtual worlds (video) how do
we engage player’s emotions?
– In virtual games (games) how
do we engage player’s actions?

• When we make both, do
players process both?
THERE’S NO CRYING IN GAMES?
• As we try to understand the psychology of the
video game experience, we have to
understand our capacity to play as well as
our capacity to reflect …
• …and our capacity period.
THERE’S NO CRYING IN GAMES?
• Not…
Unenjoyable

Very Enjoyable

Non-meaningful

Very Meaningful

• …but?
Very Enjoyable

Very Meaningful
DEMANDING!
“interactive texts are inherently
unfinished because they
require a participant …
before they can be realized in
various forms” ~ Collins, 2013
DEMANDING!

n = 110 (63 ♀)

Training

Mission
Walkers relied on their
dominant habit, while
non-walkers let the game
guide them!

n = 57

n = 53

Roaming
DEMANDING!
When players are faced with nonbased moral dilemmas, they tend
to make random (“game”)
decisions, unless the game
violates their moral intuitions!
DEMANDING!
Enjoyment

- (?)
Task Demand

-

+
- (?)

R2 ~ 1.00

Narrative Recall

-

Evaluation

+
+
Appreciation
DEMANDING!
Performance

?
User Perspective
0 = 2D; 1 = 3D

+

+

R2 ~ 1.00

User Agency
0 = Yes, 1 = No

Task Demand

+

+

-

+

-

+
Presence

User experience drives
down task demand.

Enjoyment
OTHER STUDIES
•
•
•
•
•
•

Gender attribution in video games
Ostracism and social gameplay*
Racial priming and evaluations
Habits, intuitions and decision-making*
Player-avatar identification*
Video games and cognitive demand
FOR MORE INFORMATION
http://comm.wvu.edu
/fs/research/lab

Nick Bowman, Ph.D. [CV]
Twitter (@bowmanspartan)
Skype (nicholasdbowman)
nicholas.bowman@mail.wvu.edu
Media and
Interaction Lab

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Media Psychology and Human Communication and YOU

  • 1. MEDIA PSYCHOLOGY AND HUMAN COMMUNICATION AND YOU ND Bowman University of Utah 06 March 2013 Media and Interaction Lab
  • 2.
  • 3. SOR “…I view media psychology as the intersection of human experience and media. In other words, media psychology is the applied study of what happens when people interact with media as producers, distributors, and consumers through the lens of psychology.” Media is more than Chicken Little! ~Dr. Pamela Rutledge Media Psychology Research Center
  • 7. SOR VIDEO games • Virtual environments Video GAMES • Challenge systems
  • 8.
  • 9. A MANY-SPLINTERED THING • Which of these is violent?
  • 10. A MANY-SPLINTERED THING • Content is not “just” violent
  • 12. A MANY-SPLINTERED THING • • Blood Reign (+G, -R, -J) – Very Violent – Least Preferred Bloody Justice (+G, +R, +J) – Most Violent – Most* Preferred • • Underlord (-G, +R, -J) – Somewhat Violent – Most Preferred Mystic Battle (-G, -R, +J) – Least Violent – Somewhat Preferred
  • 13. A MANY-SPLINTERED THING • Of course, this all focused on enjoyment…but what about appreciation? • Narrative justification vs. user justification
  • 14.
  • 15. UNCANNY VALLEY • As virtual worlds get more realistic, we begin to question them
  • 17. UNCANNY VALLEY • Suggests that reality is a perception… • …but this can extend beyond graphics – Control – Storytelling – Others? Novels told us drama, film and TV show us conflict, so what do video games do?
  • 18.
  • 19. THERE’S NO CRYING IN GAMES? • Zillmann (2000) ends with: “Humor can serve as the antidote to gloom” • But, can it be the case that gloom can serve as the antidote to gloom?
  • 20. THERE’S NO CRYING IN GAMES? “Indeed, to say that one ‘‘enjoyed’’ or was ‘‘entertained by’’ a film such as Hotel Rwanda would seem decidedly odd, at best” (Oliver & Raney, 2011).
  • 21. THERE’S NO CRYING IN GAMES? • So, if we don’t enjoy these films, then what do we do with them? • Selection is driven by a different set of motivations
  • 22. THERE’S NO CRYING IN GAMES? Hey, this is really: • Reflective • Inspiring • Expressive • Meaningful Hey, this is really: • Arousing • Exciting • Pleasurable • Diversionary
  • 23. THERE’S NO CRYING IN GAMES?
  • 24. THERE’S NO CRYING IN GAMES? • 97.6% fun vs. 71.9% meaningful • “insight” as separate need • “Pleasure of Control” • “Pleasure of Cognition”
  • 25. THERE’S NO CRYING IN GAMES? Enjoyment Step 1: Controls Gender Age ∆R2 Step 2: Intrinsic Needs Competence Autonomy Relatedness Insight ∆R2 Step 3: CA Identification Suspension of Disbelief Control Responsibility ∆R2 Appreciation -.05 -.09 .01 -.22*** -.10+ .06*** .47*** .13* .01 -.05 .28*** -.02 .02 .36*** .58*** .69*** -.08 .00 .12* -.08 .02+ -.01 .03 -.06+ .10** .01+
  • 26. THERE’S NO CRYING IN GAMES? • Implications
  • 27. THERE’S NO CRYING IN GAMES? • Do we make virtual worlds or virtual games? – In virtual worlds (video) how do we engage player’s emotions? – In virtual games (games) how do we engage player’s actions? • When we make both, do players process both?
  • 28. THERE’S NO CRYING IN GAMES? • As we try to understand the psychology of the video game experience, we have to understand our capacity to play as well as our capacity to reflect … • …and our capacity period.
  • 29. THERE’S NO CRYING IN GAMES? • Not… Unenjoyable Very Enjoyable Non-meaningful Very Meaningful • …but? Very Enjoyable Very Meaningful
  • 30.
  • 31. DEMANDING! “interactive texts are inherently unfinished because they require a participant … before they can be realized in various forms” ~ Collins, 2013
  • 32. DEMANDING! n = 110 (63 ♀) Training Mission Walkers relied on their dominant habit, while non-walkers let the game guide them! n = 57 n = 53 Roaming
  • 33. DEMANDING! When players are faced with nonbased moral dilemmas, they tend to make random (“game”) decisions, unless the game violates their moral intuitions!
  • 34. DEMANDING! Enjoyment - (?) Task Demand - + - (?) R2 ~ 1.00 Narrative Recall - Evaluation + + Appreciation
  • 35. DEMANDING! Performance ? User Perspective 0 = 2D; 1 = 3D + + R2 ~ 1.00 User Agency 0 = Yes, 1 = No Task Demand + + - + - + Presence User experience drives down task demand. Enjoyment
  • 36. OTHER STUDIES • • • • • • Gender attribution in video games Ostracism and social gameplay* Racial priming and evaluations Habits, intuitions and decision-making* Player-avatar identification* Video games and cognitive demand
  • 37.
  • 38.
  • 39. FOR MORE INFORMATION http://comm.wvu.edu /fs/research/lab Nick Bowman, Ph.D. [CV] Twitter (@bowmanspartan) Skype (nicholasdbowman) nicholas.bowman@mail.wvu.edu Media and Interaction Lab