![]() Flayelle, Maèva ![]() ![]() in Psychology of Popular Media Culture (2019), 8(3), 308-318 The advent of the digital age with its progress in digital technology has been associated in recent years with an increase in binge-watching (i.e., seeing multiple episodes of the same TV series in one ... [more ▼] The advent of the digital age with its progress in digital technology has been associated in recent years with an increase in binge-watching (i.e., seeing multiple episodes of the same TV series in one session). Binge-watching has now become the new normative way to consume TV shows. Nevertheless, along with its recent massive rise has come concerns about the associated mental and physical health outcomes. Currently available results suggest the potential harmfulness and even addictive nature of binge-watching. The psychological investigation of this behavior, however, is still in its infancy, with most studies using a confirmatory approach and assuming a priori its genuine addictive nature. In contrast, the current perspective paper argues the case for an exploratory approach as an initial step for conducting research on behaviors that − at first sight − look like addiction when applying a symptom-based approach. A qualitative understanding of the phenomenological characteristics of binge-watching as the foundation of an initial comprehensive discussion makes it possible to formulate hypotheses concerning its potentially addictive nature and to emphasize challenges and directions for future research. Here we propose an exploration of the dynamics of binge-watching behavior based on a model involving emotion regulation in the etiology and maintenance of problem binge-watching. [less ▲] Detailed reference viewed: 402 (7 UL)![]() Happ, Christian ![]() ![]() ![]() in Psychology of Popular Media Culture (2014) Evidence suggests that violent media influence users’ cognitions, affect, and behavior in a negative way, whereas prosocial media have been shown to increase the probability of prosocial behavior. In the ... [more ▼] Evidence suggests that violent media influence users’ cognitions, affect, and behavior in a negative way, whereas prosocial media have been shown to increase the probability of prosocial behavior. In the present study, it was tested whether empathy moderates these media effects. In two experiments (N = 80 each), inducing empathy by means of a text (Study 1) or a video clip (Study 2) before playing a video game caused differential effects on cognitions and behavior depending on the nature of the subsequent video game: The induction had positive effects on participants’ behavior (i.e., decreasing antisocial and increasing prosocial behavior) after a prosocial game (Study 1), or when participants played a positive hero character in an antisocial game (Study 2). In contrast, empathy increased antisocial behavior and reduced prosocial behavior after playing a mean character in an antisocial game (Study 1 and 2). These findings call attention to the differential effects of empathy depending on game type and game character, thereby questioning the unconditional positive reputation of empathy in the context of video game research. [less ▲] Detailed reference viewed: 679 (31 UL) |
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