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270 Section 4 Contemporary Mass Communication Theory<br />

ENTERTAINMENT THEORY<br />

As we saw in Chapter 5, Harold Mendelsohn pioneered an attempt to apply<br />

psychological theories to assess what entertainment media do for us and to us.<br />

We now look at his functional analysis approach to entertainment as biased<br />

toward a status quo that was not literally in disarray. But his view of the need to<br />

understand how audiences actually do use entertainment resonates today in some<br />

important work.<br />

Dolf Zillmann is credited with leading the way in the development of contemporary<br />

entertainment <strong>theory</strong> (Bryant, Roskos-Ewoldsen, and Cantor, 2003). Its<br />

proponents place it within the larger context of a psychology of entertainment<br />

(Bryant and Vorderer, 2006). It seeks to conceptualize and explicate key psychological<br />

mechanisms underlying entertainment and to differentiate entertainment processes<br />

from those that underlie information, education, or persuasion (Bryant and<br />

Vorderer, 2006, p. ix). Current theorists can draw on much more research than<br />

did Mendelsohn (Zillmann and Vorderer, 2000). What separates current entertainment<br />

<strong>theory</strong> from earlier notions is that it doesn’t see entertainment as simply an<br />

affective consequence of exposure to certain forms of media content. According to<br />

Bryant and Vorderer (2006), it envisions an overall process in which entertainment<br />

activity is “influenced, triggered and maybe even shaped by the media product that<br />

is selected” (p. 4). Audience members do voluntarily control their selection of<br />

entertainment content, but as in information-processing <strong>theory</strong>, there are many<br />

underlying psychological processes they don’t consciously control. It is these processes<br />

that provide a comprehensive explanation of how and why we use entertainment<br />

media, and they help explain the consequences of this use.<br />

Entertainment <strong>theory</strong> integrates findings from research examining the effects of<br />

many different types of entertainment content. Dolph Zillman and Peter Vorderer<br />

(2000) summarize research on horror, comedy, conflict, suspense, sex, affect-talk,<br />

sports, music, and videogames. They assesse gender and age differences and identify<br />

a range of effects resulting from exposure to these forms of content. Some<br />

INSTANT ACCESS<br />

Entertainment Theory<br />

Strengths Weaknesses<br />

1. Stresses media’s pro-social influence<br />

2. Assesses cognitive, affective, and behavioral<br />

effects<br />

3. Provides cogent multivariate explanations for<br />

why people seek entertainment from media<br />

4. Is grounded in an expanding body of media<br />

effects research<br />

5. Provides a useful basis for conducting<br />

experiments<br />

1. Tends to accept status quo uses of entertainment<br />

media as a starting point for research<br />

2. Has so far found effects that are mostly<br />

limited and minimal<br />

3. Tends to ignore and doesn’t provide a good<br />

basis for assessing cumulative effects<br />

4. Tends to consider entertainment effects in<br />

isolation from other types of effects<br />

Copyright 2010 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part. Due to electronic rights, some third party content may be suppressed from the eBook and/or eChapter(s).<br />

Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it.

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