Daniel Possler
Biographic Data
| ID | 191385 |
|---|---|
| NAME | Daniel Possler |
| GIVEN NAMES | Daniel |
| FAMILY NAME | Possler |
| SIGNATURE | POSSLER D |
| AFFILIATIONS | Hanover University of Music Drama and Media |
| ORCID | 0000-0002-1644-6838 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Integrating R Into Statistics and Data Analysis Education: Learnings From the Development and Evaluation of a Teaching Concept for Communication Science
Despite the increasing use of the statistical programming language R in statistics and data analysis (SDA), its implementation in communication science education is limited. Experiences, recommendations, and a critical exchange are therefore scarce. The following contribution addresses this very gap. At the Department of Journalism and Communication Research of the Hanover University of Music, Drama and Media, we have transitioned the SDA educati…
Is There an Easy Path to Eudaimonia? Novel Insights on the Dual-process Perspective in Media Entertainment
The dual-process perspective in entertainment research differentiates between hedonic and eudaimonic entertainment experiences. Hedonic responses are thought to result from relatively effortless reception of non-challenging (or “light”) media fare. In contrast, eudaimonic entertainment experiences are theorized to depend on cognitively or affectively challenging content (e.g., tragedies) and effortful reflection. The present work builds on the me…
How dual-message nature documentaries that portray nature as amazing and threatened affect entertainment experiences and pro-environmental intentions
Nature documentaries are an entertaining and informative genre that appears well-suited to environmental communication. However, producers of nature documentaries face a dilemma: Although they aim to inspire their audiences to act pro-environmentally, they fear ruining viewers’ entertainment experience if they address environmental destruction. Hence, conventional nature documentaries solely portray pristine nature. In contrast, recent nature doc…
Excited for eudaimonia? An emergent thematic analysis of player expectations of upcoming video games
Video games are celebrated for their capacity to elicit myriad emotional experiences, from fun and excitement (hedonia) to reflection and contemplation (eudaimonia).Less clear is the extent to which gamers have salient eudaimonic expectations of upcoming games.The current study reports on an emergent thematic analysis of responses from N = 877 fans of five game franchises known to vary in their eudaimonic capacity but in response to yet-to-be-rel…
Explaining the Rich Entertainment Appeal of Nature Documentaries and its Conflicting Motivational Consequences
Nature documentaries are among the most popular media formats but are understudied in communication research. However, due to the format’s multifaceted potential to simultaneously inform, entertain, and persuade, nature documentaries seem particularly worthy of investigation. The present contribution has two aims: (1) to explain how nature documentaries facilitate entertainment responses in their viewers and (2) to investigate how entertainment e…
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being moved. Yet, it is unclear whether players turn to games to have such eudaimonic experiences. Hence, the present study explored potential eudaimonic gaming motives in an online survey among fans ( N = 894) of fiv…
Explaining the formation of eudaimonic gaming experiences: A theoretical overview and systemization based on interactivity and game elements
Over the past years, scholars have explored eudaimonic video game experiences—profound entertainment responses that include meaningfulness, reflection, and others. In a comparatively short time, a plethora of explanations for the formation of such eudaimonic gaming experiences has been developed across multiple disciplines, making it difficult to keep track of the state of theory development. Hence, we present a theoretical overview of these expl…
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players
Let’s Players have emerged as a successful class of entertainers in the YouTube® universe. Most of their broadcasts not only relate to video games and gaming but also feature elements of talk shows and other modes of personality entertainment, including star–fan interaction through social media channels. Hence, they represent focal points of reference for gamers and important manifestations of contemporary gaming culture. The present contribution…
Instagram Inspiration: How Upward Comparison on Social Network Sites Can Contribute to Well-Being
Passive exposure to others’ positive self-presentations on social network sites (SNS) such as Instagram has been repeatedly associated with reduced well-being, particularly by triggering upward social comparison and envy. However, prior research has largely neglected that upward comparisons on SNS may also facilitate positive outcomes, specifically media-induced inspiration, a motivational state highly conducive to well-being. We conducted two ex…
Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation
“Is He Talking to Me?”
In this study, we empirically investigate the enjoyment-related consequences of the TV trope of breaking the fourth wall (B4W), which is when a fictional character addresses viewers directly. Based on the model of narrative comprehension and engagement, we assume that B4W contributes to viewers’ cognitive and affective enjoyment by intensifying the parasocial interaction experience (EPSI). Alternatively, B4W could reduce enjoyment by disrupting v…
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being moved. Yet, it is unclear whether players turn to games to have such eudaimonic experiences. Hence, the present study explored potential eudaimonic gaming motives in an online survey among fans ( N = 894) of fiv…
Instagram Inspiration: How Upward Comparison on Social Network Sites Can Contribute to Well-Being
Passive exposure to others’ positive self-presentations on social network sites (SNS) such as Instagram has been repeatedly associated with reduced well-being, particularly by triggering upward social comparison and envy. However, prior research has largely neglected that upward comparisons on SNS may also facilitate positive outcomes, specifically media-induced inspiration, a motivational state highly conducive to well-being. We conducted two ex…
Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation
“Is He Talking to Me?”
In this study, we empirically investigate the enjoyment-related consequences of the TV trope of breaking the fourth wall (B4W), which is when a fictional character addresses viewers directly. Based on the model of narrative comprehension and engagement, we assume that B4W contributes to viewers’ cognitive and affective enjoyment by intensifying the parasocial interaction experience (EPSI). Alternatively, B4W could reduce enjoyment by disrupting v…
Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players
Let’s Players have emerged as a successful class of entertainers in the YouTube® universe. Most of their broadcasts not only relate to video games and gaming but also feature elements of talk shows and other modes of personality entertainment, including star–fan interaction through social media channels. Hence, they represent focal points of reference for gamers and important manifestations of contemporary gaming culture. The present contribution…
Explaining the formation of eudaimonic gaming experiences: A theoretical overview and systemization based on interactivity and game elements
Over the past years, scholars have explored eudaimonic video game experiences—profound entertainment responses that include meaningfulness, reflection, and others. In a comparatively short time, a plethora of explanations for the formation of such eudaimonic gaming experiences has been developed across multiple disciplines, making it difficult to keep track of the state of theory development. Hence, we present a theoretical overview of these expl…
How dual-message nature documentaries that portray nature as amazing and threatened affect entertainment experiences and pro-environmental intentions
Nature documentaries are an entertaining and informative genre that appears well-suited to environmental communication. However, producers of nature documentaries face a dilemma: Although they aim to inspire their audiences to act pro-environmentally, they fear ruining viewers’ entertainment experience if they address environmental destruction. Hence, conventional nature documentaries solely portray pristine nature. In contrast, recent nature doc…
Excited for eudaimonia? An emergent thematic analysis of player expectations of upcoming video games
Video games are celebrated for their capacity to elicit myriad emotional experiences, from fun and excitement (hedonia) to reflection and contemplation (eudaimonia).Less clear is the extent to which gamers have salient eudaimonic expectations of upcoming games.The current study reports on an emergent thematic analysis of responses from N = 877 fans of five game franchises known to vary in their eudaimonic capacity but in response to yet-to-be-rel…
Explaining the Rich Entertainment Appeal of Nature Documentaries and its Conflicting Motivational Consequences
Nature documentaries are among the most popular media formats but are understudied in communication research. However, due to the format’s multifaceted potential to simultaneously inform, entertain, and persuade, nature documentaries seem particularly worthy of investigation. The present contribution has two aims: (1) to explain how nature documentaries facilitate entertainment responses in their viewers and (2) to investigate how entertainment e…
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being moved. Yet, it is unclear whether players turn to games to have such eudaimonic experiences. Hence, the present study explored potential eudaimonic gaming motives in an online survey among fans ( N = 894) of fiv…
Integrating R Into Statistics and Data Analysis Education: Learnings From the Development and Evaluation of a Teaching Concept for Communication Science
Despite the increasing use of the statistical programming language R in statistics and data analysis (SDA), its implementation in communication science education is limited. Experiences, recommendations, and a critical exchange are therefore scarce. The following contribution addresses this very gap. At the Department of Journalism and Communication Research of the Hanover University of Music, Drama and Media, we have transitioned the SDA educati…
Is There an Easy Path to Eudaimonia? Novel Insights on the Dual-process Perspective in Media Entertainment
The dual-process perspective in entertainment research differentiates between hedonic and eudaimonic entertainment experiences. Hedonic responses are thought to result from relatively effortless reception of non-challenging (or “light”) media fare. In contrast, eudaimonic entertainment experiences are theorized to depend on cognitively or affectively challenging content (e.g., tragedies) and effortful reflection. The present work builds on the me…
Psychology (11 works) · Social Psychology (10 works) · Media Influence and Health (8 works) · Computer Science (7 works) · Art (6 works) · Entertainment (6 works) · Sociology (6 works) · Advertising (5 works) · Digital Games and Media (5 works) · Business (4 works)