Tilo Hartmann
Biographic Data
| ID | 7251976 |
|---|---|
| NAME | Tilo Hartmann |
| GIVEN NAMES | Tilo |
| FAMILY NAME | Hartmann |
| SIGNATURE | HARTMANN T |
| AFFILIATIONS | Department of Communication Science, VU University Amsterdam, Amsterdam, The Netherlands |
| VERIFIED | No |
| TOTAL WORKS | 20 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 19 |
| WORKS AS EDITOR | 1 |
| FIRST PUBLICATION YEAR | 2001 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
Three Conceptual Challenges to Parasocial Interaction
This chapter takes a close look at the conceptualization of parasocial interaction (PSI), that is, users’ illusionary experience, during media exposure, of being in a reciprocal social interaction with a media performer (while objectively this is not the case). The chapter discusses existing conceptual challenges and boundary conditions and proposes future research avenues. A review of PSI theory reveals that a performer’s anticipated user respon…
Feelings of presence and perceived social support in social virtual reality platforms
Social virtual reality (social VR) platforms are gaining popularity among users. Previous qualitative research suggests that feelings of presence can make these platforms an attractive environment to obtain social support from others. Building on these exploratory insights, we carried out a quantitative study to illuminate how different types of presence in social VR platforms facilitate social support. The results of a large survey conducted amo…
Psychological benefits of using social virtual reality platforms during the covid-19 pandemic
220) indicate that feelings of spatial presence predict these three outcomes, while social presence predicts relatedness and enjoyment, but not self-expansion. Socialization activities like meeting friends in VR are associated with relatedness and enjoyment, while playful and creative activities allow for self-expansion. Moreover, the perceived impact of social distancing measures was associated with an increase in use, suggesting the utility of …
The Role of Cognitive and Affective Challenge in Entertainment Experience
Recent approaches in entertainment research highlight the distinction between hedonic (pleasure-seeking) and eudaimonic (truth-seeking) entertainment experiences. However, insights into the underlying processes that give rise to these different types of entertainment experiences are still scarce. This study examines the assumption that individuals’ entertainment experience varies by the level of cognitive and affective challenge posed by the medi…
Always On? Explicating Impulsive Influences on Media Use
Guido van Koningsbruggen, Tilo Hartmann, and Jie Du, Vrije Universiteit Amsterdam Many people live in a media-rich environment, where media content and mediated communication options are easily accessible and almost always available independent from time and place. We argue that such a media-rich environment that constantly reminds people of all available media use options can be a strong trigger of impulsive media use. In this chapter, we explic…
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…
Swine flu and hype
The Guilty Couch Potato
This article addresses ego depletion as a mechanism influencing media-based stress recovery processes. Using structural equation modeling, relationships between ego depletion, procrastination, guilt, enjoyment, vitality, and recovery experience were tested using data from an online survey (N = 471). Results suggest that ego depletion may increase the risk of negatively appraising the use of interactive (video games) and noninteractive (television…
How Violent Video Games Communicate Violence
Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach includes both a systematic literature review and a content analysis of moral disengagement cues embedded in the narratives and actual game play of 17 top-r…
Examining the Hostile Media Effect as an Intergroup Phenomenon
This approach conceptualizes the hostile media effect (HME) as an intergroup phenomenon. Two empirical studies, one quasi-experimental and one experimental, examine the HME in the context of the abortion debate. Both studies show that ingroup identification and group status qualify the HME. Pro-choice and pro-life group members perceived an identical newspaper article as biased against their own viewpoint only if they considered their ingroup to …
Media Entertainment as a Result of Recreation and Psychological Growth
Media entertainment refers to users' enjoyment of media‐induced sensations. This chapter argues that users feel entertained to the extent that media supports their adaptive tendencies to recreate and grow psychologically. Within the boundaries of their physiological regulation, users are believed to engage actively in cognitive, affective, and behavioral challenges imposed by media, in order to grow psychologically. However, a lack of physiologic…
Media and the Moral Mind
Questions regarding the relation between media and morality have been a lasting concern. Can media exposure shape or alter moral values? Does morality influence how audience members select, interpret and respond to media content? Attempts to answer such questions are hindered by the complex nature of morality and its dynamic relation with media. This volume brings together leading scholars in an effort to examine reciprocal processes that connect…
Horton and Wohl Revisited
Linking back toD. Horton and R. Wohl (1956),the present approach conceptualizes and empirically examines viewers' parasocial interaction experience with a TV performer. Causes and outcomes of parasocial interaction experience are examined. To this end, a new Experience of Parasocial Interaction (EPSI) scale is introduced. In a 2 (Bodily Addressing) × 2 (Verbal Addressing) between-subjects experiment (N = 198) viewers reported a more intense paras…
Exploring the Role of Meaningful Experiences in Users' Appreciation of “Good Movies”
This article extends current theorizing in media psychology on audience responses to cinema by examining individuals' perceptions of meaningfulness. Specifically, it presents the results of a study designed to expand upon research on psychological and subjective well-being to experiences and memories of films that are perceived as particularly meaningful by viewers. Characteristics and themes of such films are examined and identified, as well as …
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 Choice
TEST 02 - Elsevier's Scopus, the largest abstract and citation database of peer-reviewed literature. Search and access research from the science, technology, medicine, social sciences and arts and humanities fields
The PSI-Process Scales. A new measure to assess the intensity and breadth of parasocial processes
Research on parasocial interactions (PSI) and parasocial relationships (PSR) refers back to a tradition of 50 years. However, research on both phenomena still suffers from overlapping definitions and resulting measurements that do not distinguish between PSI and PSR. The present study presents a post-exposure measurement tool (the PSI-Process Scales) that aims to measure PSI instead of PSR. It is derived from a theoretical model that specifically…
Mediated Interpersonal Communication
Part I. Bridging the disciplines * Elly A. Konijn, Sonja Utz, Martin Tanis, & Susan B. Barnes (editors) How Technology Affects Human Interaction (Introduction) 2. Susan B. Barnes, Ph.D. (Associate Professor Rochester Institute of Technology): Understanding Social Media from the Media Ecological Perspective 3. Melanie D. Polkosky, Ph.D. (CCC-SLP, IBM Corporation and University of South Florida): Machines as Mediators: The Challenge of Technology f…
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…
Avatare
M&K Medien & Kommunikationswissenschaft , page 350 - 368
Avatare
M&K Medien & Kommunikationswissenschaft , page 350 - 368
Avatare
M&K Medien & Kommunikationswissenschaft , page 350 - 368
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…
The PSI-Process Scales. A new measure to assess the intensity and breadth of parasocial processes
Research on parasocial interactions (PSI) and parasocial relationships (PSR) refers back to a tradition of 50 years. However, research on both phenomena still suffers from overlapping definitions and resulting measurements that do not distinguish between PSI and PSR. The present study presents a post-exposure measurement tool (the PSI-Process Scales) that aims to measure PSI instead of PSR. It is derived from a theoretical model that specifically…
Mediated Interpersonal Communication
Part I. Bridging the disciplines * Elly A. Konijn, Sonja Utz, Martin Tanis, & Susan B. Barnes (editors) How Technology Affects Human Interaction (Introduction) 2. Susan B. Barnes, Ph.D. (Associate Professor Rochester Institute of Technology): Understanding Social Media from the Media Ecological Perspective 3. Melanie D. Polkosky, Ph.D. (CCC-SLP, IBM Corporation and University of South Florida): Machines as Mediators: The Challenge of Technology f…
Media Choice
TEST 02 - Elsevier's Scopus, the largest abstract and citation database of peer-reviewed literature. Search and access research from the science, technology, medicine, social sciences and arts and humanities fields
Exploring the Role of Meaningful Experiences in Users' Appreciation of “Good Movies”
This article extends current theorizing in media psychology on audience responses to cinema by examining individuals' perceptions of meaningfulness. Specifically, it presents the results of a study designed to expand upon research on psychological and subjective well-being to experiences and memories of films that are perceived as particularly meaningful by viewers. Characteristics and themes of such films are examined and identified, as well as …
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…
Horton and Wohl Revisited
Linking back toD. Horton and R. Wohl (1956),the present approach conceptualizes and empirically examines viewers' parasocial interaction experience with a TV performer. Causes and outcomes of parasocial interaction experience are examined. To this end, a new Experience of Parasocial Interaction (EPSI) scale is introduced. In a 2 (Bodily Addressing) × 2 (Verbal Addressing) between-subjects experiment (N = 198) viewers reported a more intense paras…
Media Entertainment as a Result of Recreation and Psychological Growth
Media entertainment refers to users' enjoyment of media‐induced sensations. This chapter argues that users feel entertained to the extent that media supports their adaptive tendencies to recreate and grow psychologically. Within the boundaries of their physiological regulation, users are believed to engage actively in cognitive, affective, and behavioral challenges imposed by media, in order to grow psychologically. However, a lack of physiologic…
Media and the Moral Mind
Questions regarding the relation between media and morality have been a lasting concern. Can media exposure shape or alter moral values? Does morality influence how audience members select, interpret and respond to media content? Attempts to answer such questions are hindered by the complex nature of morality and its dynamic relation with media. This volume brings together leading scholars in an effort to examine reciprocal processes that connect…
Examining the Hostile Media Effect as an Intergroup Phenomenon
This approach conceptualizes the hostile media effect (HME) as an intergroup phenomenon. Two empirical studies, one quasi-experimental and one experimental, examine the HME in the context of the abortion debate. Both studies show that ingroup identification and group status qualify the HME. Pro-choice and pro-life group members perceived an identical newspaper article as biased against their own viewpoint only if they considered their ingroup to …
The Guilty Couch Potato
This article addresses ego depletion as a mechanism influencing media-based stress recovery processes. Using structural equation modeling, relationships between ego depletion, procrastination, guilt, enjoyment, vitality, and recovery experience were tested using data from an online survey (N = 471). Results suggest that ego depletion may increase the risk of negatively appraising the use of interactive (video games) and noninteractive (television…
How Violent Video Games Communicate Violence
Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach includes both a systematic literature review and a content analysis of moral disengagement cues embedded in the narratives and actual game play of 17 top-r…
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…
Swine flu and hype
The Role of Cognitive and Affective Challenge in Entertainment Experience
Recent approaches in entertainment research highlight the distinction between hedonic (pleasure-seeking) and eudaimonic (truth-seeking) entertainment experiences. However, insights into the underlying processes that give rise to these different types of entertainment experiences are still scarce. This study examines the assumption that individuals’ entertainment experience varies by the level of cognitive and affective challenge posed by the medi…
Always On? Explicating Impulsive Influences on Media Use
Guido van Koningsbruggen, Tilo Hartmann, and Jie Du, Vrije Universiteit Amsterdam Many people live in a media-rich environment, where media content and mediated communication options are easily accessible and almost always available independent from time and place. We argue that such a media-rich environment that constantly reminds people of all available media use options can be a strong trigger of impulsive media use. In this chapter, we explic…
Psychological benefits of using social virtual reality platforms during the covid-19 pandemic
220) indicate that feelings of spatial presence predict these three outcomes, while social presence predicts relatedness and enjoyment, but not self-expansion. Socialization activities like meeting friends in VR are associated with relatedness and enjoyment, while playful and creative activities allow for self-expansion. Moreover, the perceived impact of social distancing measures was associated with an increase in use, suggesting the utility of …
Three Conceptual Challenges to Parasocial Interaction
This chapter takes a close look at the conceptualization of parasocial interaction (PSI), that is, users’ illusionary experience, during media exposure, of being in a reciprocal social interaction with a media performer (while objectively this is not the case). The chapter discusses existing conceptual challenges and boundary conditions and proposes future research avenues. A review of PSI theory reveals that a performer’s anticipated user respon…
Feelings of presence and perceived social support in social virtual reality platforms
Social virtual reality (social VR) platforms are gaining popularity among users. Previous qualitative research suggests that feelings of presence can make these platforms an attractive environment to obtain social support from others. Building on these exploratory insights, we carried out a quantitative study to illuminate how different types of presence in social VR platforms facilitate social support. The results of a large survey conducted amo…
Psychology (17 works) · Media Influence and Health (13 works) · Social Psychology (11 works) · Computer Science (10 works) · Art (5 works) · Epistemology (5 works) · Digital Games and Media (4 works) · Human–computer interaction (4 works) · Media, Gender, and Advertising (4 works) · Multimedia (4 works)