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Transportation Theory (psychology)
Narrative transportation theory, proposed by Green and Brock suggests that people become immersed in a story when they experience focused attention, emotional engagement, mental imagery, and a detachment from reality while reading. In this state, individuals tend to remember the story content better, adopt beliefs and attitudes more aligned with the narrative, and engage less critically with its content. Van Laer, de Ruyter, Visconti, and Wetzels further elaborate that narrative transportation occurs when a reader feels as if they have entered the story's world, driven by empathy for the characters and imagination of the plot. Braddock and Dillard found in their meta-analysis that familiarity with the story's content and alignment with its beliefs can modify the strength of the reader's attitudes, intentions, and beliefs after exposure. Narrative transportation is not often referred to as a theory. In most peer-reviewed papers, it is referred to as a model. Green & Brock, Laer et a ...
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Sleeper Effect
The sleeper effect is a psychological phenomenon that relates to persuasion. It is a delayed increase in the effect of a message that is accompanied by a discounting cue, typically being some negative connotation or lack of credibility in the message, while a positive message may evoke an immediate positive response which decays over time. The sleeper effect also refers to a delayed positive response that is maintained over time. The effect was first noticed among United States Army, US Army soldiers exposed to army propaganda. It was hypothesized that over time the soldiers forgot that the message was propaganda. The effect has been widely studied but notoriously difficult to reproduce, leading to some doubt over its existence. The sleeper effect When people are exposed normally to a persuasive message (such as an engaging or persuasive television advertisement), their attitudes toward the advocacy of the message display a significant increase. Over time, however, their newly ...
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Poststructural
Post-structuralism is a philosophical movement that questions the objectivity or stability of the various interpretive structures that are posited by structuralism and considers them to be constituted by broader systems of power. Although different post-structuralists present different critiques of structuralism, common themes include the rejection of the self-sufficiency of structuralism, as well as an interrogation of the binary oppositions that constitute its structures. Accordingly, post-structuralism discards the idea of interpreting media (or the world) within pre-established, socially constructed structures. Merquior, José G. 1987. ''Foucault'', ( Fontana Modern Masters series). University of California Press. . ''Structuralism'' proposes that human culture can be understood by means of a structure that is modeled on language. As a result, there is concrete reality on the one hand, abstract ideas about reality on the other hand, and a "third order" that mediates between ...
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Flow (psychology)
Flow in positive psychology, also known colloquially as being in the zone or locked in, is the mental state in which a person performing some activity is fully immersed in a feeling of energized Attention, focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time. Flow is the melting together of action and consciousness; the state of finding a balance between a skill and how challenging that task is. It requires a high level of concentration. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set. First presented in the 1975 book ''Beyond Boredom and Anxiety'' by the Hungarian-American psychologist Mihaly Csikszentmihalyi, Mihály Csíkszentmihályi, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupati ...
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Immersion (virtual Reality)
In virtual reality (VR), immersion is the perception of being physically Presence (telepresence), present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other Stimulation, stimuli that provide an engrossing total environment. Etymology The name is a metaphoric use of the experience of wikt:submerge, submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies) has their awareness of their physical self transformed by being surrounded in an artificial environment. The term is used to describe partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved. Types According to Ernest W. Adams, immersion can be separated into three main c ...
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Elaboration Likelihood Model
The elaboration likelihood model (ELM) of persuasion is a dual process theory describing the change of attitudes. The ELM was developed by Richard E. Petty and John Cacioppo in 1980. The model aims to explain different ways of processing stimuli, why they are used, and their outcomes on attitude change. The ELM proposes two major routes to persuasion: the central route and the peripheral route. Origin Elaboration likelihood model is a general theory of attitude change. According to the theory's developers Richard E. Petty and John T. Cacioppo, the theory was created to provide a general "framework for organizing, categorizing, and understanding the basic processes underlying the effectiveness of persuasive communications". The study of Attitude (psychology), attitudes and persuasion began as the central focus of social psychology, featured in the work of psychologists Gordon Allport (1935) and Edward Alsworth Ross (1908). Allport described attitudes as "the most distinctive and in ...
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Heuristic-systematic Model
The heuristic-systematic model of information processing (HSM) is a widely recognized model by Shelly Chaiken that attempts to explain how people receive and process persuasive messages. The model states that individuals can process messages in one of two ways: heuristically or systematically. Systematic processing entails careful and deliberative processing of a message, while heuristic processing entails the use of simplifying decision rules or 'heuristics' to quickly assess the message content. The guiding belief with this model is that individuals are more apt to minimize their use of cognitive resources (i.e., to rely on heuristics), thus affecting the intake and processing of messages. HSM predicts that processing type will influence the extent to which a person is persuaded or exhibits lasting attitude change. HSM is quite similar to the elaboration likelihood model, or ELM. Both models were predominantly developed in the early- to mid-1980s and share many of the same con ...
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Media Psychology
Media psychology is a branch of psychology that focuses on the interactions between human behavior, media, and technology. Media psychology is not limited to mass media or media content; it includes all forms of mediated communication and media technology-related behaviors, such as the use, design, impact, and sharing behaviors. This branch is a relatively new field of study because of technological advancements. It uses various critical analysis and investigation methods to develop a working model of a user's perception of media experience. These methods are employed for society as a whole and individually. Media psychologists can perform activities that include consulting, design, and production in various media like television, video games, films, and news broadcasting. The field of media psychology explores how recent, newer social media apps like Instagram, TikTok, and Snapchat have become more popular and how they are creating new media and mental health challenges that are ...
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Narrativity
Narrativity is the extent to which a media tells a story, which is a storyteller's account of an event or a sequence of events leading to a transition from an initial state to a later state or outcome. There are four theoretical foundations of narrativity, represented by the notions of # narrative content, # narrative discourse, # narrative transportation, and # narrative persuasion. Narrative content and discourse are the linguistic antecedents of narrativity. Narrative content reflects the linear sequence of events as characters live through them—that is, the backbone and structure describing who did what, where, when, and why. Narrative discourse represents how the story is told—that is, storytellers' use of literary devices to expand on the narrative content, such as emotional change over the course of the story line and sequencing of events to create drama. Narrative transportation is the engrossing, transformational experience of being swept away by a story. Narrative p ...
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Storytelling
Storytelling is the social and cultural activity of sharing narrative, stories, sometimes with improvisation, theatre, theatrics or embellishment. Every culture has its own narratives, which are shared as a means of entertainment, education, cultural preservation or instilling moral values. Crucial elements of stories and storytelling include Plot (narrative), plot, Character (arts), characters and point of view (literature), narrative point of view. The term "storytelling" can refer specifically to oral storytelling but also broadly to techniques used in other media to unfold or disclose the narrative of a story. Historical perspective Storytelling, intertwined with the development of mythology, mythologies, predates writing. The earliest forms of storytelling were usually oral literature, oral, combined with gestures and expressions. Storytelling often has a prominent educational and performative role in religious rituals (for example, the Passover Seder), and some archaeo ...
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Consumer Behaviour
Consumer behaviour is the study of individuals, groups, or organisations and all activities associated with the Purchasing, purchase, Utility, use and disposal of goods and services. It encompasses how the consumer's emotions, Attitude (psychology), attitudes, and Preference (economics), preferences affect Buyer decision process, buying behaviour, and how external cues—such as visual prompts, auditory signals, or tactile (haptic) feedback—can shape those responses. Consumer behaviour emerged in the 1940–1950s as a distinct sub-discipline of marketing, but has become an Interdisciplinarity, interdisciplinary social science that blends elements from psychology, sociology, Social Anthropology, social anthropology, anthropology, ethnography, ethnology, marketing, and economics (especially behavioural economics). The study of consumer behaviour formally investigates individual qualities such as demographics, personality lifestyles, and behavioural variables (like usage rate ...
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Narratology
Narratology is the study of narrative and narrative structure and the ways that these affect human perception. The term is an anglicisation of French ''narratologie'', coined by Tzvetan Todorov (''Grammaire du Décaméron'', 1969). Its theoretical lineage is traceable to Aristotle (''Poetics (Aristotle), Poetics'') but modern narratology is agreed to have begun with the Russian formalism, Russian formalists, particularly Vladimir Propp (''Morphology of the Folktale'', 1928), and Mikhail Bakhtin's theories of heteroglossia, dialogism, and the chronotope first presented in ''The Dialogic Imagination'' (1975). Cognitive narratology is a more recent development that allows for a broader understanding of narrative. Rather than focus on the structure of the story, cognitive narratology asks "how humans make sense of stories" and "how humans use stories as sense-making instruments". Defining narrative Structuralist narratologists like Rimmon-Kenan define narrative fiction as "the nar ...
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