Peter Vorderer
Biographic Data
| ID | 185374 |
|---|---|
| NAME | Peter Vorderer |
| GIVEN NAMES | Peter |
| FAMILY NAME | Vorderer |
| SIGNATURE | VORDERER P |
| AFFILIATIONS | University of Mannheim |
| VERIFIED | No |
| TOTAL WORKS | 42 |
| TOTAL CITATIONS | 223 |
| AUTHOR COUNT | 38 |
| EDITOR COUNT | 4 |
| FIRST PUBLICATION YEAR | 1990 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 6 |
Surprised–Curious–Confused, Empathetic, and Entertained? The Role of Epistemic Emotions and Empathy in Eudaimonic Entertainment Experiences and Political News Processing
Based on the dual-process model of entertainment experiences and motivated cognition, we propose that specific affective states such as surprise, curiosity, and confusion (so-called epistemic emotions), as well as empathy, are involved in eudaimonic entertainment experiences while reading political news. We further assume that these emotions are related to normatively desirable outcomes such as deliberation within, information seeking, and knowle…
The Oxford Handbook of Entertainment Theory
This handbook provides a strong collection of communication- and psychology-based theories and models on media entertainment, which can be used as a knowledge resource for any academic and applied purpose. Its 41 chapters offer explanations of entertainment that audiences find in any kind of ‘old’ and ‘new’ media, from classic novels to VR video games, from fictional stories to mediated sports. As becomes clear in this handbook, the history of en…
Permanently Online—Always Stressed Out? The Effects of Permanent Connectedness on Stress Experiences
Concerns have been expressed that permanent online connectedness might negatively affect media user’s stress levels. Most research has focused on negative effects of specific media usage patterns, such as media multitasking or communication load. In contrast, users’ cognitive orientation toward online content and communication has rarely been investigated. Against this backdrop, we examined whether this cognitive orientation (i.e., online vigilan…
On the downside of mobile communication
A History of Media Effects Research Traditions
In this chapter the authors briefly describe the historic development of research on media effects by highlighting various theories of media effects and categorizing them according to their underlying epistemologies. They start with the question as to what communication originally meant across academia and point to the most important historical phases in communication research. They conclude with a discussion of whether media effects still exist …
Why do we entertain ourselves with media narratives? A theory of resonance perspective on entertainment experiences
Why do we entertain ourselves with media narratives? Although the most recent answer to this question (Oliver et al., 2018) provides a far more complex understanding of entertainment use compared to earlier theorizing, it still leaves important questions unanswered. Our primary ambition here is to introduce a new theoretical perspective that may be used to explain entertainment experiences on the basis of the sociological theory of resonance (Ros…
Permanently online and permanently connected
Smartphones and other mobile devices have fundamentally changed patterns of Internet use in everyday life by making online access constantly available. The present paper offers a theoretical explication and empirical assessment of the concept of online vigilance, referring to users' permanent cognitive orientation towards online content and communication as well as their disposition to exploit these options constantly. Based on four studies, a va…
Self-transcendent Media Experiences
Interest in the meaningful sides of media entertainment has blossomed over the last decade, with numerous scholars examining how certain media content can enhance social good and well-being. Because social scientific work in this area is relatively new and is rapidly evolving, numerous conceptualizations of meaningful media experiences have been introduced. In this paper we argue for the importance of recognizing a unique form of media experience…
A Normative Perspective for Political Entertainment Research
Through the connection of deliberative democracy and entertainment theory this article proposes a normatively grounded basis for research on political (entertainment) media. With regard to deliberation, it builds upon mediated deliberation research and a concept Goodin called “deliberation within.” As for media entertainment processes, it draws on two-process-models of entertainment experiences. Building on further insights from both areas, it pr…
Permanently Online, Permanently Connected
A woman checking messages on her phone while standing next to a newspaper rack. A girl waiting in line scrolling down the Facebook timeline, stumbling upon a video clip about the outcome of the recent US presidential elections. A young man playing a game on his tablet, with TV news running in another window. These are just three everyday scenarios that illustrate how today’s “permanently online, permanently connected” (POPC) communication environ…
Social media ostracism
Permanently Online, Permanently Connected
Curving entertainment
Mobile recovery? The impact of smartphone use on recovery experiences in waiting situations
The proliferation of smartphones and their use in almost every social situation has led to controversial discussions about the smartphone’s potential impact on stress and recovery of its users. Some research has found detrimental effects of permanent availability and connectivity, other studies hint at beneficial effects resulting from users taking minibreaks from work. As there is some evidence for a recovery potential of mass media in general, …
Feeling interrupted—Being responsive
Being constantly connected to others via e‐mail and other online messages is increasingly typical for many employees. In this paper, we develop and test a model that specifies how interruptions by online messages relate to negative and positive affect. We hypothesize that perceived interruptions by online messages predict state negative affect via time pressure and that perceived interruptions predict state positive affect via responsiveness to t…
The Spatial Presence Experience Scale (SPES)
The study of spatial presence is currently receiving increased attention in both media psychology and communication research. The present paper introduces the Spatial Presence Experience Scale (SPES), a short eight-item self-report measure. The SPES is derived from a process model of spatial presence ( Wirth et al., 2007 , Media Psychology, 9, 493–525), and assesses spatial presence as a two-dimensional construct that comprises a user’s self-loca…
Permanently online – Permanently connected
Getting the Discipline in Communication with Itself
There can be no doubt that the field of communication has grown tremendously over the past few decades, certainly with regard to its contributions to international scholarship but also in terms of its breadth and depth. As far as breadth is concerned, it may seem as though we have in fact become stretched too thin; our impression is that the various theoretical, metatheoretical, and methodological components that are used in contemporary communic…
Communication and the Good Life
This article addresses whether the discipline of communication can contribute answers to the question what a “good life” could be, particularly regarding recent developments in new communication technologies. It starts with the assumption that much of human striving results from 3 fundamental needs that new technologies promise to satisfy as they allow us to be online and connected with others almost all the time. It posits that new ways of using…
Testing Measurement Invariance of Hedonic and Eudaimonic Entertainment Experiences Across Media Formats
The aim of this study is to investigate the measurement invariance of media users’ entertainment experiences as conceptualized by two-process models of entertainment (i.e., enjoyment and appreciation) across different media formats. With this purpose, the present research relates to the recent rise of entertainment research, embracing more and more media types and formats with which entertainment experiences may occur. At the same time, it addres…
From Mood to Meaning
Journal Article From Mood to Meaning: The Changing Model of the User in Entertainment Research Get access Peter Vorderer, Peter Vorderer 1Institute for Media and Communication Studies, University of Mannheim, Mannheim, Germany Search for other works by this author on: Oxford Academic Google Scholar Leonard Reinecke Leonard Reinecke 2Department of Communication, Johannes Gutenberg University Mainz, Mainz, Germany Search for other works by this aut…
Entertainment 2.0? The Role of Intrinsic and Extrinsic Need Satisfaction for the Enjoyment of Facebook Use
While intrinsic motivation has received broad attention in recent entertainment research, the effects of extrinsic motivation, such as social pressure to use media, on media enjoyment remain unknown. Based on an online-survey (N = 230), this study tested the effects of intrinsic need satisfaction and perceived social pressure on the enjoyment of Facebook use with structural equation modeling. The results reveal complex effects of extrinsic motiva…
Seriously Entertained
This study's purpose is twofold: to introduce a new format into existing political entertainment research (“serious” political talk shows) and to establish a more specific definition of entertainment in a political context. To do so, the authors rely on a two-process-model of entertainment experiences. A telephone survey (N = 230) was conducted to analyze the antecedents and consequences of eudaimonic and hedonic entertainment experiences and to …
Psychology of Entertainment
Fernsehen Als ,,Beziehungskiste
Enjoyment
This article suggests an integrated view of media entertainment that is capable of covering more of the dimensional complexity and dynamics of entertainment experiences than existing theories do. Based on a description of what is meant by complexity and dynamics, the authors outline a conceptual model that is centered around enjoyment as the core of entertainment, and that addresses prerequisites of enjoyment which have to be met by the individua…
Media Entertainment
This collection represents a systematic exploration of media entertainment from an academic perspective. Editors Zillmann and Vorderer have assembled scholars from psychology, sociology, and communication to provide a broad examination of the primary function of media entertainment--the attainment of gratification. Chapters included here address vital aspects of media entertainment and summarize pertinent findings, providing an overview of what i…
From Mood to Meaning
Journal Article From Mood to Meaning: The Changing Model of the User in Entertainment Research Get access Peter Vorderer, Peter Vorderer 1Institute for Media and Communication Studies, University of Mannheim, Mannheim, Germany Search for other works by this author on: Oxford Academic Google Scholar Leonard Reinecke Leonard Reinecke 2Department of Communication, Johannes Gutenberg University Mainz, Mainz, Germany Search for other works by this aut…
Feeling interrupted—Being responsive
Being constantly connected to others via e‐mail and other online messages is increasingly typical for many employees. In this paper, we develop and test a model that specifies how interruptions by online messages relate to negative and positive affect. We hypothesize that perceived interruptions by online messages predict state negative affect via time pressure and that perceived interruptions predict state positive affect via responsiveness to t…
Seriously Entertained
This study's purpose is twofold: to introduce a new format into existing political entertainment research (“serious” political talk shows) and to establish a more specific definition of entertainment in a political context. To do so, the authors rely on a two-process-model of entertainment experiences. A telephone survey (N = 230) was conducted to analyze the antecedents and consequences of eudaimonic and hedonic entertainment experiences and to …
It's all entertainment-sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences
A Normative Perspective for Political Entertainment Research
Through the connection of deliberative democracy and entertainment theory this article proposes a normatively grounded basis for research on political (entertainment) media. With regard to deliberation, it builds upon mediated deliberation research and a concept Goodin called “deliberation within.” As for media entertainment processes, it draws on two-process-models of entertainment experiences. Building on further insights from both areas, it pr…
Forecasting the Experience of Future Entertainment Technology
Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study on a particularly promising entertainment technology of the future: Interactive storytelling (IS). Integrating various streams of computing technology, such as advanced visualization, natural speech processing, an…
Fernsehen als „Beziehungskiste
Curving entertainment
Mobile recovery? The impact of smartphone use on recovery experiences in waiting situations
The proliferation of smartphones and their use in almost every social situation has led to controversial discussions about the smartphone’s potential impact on stress and recovery of its users. Some research has found detrimental effects of permanent availability and connectivity, other studies hint at beneficial effects resulting from users taking minibreaks from work. As there is some evidence for a recovery potential of mass media in general, …
Testing Measurement Invariance of Hedonic and Eudaimonic Entertainment Experiences Across Media Formats
The aim of this study is to investigate the measurement invariance of media users’ entertainment experiences as conceptualized by two-process models of entertainment (i.e., enjoyment and appreciation) across different media formats. With this purpose, the present research relates to the recent rise of entertainment research, embracing more and more media types and formats with which entertainment experiences may occur. At the same time, it addres…
Interactivity and Generalizability
This paper discusses potential challenges to research generalizability in studies on interactive communication. In interactive media contexts where users are enabled to individualize their communication, the generalizability of individual studies is likely lower than it is in studies on more conventional one-to-many communication. We discuss research strategies related to sample size and heterogeneity, focus on structural-invariant elements of co…
Audience involvement and program loyalty
Why do we entertain ourselves with media narratives? A theory of resonance perspective on entertainment experiences
Why do we entertain ourselves with media narratives? Although the most recent answer to this question (Oliver et al., 2018) provides a far more complex understanding of entertainment use compared to earlier theorizing, it still leaves important questions unanswered. Our primary ambition here is to introduce a new theoretical perspective that may be used to explain entertainment experiences on the basis of the sociological theory of resonance (Ros…
Avatare
M&K Medien & Kommunikationswissenschaft , page 350 - 368
The Cognitive Turn in Narratology
Audience research
Audience involvement and program loyalty
Fernsehen als „Beziehungskiste
Action, Spannung, Rezeptionsgenuß
Die Faszination bestimmter medialer Angebote gründet sich — so wird heute allenthalben vermutet — auf deren inhaltlichen wie formalen Merkmalen, die dazu geeignet sind, bei ihren Rezipienten ganz bestimmte Erlebnisse herbeizuführen. So geht zum Beispiel Hasebrink davon aus, daß „die wahrscheinlich häufigste Antwort auf die Frage, weshalb Action- und Gewaltangebote im Fernsehen gesehen werden“, lautet: „weil sie spannend und aufregend sind“ (Haseb…
Emotional effects of reading excerpts from short stories by James Joyce
Media Entertainment
This collection represents a systematic exploration of media entertainment from an academic perspective. Editors Zillmann and Vorderer have assembled scholars from psychology, sociology, and communication to provide a broad examination of the primary function of media entertainment--the attainment of gratification. Chapters included here address vital aspects of media entertainment and summarize pertinent findings, providing an overview of what i…
Psychological Escapism
Germans spend an average of more than 3 hours watching television each day. Among them, there are many who turn on their TV sets for less than 1.5 hours a day, and others who do this for more than 8 hours a day. What accounts for these differences? The central thesis in this paper is that individuals may be distinguished by their attitude toward thinking and that differences in their need for cognition explain the differences in their time spent …
Avatare
M&K Medien & Kommunikationswissenschaft , page 350 - 368
It's all entertainment-sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences
Enjoyment
This article suggests an integrated view of media entertainment that is capable of covering more of the dimensional complexity and dynamics of entertainment experiences than existing theories do. Based on a description of what is meant by complexity and dynamics, the authors outline a conceptual model that is centered around enjoyment as the core of entertainment, and that addresses prerequisites of enjoyment which have to be met by the individua…
A Process Model of the Formation of Spatial Presence Experiences
In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is proposed. It is applicable to the exposure to different media and intended to unify the existing efforts to develop a theory of Presence. The model includes assumptions about attention allocation, mental models, and invo…
Interactivity and Generalizability
This paper discusses potential challenges to research generalizability in studies on interactive communication. In interactive media contexts where users are enabled to individualize their communication, the generalizability of individual studies is likely lower than it is in studies on more conventional one-to-many communication. We discuss research strategies related to sample size and heterogeneity, focus on structural-invariant elements of co…
It's Okay to Shoot a Character
What makes virtual violence enjoyable rather than aversive? Two 2×2 experiments tested the assumption that moral disengagement cues provided by a violent video game's narrative and game play lessen users' guilt and negative affect, which would otherwise undermine players' enjoyment of the game. Experiment 1 found that users' familiarity with the violent game reduced guilt and negative affect, and enhanced enjoyment, whereas opponents' nonhuman ou…
Media Entertainment
Playing Video Games
Selection of computer games certainly depends on many factors like situational factors (e.g., time resources), technological factors (e.g. system infrastructure), and individual factors (e.g., motivation; see Bryant & Davies, chap. 13, this volume). This chapter focuses on the influence of enduring personality factors on computer game choice. The chapter begins by explicating the central terms “media choice” and “personality factors.” Next is a r…
Forecasting the Experience of Future Entertainment Technology
Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study on a particularly promising entertainment technology of the future: Interactive storytelling (IS). Integrating various streams of computing technology, such as advanced visualization, natural speech processing, an…
Psychology of Entertainment
Fernsehen Als ,,Beziehungskiste
Entertainment 2.0? The Role of Intrinsic and Extrinsic Need Satisfaction for the Enjoyment of Facebook Use
While intrinsic motivation has received broad attention in recent entertainment research, the effects of extrinsic motivation, such as social pressure to use media, on media enjoyment remain unknown. Based on an online-survey (N = 230), this study tested the effects of intrinsic need satisfaction and perceived social pressure on the enjoyment of Facebook use with structural equation modeling. The results reveal complex effects of extrinsic motiva…
Seriously Entertained
This study's purpose is twofold: to introduce a new format into existing political entertainment research (“serious” political talk shows) and to establish a more specific definition of entertainment in a political context. To do so, the authors rely on a two-process-model of entertainment experiences. A telephone survey (N = 230) was conducted to analyze the antecedents and consequences of eudaimonic and hedonic entertainment experiences and to …
From Mood to Meaning
Journal Article From Mood to Meaning: The Changing Model of the User in Entertainment Research Get access Peter Vorderer, Peter Vorderer 1Institute for Media and Communication Studies, University of Mannheim, Mannheim, Germany Search for other works by this author on: Oxford Academic Google Scholar Leonard Reinecke Leonard Reinecke 2Department of Communication, Johannes Gutenberg University Mainz, Mainz, Germany Search for other works by this aut…
The Spatial Presence Experience Scale (SPES)
The study of spatial presence is currently receiving increased attention in both media psychology and communication research. The present paper introduces the Spatial Presence Experience Scale (SPES), a short eight-item self-report measure. The SPES is derived from a process model of spatial presence ( Wirth et al., 2007 , Media Psychology, 9, 493–525), and assesses spatial presence as a two-dimensional construct that comprises a user’s self-loca…
Permanently online – Permanently connected
Getting the Discipline in Communication with Itself
There can be no doubt that the field of communication has grown tremendously over the past few decades, certainly with regard to its contributions to international scholarship but also in terms of its breadth and depth. As far as breadth is concerned, it may seem as though we have in fact become stretched too thin; our impression is that the various theoretical, metatheoretical, and methodological components that are used in contemporary communic…
Psychology (27 works) · Computer Science (21 works) · Media Influence and Health (19 works) · Social Psychology (18 works) · Entertainment (15 works) · Media Studies and Communication (12 works) · Sociology (12 works) · Art (10 works) · Epistemology (9 works) · Impact of Technology on Adolescents (9 works)