Pervasive entertainment, ubiquitous entertainment.
Bosshart, Louis ; Hellmuller, Lea
1. Introduction
"Never before in history has so much entertainment been so
readily accessible to so many people for so much of their leisure
time" (Singhal & Rogers, 2002, p. 119). Media entertainment,
now decentralized and omnipresent in our lives, has transformed our
society into a hedonist one. We have more technical opportunities to
enjoy entertainment, but we also see that entertainment has grown and
affects more and more diverse areas such as sports, politics,
information, and education. As long ago as 1985 Postman pointed out that
television made entertainment itself the natural format for the
representation of all experience. Following his prophecy, public
discourse had already begun to degenerate into entertainment. The main
suspect was television that like King Midas had the talent to convert
everything it came in touch with into something particular. King Midas
received the gift that whatever he touched immediately converted into
gold. The gift carried a price and a problem--he could not eat the bread
that had become gold when he took it in his hand. Television--and its
viewers--on the other hand suffer from the gift that whatever television
deals with becomes entertainment. As a consequence of this inevitable
conversion, politics, religion, news, sports, education, and economy
become appendices of show business as soon as television looks after
them. Postman (1985) wrote in a highly descriptive way and did not take
into account much empirical research arising from the large field of
social sciences. Some 24 years later one must admit the accuracy of his
description of the symptoms, both then and now. We will discuss the
degree of accuracy of his diagnosis in regard to the consequences of
such a development later in this essay.
The trend to present "all subject matter as entertaining"
stems from a changed manner of processing information by individual
recipients. More precisely, the individual experience controls or
determines entertainment, not the product. Wolf (1999) sees an enormous
appetite for entertainment content, something to connect people
emotionally with products, something to provide human beings with
information in a stimulating way. Entertainment has become the unifying
force of modern commerce as pervasive as currency.
Based on the assumptions that entertainment affects people deeply
and that humans have a need for living in a hedonist society, this
review will focus on how entertainment has achieved a ubiquitous
presence in our everyday lives. It explores the omnipresence of
entertainment and describes the symbiotic relationship between
entertainment and information, entertainment and sports, entertainment
and politics, entertainment and charity, and other similar relations. It
describes the way media entertainment has deformed our (media) society
into a hedonist society and vice versa, and it discusses the positive
and negative aspects of the pervasive entertainment phenomena.
2. Theoretical Approach: Infotainment
A. Entertainment
We define entertainment, in its broadest sense, as any situation or
activity from which a person derives pleasure. Entertainment appears
mostly in situations where recipients receive exogenous stimuli in a
large ly passive way (Brock & Livingston, 2004, p. 257). Based on
empirical and theoretical research, we describe the experience of being
entertained or of enjoying entertainment in the following way (Bosshart
& Maccom, 1998, p. 4):
* Psychological relaxation (restful, refreshing, light, and/or
distracting)
* Change and diversion (varied, diverse)
* Stimulation (dynamic, interesting, exciting, and/or thrilling)
* Fun (merry, amusing, funny)
* Atmosphere (beautiful, good, pleasant, and/or comfortable)
* Joy (happy, cheerful)
These experiences are indeed pleasant and positive ones, distinct
from everyday routines and boredom. Entertainment in the sense of the
Latin word tenere means to keep somebody steady, busy, or amused. In
today's words entertainment serves the improvement of mood states
or, more neutrally, acts as an effective mood management tool.
Stimulation seems to provide the most important motive for
entertainment-seeking individuals. Their main goal is to reach or
maintain an ideal level of arousal or an optimal level of activation.
Different genres offer stimuli of different strengths to people with
different entertainment needs. While some people eagerly want to get an
arousal kick out of entertainment stimuli, others tend to want to lower
their excitation level, and still other people try to maintain their
existing state of satisfaction. Entertainment allows regulating
different states of excitation.
In order to examine the ubiquitous phenomenon of entertainment we
have to look at two sides: at the pleasurable experiences and at the
stimuli those experiences use to create pleasure. Despite the fact that
many things can be entertaining for many people, some things are not
entertaining at all.
After all, entertainment is pleasure, and that means experiencing
pleasure by witnessing or being exposed to something! Taking up the
terminology used by Thomas Aquinas in his reflections on the passions
and following Hausmanninger's "Outlines of a Constructive
Theory of Entertainment" (1993, p. 34), we categorize pleasure as
consisting of four sub-categories, as shown in Table 1.
Since delectationes sensibiles et emotionales mostly come together
in psychosomatic reactions, we can break the above categorization down
in three subsystems based on the human systems:
Physical System materiality, existence
(being there)
personality (emotions
Psychological System and cognitions), (being
thus)
Social System sociality, coexistence,
society (being with)
It may appear schematic to associate with the subsystems of the
human system the genres and concepts of entertainment (its constituents
and functions). Such associations serve only as preliminary examples to
an analysis of further dimensions.
Taking the associations that go with the term entertainment, taking
the main constituents of entertainment, and taking the basic elements of
the definitions of what (probably) constitutes entertainment, the basic
factors of the term "entertainment" show the following
profile:
* Factor 1: "assessment." Items: pleasant, agreeable,
good, beautiful, enjoyable
* Factor 2: "potential." Items: light, restful, easy, not
demanding, not compulsory
* Factor 3: "activity." Items: stimulating, dynamic,
alive, exciting, thrilling, spontaneous, varied
So entertainment has basically active (stimulation, suspense),
tension reducing (relaxation, diversity), and positive (joy, pleasure)
components. Put negatively, entertainment is not demanding, not
unpleasant, not monotonous, and not boring. People also experience
entertainment as something that compares more positively to any other
alternatives.
Constructed to the idiosyncrasies of various human systems,
entertainment thus appears as a ubiquitous every-day phenomenon that
crosses public and private spheres, past experiences and future
concepts, and real actions and fictional models. If one considers the
maintenance of a comfortable equilibrium of excitement as an important
function of entertainment, then one must also say that the extent of the
need for entertainment varies individually. It varies with the age,
gender, education, intelligence, psychological state, social situation,
and so on of each individual. Various factors make different grades of
need, satisfied by different offers and reception patterns. Interaction
between the supply and the receiver situation brings about an
extraordinarily large number of possibilities, sometimes even in
contradictory ways. But people have this in common: They are imperfect
beings, looking for absoluteness.
On the basis of the imperfect human system and its needs, we can
construct multidimensional fields of tension in which we can position
entertainment as a human reality. On the whole, and as a summary of the
argument so far, the main dimensions (and oppositions) constituting
entertainment appear in Table 2.
We can understand entertainment as a working out of a balance (or a
homeostatic state) between dichotomous options--between hope and fear,
freedom and limits, play and serious behavior. In this sense,
entertainment serves as a survival kit for daily life that makes it
livable; it serves as a vehicle in finding a fit with the environment.
Entertainment reduces the gap between reality and utopia (in our minds);
it allows us to live with contradictions, inconsistencies, and
inadequacies; and it offers venues for self-directed self-experiences,
self-enhancement as well as self-fulfillment or self-realization. From
this point of view, entertainment sustains humans. It reduces the
accidental nature of life by offering exemplary (or perhaps even
absolute) models. The essential goal of human entertainment therefore
may be to establish or sustain balances between different fields or
states of existential tensions, primarily maintaining a balance between
reality and utopia. Two of the taken-for-granted descriptions of
entertainment, as "escape" and as
"wish-fulfillment," point to its central thrust, namely
utopianism.
Entertainment offers the image of 'something better' to
escape into, or something we want deeply that our day-to-day lives
don't provide. Alternatives, hopes, wishes-these are the stuff of
utopia, the sense that things could be better, that something other than
what is can be imagined and maybe realized. (Dyer, 1992, p. 18)
B. Information
Information, on the other hand, is a difference that makes a
difference. This definition of the concept of information elaborated by
Gregory Bateson (1981) and promulgated by Niklas Luhmann (1996, p. 100)
contains in a few words the main elements of information: news,
relevance, correctness. News means that information must enlarge our
body of knowledge or, the other way round, must reduce uncertainty. In
information theory information is a measure of uncertainty or entropy in
a situation. We understand "situation" as a system of
circumstances (factors) in a given time. Our everyday life constantly
moves from one situation to another, all linked together. The history of
humankind describes how people tried to remove unpredictability and
uncertainty from their lives. People did it by accumulating personal and
social experiences, that is, by learning. People did it with the help of
laws (rules that regulate or channel the behavior of members of a social
body), cultures (value systems and beliefs that structure society), and
religions (to cover the area between reality and transcendence) that
make sense. Fortunetellers say that they remove uncertainty from the
future. In every situation people try to overcome uncertainty, to gain
insight, to get as many things as possible under control, to solve
problems and to make a good living.
Information has utility not only for what we think, feel, and do.
It should also apply to our lives. This utility-principle of information
highlights its relevance. The news-, utility-, and relevance-potential
of information to reduce uncertainty, to solve problems, to answer
questions can only be put in concrete form as long as the information is
correct.
For ages public and academic discourse strictly separated
entertainment and information. People dissociated themselves from
simple, vulgar amusements; scholars judged entertainment as not worth
academic research. But things have changed in the meantime. Now we
understand that we cannot separate information and entertainment, that
they both form a profound and intimate, amalgamated, integrated whole.
And we now recognize that mass mediated entertainment matters as much as
information. This goes not only for the producers and the product but
also for the audience. Dehm and Storll (2003, p. 429) established a list
of the main motives for watching television, that is, experiences people
look for when they watch television.
* Emotions (fun, relaxation, tension, diversion)
* Orientation (inspiration, new information, opportunity to learn,
topics to discuss)
* Compensation (calm, reassurance, distraction)
* Social event (feelings of belongingness, sharing an interest)
C. Infotainment
It does not take much time or energy to realize that these motives
form a symbiosis, with the components of information and entertainment.
About 20 years ago the term to denote that symbiosis appeared in popular
culture: "infotainment." This refers to media products that
inform people as well as entertain them. Content and form combine
elements of information and entertainment. Despite the recency of the
neologism, "infotainment," the phenomenon as such has ancient
roots. Aristotle wrote in the 22nd chapter of his Poetics (1966, pp. 67)
that good language is clear but not ordinary. For Aristotle the language
becomes important where actions, persons, or ideas cannot alone absorb
the attention of the audience and yield to stimulating elements.
Aristotle points out the main issues: the proportions of the mixture,
the interaction between information and entertainment, form and content.
For Quintus Horatius Flaccus (De arte poetica, verses 333 [pounds
sterling]) literature has the two main goals of instruction and delight:
"aut prodesse volunt auf delectare poetae ant simul et mcunda et
idonea dicere vitae" (Poetry shall instruct and please, create
communication pleasures and combine what is agreeable and useful for our
life).
Infotainment, then, seems quite normal in different processes of
human communication. It means the transfer of information in a pleasant
way. Infotainment means the combination of stimulating information
(cognition) and arousing entertainment (emotion). We all find it more
agreeable to listen to a witty speaker than to a boring one. Good
teachers know when they have to insert a joke to keep the attention of
the students.
We see the success of infotainment in how it pervades nearly every
area of public life. Here is a list of the main combinations, which
shows that nearly everything can entertain:
Advertainment (advertising and entertainment)
Branded Entertainment
Charitainment (Charity and entertainment)
Computainment (computer entertainment)
Crititainment (criticism and entertainment)
Digitainment (digital entertainment)
Docutainment (documentary and entertainment)
Edutainment (education and entertainment)
Evangelitainment (evangelism/religion and entertainment)
Infotainment (Information and entertainment)
Internetainment (Internet entertainment)
Iuristainment (law and entertainment)
Militainment (military and entertainment)
Newstainment (news and entertaintment)
Politainment / Confrontainment (politics and entertainment)
Preventainment (prevention/health care and entertainment)
Scientainment (Science and entertainment)
Sportainment (sports and entertainment)
As noted earlier, the phenomenon of amalgating information with
entertainment or vice versa has occurred for centuries. The changing
environment of the media demonstrates that media functions still package
bundles of interacting variables. (See Figure l.)
This figure presents our view of an ongoing blurring of boundaries
between information and entertainment. It further shows the difficulty
of distinguishing between information and entertainment. The following
sections in this review provide an overview of the main combinations of
entertainment and information.
[FIGURE 1 OMITTED]
An intense examination of this topic also shows that we cannot
exclude one form of entertainment from another. For example, war results
from a political conflict which, if presented in an entertaining form,
we can described as either militainment or politainment or even
infotainment depending on the way a news report frames the story.
Therefore we must keep in mind that each of the forms distinguished in
this overview influences the others and interconnects with the others.
Entertainment is pervasive in every area of public and private life. The
following examples shall give an impression of what infotainment in
selected spheres can mean.
3. Advertainment: Advertising and Entertainment
A synonym for Advertainment, Branded Entertainment, means the
promotion of a brand. This promotion features the brand as a protagonist
in an entertaining context. In Advertainment or Branded Entertainment
formats, producers integrate brands in a narrative, making it essential
for the further development of the plot (Schmalz, 2007, p. 125).
Advertainment and Branded Entertainment offer constructions of
lifestyles in which brands appear smoothly embedded in attractive,
inconspicuous, symbolic, fictional worlds; they help to create social
cohesion as well as homogenous peer groups, that is, clearly defined
target audiences. Such a mise en scene aims to catch the attention of a
well defined audience. Branded entertainment combines two goals. It
wants to entertain an audience and it wants to position a brand in a
sphere covered by mass media, that is, in strong channels of mass
distribution. Branded Entertainment, then, means neither product
placement, nor sponsoring, nor public relations. Branded Entertainment
claims to create an added value for the brand, the medium, and the
consumers who pay attention to a new format as long as they are
informed, amused, and entertained. These consumers encounter the brand
via movies, music, fashion, lifestyle magazines, or different genres in
the field of popular culture (see Fowles, 1996).
Advertainment and Branded entertainment catch the attention of
audiences, that is, of consumers. The fight for that very rare economic
good became necessary because contemporary, developed, and
industrialized societies suffer from a tremendous information overload.
So, as long as the target audience pays attention to the commercial
message, it gets the benefit of amusement and entertainment. Positive
commercial messages are well received, understood, and stored as long as
they show up with the entertaining stimulus of activation. Advertisers
can accomplish this with an arousal kick, with an aesthetically
sophisticated appearance, with emotional stimulation, with romantic,
erotic or sexual attributes, with humor, or with intellectual wit.
Advertainment and Branded entertainment demand a tight cooperation of
advertisers and entertainers. Kretchmer puts it this way:
The successful union of advertising and broadcasting
that began in the 1920s generated an
industry where advertising flourishes as entertainment,
with lavish budgets, impressive talents,
and its own version of the Emmy and Oscar
awards. At the same time, from the culture and
celebrity of salesmanship to the pervasive aura
of product consciousness to the staccato, fragmented
style that echoes clusters of commercials,
entertainment has become advertising.
(2004,p.43)
And in the words of Moss, shopping can also be seen as an
"entertainment experience" (2007). The main goal of branded
entertainment is consumerism. It indicates an attitude that seeks to
influence people by creating a consumer friendly atmosphere.
4. Charitainment: Charity and Entertainment, Celebrity Advocacy
TIME magazine nominated 2005 as the year of charitainment
(Pomewozik, 2005). At that moment, the symbiotic relationship between
charity and enter tainment became clearer than ever before. Celebrities
received huge attention in the entertainment media because of their
charity activities. Bono and Bob Geldof organized the Live Aid concerts.
"So effective was the mass action that it announced the arrival of
rock stars and other celebrities in global politics" (Cashmore,
2006, p. 219). Actress and Oscar winner Angelina Jolie spoke about
Sierra Leone and child soldiers on benefit dinners; Sharon Stone and Tom
Hanks asked the world to join the fight against AIDS; George Clooney,
Michael Douglas, and Charlize Theron committed themselves as UN
Messengers of Peace. The question in this content is: "If
celebrities can sell material goods as part of public relations or
endorsement campaigns, can they not expand on their status and sell
ideas in a sense of commitment on an issues-specific basis?"
(Cooper, 2008, p. 10).
The huge amount of donations from celebrities today expands every
year. As reported in People magazine, The Giving Back Fund compiled a
list of celebrities who made the largest personal public donations to
charity in 2006. Talk master Oprah Winfrey heads the table. She donated
or pledged over $58,300,000 to different groups (www.givingback.org). It
seems as if fame is a superpower that allows celebrities to save the
world with money. And this leads to these interesting questions about
the phenomenon: Why does it draw the rest of the world's attention?
Why do people and celebrities donate money to people they don't
even know? Different scientific approaches offer explanations. This
section tries to answer the following questions: Which needs do people
want to satisfy by witnessing such events in front of the TV screen?
What feelings moderate the state of being entertained while at the same
time being exposed to scenes of widespread poverty?
First, charitainment actions offer a platform for, and
visualization of, the specific needs of poor people. Visibility becomes
the watchword for today's organizations, because people are
overnewsed; entertainment media try to catch the public's attention
with celebrity's filters. Those have an affective impact because
the personalized messages involve emotions which trigger empathy through
what people witness. Empathy functions as a motor that mobilizes the
public to donate because people identify with ill or poor people's
basic requirements. The process of identification and empathy can help
in satisfying needs. Here we call attention to Maslow's needs
pyramid, which he developed to explain why people manifest different
needs at different times and how different needs build on each other. He
invented the hierarchy of human needs (1943, 1954) which posited
physiological needs such as survival at the bottom of the pyramid,
followed by needs for safety, belongingness and love, esteem, and
self-actualization. Once people have experienced the satisfaction of one
level of need, they tend to understand how other people must feel if
they experience the same stage in their life. Therefore one develops an
empathic understanding of how people must feel if they suffer from
hunger. Koltko-Rivera (2006) argues that the inclusion of
self-transcendence beyond self-actualization in Maslow's hierarchy
also allows for a richer conceptualization of the meaning-of-life
worldview dimension. It includes the forming of a sense of the purpose
of life (p. 310). In other words, if people watch the Live Aid concerts
for example, it can motivate them to achieve a better sense of altruism.
This occurs because, first, they suffer with starving people as they
know how it must feel and, second, they experience self-transcendence as
a motivational step beyond self-actualization when they realize that
there is a broader global sense-of-life than self-actualization and
self-achievement.
Logically, the charity event might serve as a reputation-building
strategy, and the ethical question also concerns the perspective of the
celebrities and the needs which they want to satisfy with their
appearance. Are they really driven by altruism or are they only
interested in connecting the image of their own personality in the minds
of the public to the image of a social worker who cares about poverty?
Keep in mind that such an event holds great interest for TV stations and
other organizations involved because of the money that circulates. One
could argue that it is a "win-win-win-win situation" because
TV stations gain audience (first win), celebrities gain attention
combined with a positive event (second win), the audience members gain
entertainment and new perspectives (third win) and global-problems gain
public consideration (fourth win). However, this does not mean that only
money can solve problems.
History has taught us that giving money to a poor country can make
them dependent on the donor country and that local people will not
develop a sense of personal contribution as long as they suffer from
dependency and its benefits. However, experiencing empathy and
identification provokes specific feelings toward justice in the world.
It highlights the fact that people spend too much time on trivia and
ignore matters of life and death to other people. It relativitizes daily
life and places it in a broader perspective (Poniewozik, 2005). Guilt,
an emotional state, occurs when individuals violate their own
understanding of what they should do. It can therefore have a great
effect on charitable donation. Basil, Ridgway, and Basil (2006) show
that a sense of responsibility mediates the effect of guilt on
charitable donations. The presence of others also enhances the sense of
responsibility to behave prosocially. This sense of responsibility then
leads to a larger charitable donation (pp. 1035-1054).
To summarize, Maslow's pyramid of needs provides an apt
explanation of the effect of charitainment. The charitainment event
affects the viewers on an emotional level and can influence the way one
identifies with people and explains why one develops empathy towards
them. Celebrities can work as role models and hence provoke prosocial
behavior, which in turn can lead to larger charitable donations. The
theory explains what motivates people to integrate a better
understanding of the "meaning-of-life" into their worldview in
an altruistic way. Finally, the perception of the needs of other people
is moderated by feelings of guilt, responsibility, mercy, and
mindfulness-the factors responsible for the effectiveness of
charitainment.
5. Edutainment: Education and Entertainment
Education constitutes a fundamental duty for national governments.
Because it offers the promise of upward mobility at a time when
inequalities of income have continued to grow, many regard education as
a stable factor for a nation: Buckingham and Scanlon see it as
"responsible for the moral regulation of children, for keeping idle
hands busy, and preventing the possibility of delinquency" (2005,
p. 1). Furthermore, the lifelong learning credo and the growing emphasis
on qualifications in the work place have developed into new sites for
education and its power. This growing education industry provides an
instance of the privatization of the provision of education. It raises
the fear that only parents who already have greater economic capital can
buy the same education for their children, thus achieving an educational
advantage for their children. Because obtaining a good education matters
so much, parents also often ask how they and the schools can provide the
most effective education.
The idea that enjoyment can contribute to the effectiveness of a
student's intrinsic motivation has a long history. Since 1990
interest has surged in developing edutainment software to provide an
effective learning situation while allowing the students to have fun.
However, the actual idea that enjoyment contributes to meaningful
learning goes back at least to the Montessori School and to the concept
of "flow," in which the existence of intrinsic motivation
plays a crucial role. Rathunde and Csikszentmihalyi explain flow in this
way: The concept of "flow," an intrinsically motivated,
task-focused state is characterized by full concentration, a change in
the awareness of time (time passing quickly), feelings of clarity and
control, a merging of action and awareness, and a lack of
self-consciousness (2005, p. 62). They argue that the experience of
"flow" proves a key factor in education and provides one
mechanism to achieve success and happiness in life. Maria Montessori
(1876-1952), for example, promoted schools that combined discipline and
freedom. And it was precisely "this kind of experience that unites
immediate enjoyment with concentrated work" (Rathunde &
Csikszentmihalyi, 2005, p. 76).
This section develops the idea of the hybridization of
entertainment and education. First, we will outline the concept of
edutainment, mainly used as a technical term that refers to edutainment
software (for example computer programs) to provide fun for brains.
Second, we will explore in greater depth the strategy of
entertainment-education campaigns that groups have specifically used to
increase audience members' knowledge on educational and health
issues. This concept holds particular importance because it includes
communication theories which explain the process of how a popular
culture product can have an enduring effect on peoples' educational
efforts.
A. Edutainment Media
Edutainment refers to a hybridization of education and
entertainment. It includes visual material and a narrative or game-like
format that provides a learning process (Buckingham & Scanlon, 2005,
p. 46). It attracts the attention of the learners by engaging their
emotions (Okan, 2003, p. 255) and raises learners' expectations
that they will find learning enjoyable and fun.
Edutainment materials contribute to a change in the theoretical
concepts of the learning process: from a knowledge-acquisition view of
learning to a knowledge-construction view (Okan, 2003, p. 256).
Moreover, Salomon and Almog (1998) have added an interpersonal view of
learning to the knowledge construction view in which social interaction
serves a variety of crucial functions. They assert that cognitive and
emotional effort decisively contributes to meaningful learning.
Interactivity, provided by edutainment software for example, is the new
magic word that should guarantee children's engagement. Typically,
this consists of limited interactivity, clicking away at the interface
or completing multiple-choice tests (Buckingham & Scalon, 2005, p.
51).
Edutainment material can contribute to the students'
motivation to learn and explore topics in greater depth. While
motivation depends on a complex mix of intrinsic and extrinsic factors,
intrinsic motivation tends to hold the key to meaningful learning:
intrinsically motivated students work harder and persist longer (Okan,
2003, p. 259). Intrinsic motivation arises from many sources in a school
setting, such as a variety of resources and solutions, so motivating
learners involves more than just adding entertainment value or buying
learning software. Students have to be engaged in the material and
motivated to learn more about a specific topic. Not every learning
process can be flavored with fun. Studying for a university degree might
be an experience devoid of fun, because students have to persist in the
learning process and can not choose to study only when they experience
intrinsic motivation.
The question arises that if authorities wish to implement the
co-existence of education and entertainment within the learning
environment, how much "edu" and how much "tainment"
should they include (Okan, 2003, p. 262)? The argument favors the
software that engages students in learning rather than playing with the
software. Hence, Okan concludes her essay with the logical implication of the absolute necessity of educational and parental critical awareness
of a deeper understanding of the role of entertainment software (p.
263). The consequences of these developments just described and the new
awareness of these resources provide a further instance of the growing
importance of commercial involvement in education.
B. Entertainment-Education: Create Favorable Attitudes
The theory of entertainment-education describes another approach to
the hybridization of education and entertainment. Here,
entertainment-education is the process of purposely designing and
implementing a media message to both entertain and educate, in order to
increase audience members' knowledge about an educational issue,
create favorable attitudes, shift social norms, and change overt
behavior (Singhal & Rogers, 2004, p. 5). The term refers to
prosocial messages embedded into popular entertainment media content
(Moyer-Gusfl, 2008, p. 408). The difference between edutainment and the
entertainment-education concept is that while edutainment procures
knowledge and information, entertainment-education goes one step further
by trying to achieve a behavior change (Lampert, 2007, p. 70).
Entertainment-education interventions contribute to the process of
directed social change, which can occur at different levels-at the level
of an individual, a community, or a society. These interventions try to
contribute to social change in two ways. They can influence the
awareness, attitudes, and behavior toward a socially desirable end, and
they can serve as a social mobilizer.
The first recognizable entertainment-education interventions
occurred on radio with The Archers in 1951 and on television with
Simplemente Maria in 1969. At that time theorizing about
entertainment-education started; Miguel Sabido, first deconstructed
those programs in order to understand the theoretical foundation of
entertainment-education (Singhal & Rogers, 2002, p. 117). Since
then, programmers have implemented over 200 entertainment-education
interventions, mainly for health-related educational issues, and mostly
broadcast as radio or television soap operas. The
entertainment-education strategy has been widely invented and recreated
by media professionals in various countries. In the initial era of
entertainment-education, two main organizations drove the international
diffusion of entertainment-education projects: Population Communications
International, a non-governmental organization headquartered in New York
City, and Johns Hopkins University's Center for Communication
Programs. Today numerous other organizations have become involved in
utilizing and diffusing the entertainment-education strategy. Notable
instance include the work of the Soul City Institute for Health and
Development Communication in South Africa, Media for Development Trust
in Zimbabwe, and Africa Radio Drama Association in Nigeria. The
large-scale program, Soul City in South Africa, for example, has used
entertainment-education programming to influence attitudes toward HIV prevention, condom use, awareness of domestic violence, and rape
prevention (Usdin et al., 2004, pp. 153-174).
Theoretical Background. Why do scholars think that entertaining
health messages have an influence on people's attitude and values?
Sood, Menard, and Witte (2004) offer a review on the theory behind
entertainment-education and point out a rapidly growing theoretically
rich body of research (pp. 117-149). Entertainment-education does not
itself refer to a theory of communication, but rather to a strategy used
to disseminate ideas to achieve behavioral and social change. The
theories behind the strategy represent a diverse field. They range from
logical positivistic perspectives to critical theory and humanistic
perspectives (p. 119). Researchers use the social cognitive theory (Bandura, 1979, 2001) and the elaboration likelihood model (Petty &
Cacioppo, 1986) to explain the entertainment-education message
processing of soap operas or similar programming (p. 407). Sabido drew
on Bandura's work to understand the theoretical basis of the
telenovela Simplemente Maria in Mexico (Sood, Menard, & Witte, 2004,
p. 117) and to transfer it into a strategic tool to explain
education-entertainment programming.
Bandura's social cognitive theory contends that people
indirectly learn values, cognitive skills, and new styles of behavior by
observing models. Media messages more likely influence outcome
expectation and self-efficacy when they feature successful characters
with whom people identify or whom they find attractive. People do not
choose to engage in every behavior they learn. They must be motivated to
enact the behavior.
Outcome expectations and self efficiency form core factors in terms
of motivation. Outcome expectations refer to the perceptions of the
consequences that result from the witnessed behavior. Viewers therefore
more likely imitate a behavior from a model who receives a reward for
the behavior, whereas punished behavior is negatively reinforced.
Bandura refers to the observer's confidence in his or her ability
to enact the behavior as the self efficiency concept. This core belief
provides the foundation of human agency (Bandura, 2001, p. 207). Seeing
similar others solving a problem or accomplish a challenging health
behavior change will increase one's own self efficacy regarding
this behavior (Moyer-Guse, 2008, p. 412). Program producers can then
expect entertainment-education to influence individuals' beliefs
and attitudes in distinctive ways and depending on the individual's
readiness to change. Slater and Rouner (2002) argue that the procession
of narratives, experienced when watching an entertainment-education
episode, to a great extent precludes counterarguing with persuasive
content in the narratives. To explain the strong impact of persuasive
content in narratives, they detail a model based upon the elaboration
likelihood model (ELM) (p. 174), which they term the extended
elaboration likelihood model (extended ELM). This model holds that
viewers engaged in the dramatic elements of an entertainment program
remain in a state of less critical, more immersive engagement
(Moyer-Gus&, 2008, 413). This theory posits that the narrative
format can increase transportation into or involvement with a story,
reduce counterarguing as discussed above, and thus increase persuasion.
Conventional ELM differs from extended ELM in that engagement and
absorption in the narrative (also known as narrative involvement) and
identification with characters replace issue involvement with the
persuasive topic (Slater & Rouner, 2002, p. 177). According to Slater and Rouner, viewers experience absorption when they vicariously experience the characters' emotions and personality. Parasocial
interaction or identification, in the sense of experienced similarity,
occurs in a situation where an individual feels similar to another
person. This phenomenon serves as a partial mediator of the effects of
absorption in the narrative. The concept of identification describes a
complex construct: for example, believing oneself similar to a character
is not the same as liking a character (Slater & Rouner, 2002, p.
182). But the idea is the same--engagement in the storyline. We need
still more research to understand the processing of persuasive
narratives. One key problem here lies in the quite different uses of
several distinct concepts, such as identification, similarity, and
parasocial interaction.
Resistance to, and Critiques of, Entertainment-Education
Interventions. Dutta, one of the few scholars who has indicated the
absence of a critical approach toward entertainment-education
interventions, points out, "Whereas most E-E scholars emphasize
questions of effectiveness, a minimal attention is paid to questions of
ideologies and values that drive the campaign" (2006, p. 221).
Producers justify most interventions by the claim of altruism where
Western countries have implemented interventions in Third World spaces.
Dutta points out that "a value-based analysis demonstrates that the
communicative practices at entertainment-education campaigns privileges
the dominant power structure and excludes subaltern voices and
propagating their marginalization" (p. 229). This critique is often
forgotten, with more attention paid to production and to reception
resistances. Nevertheless, an exploration of the motives, values,
ideologies, and funding that lead entertainment-education campaigns is
important and fundamental. Scholars should question the production side,
which involves ethical and cultural values that lead to a specific type
of campaign. Because intercultural communication research shows that
cultural variation in people's background influences their
communication behavior, it would be interesting to investigate how media
professionals and researchers combine their own culture with the
production. To what extent do they reflect on the fact that these
conceptual filters influence their communicating with another culture or
with strangers in general? These conceptual filters fall into four
categories: cultural, sociocultural, psychocultural, and environmental.
Those filters also explain how the target group members interpret
messages encoded by strangers (the production companies), what
predictions they make or what interpretations they place on the message
(Gudykunst & Kim, 2003, p. 49), and how these can lead to
resistance.
Because of cultural differences, no responsible leader of an
entertainment-education project would consider an intervention without
devoting budget resources to research. Such research is crucial in the
case of a campaign because of the difficulty in ensuring that the
audience members interpret the educational meaning in the way intended
by the professionals. Advanced research can thus prevent resistance
against an entertainment-educational campaign (Singhal, Cody, Rogers,
& Sabido, 2004, p. 436).
On the message production side, strong resistance to the initiation
of entertainment-education interventions exists. Most commercial
broadcasters fear charting what they perceive as unknown territories.
They fear that audience and advertisers will turn away if they perceive
a radio or television program as playing too much of an educational
role. Such resistance operates particularly in more media-saturated
commercial broadcasting environments where the total audience is more
fragmented (Sherry, 2002, pp. 206-224). As a matter of fact, Bouman
(2005), one of a few scholars who has investigated the
entertainment-education collaboration process between health
communication experts and creative people, highlights the difficulties
and possibilities (p. 47). She and other scholars argue for more
research and theoretical investigation into entertainment-education
production processes, including how projects are funded, partnered,
produced, researched, and broadcast (Bouman, 2005; Singhal & Rogers,
2002, p. 124).
Resistance also operates at the message-reception end of the
process as audience members selectively expose themselves to
entertainment-education messages. They selectively recall them and
selectively use them for purposes they value (Singhal & Rogers,
2002, p. 125). Therefore, theoretical investigations of
entertainment-education now focus not only on what effects those
programs have, but also try to understand more fully how and why
entertainment-education has such an effect. Researchers increasingly
focus on how audience members negotiate the message content, especially
as the message reception environment hinders or enables the impact of
the entertainment-education messages. Growing evidence suggests that
interpersonal communication of entertainment-education message content,
received by audience individuals from a mass media channel, can greatly
magnify its effects on behavior change (p. 15).
Finally, we note that the Internet has opened new possibilities to
entertainment-education interventions. It offers the individualization of a communication message to audience members, and thus there exist new
ways to conduct research about resistance or cultural values, and to air
entertainment-education soap operas through this specific channel
(Singhal & Rogers, 2002, p. 132). But on the other hand, Singhal
& Rogers argue that individuals who tend to have the greatest need
for health and other types of information do not have access to the
Internet; these researchers favor the Internet as one part of a campaign
in which audience members can interact online with their favorite
shows' producers and stars, but not as campaign itself (p. 133).
6. Evangelitainment. Religion and Entertainment
Religion deals, as do entertainment products, with eschatology,
fears and hopes, anxiety and wishes, conflict and harmony, good and bad,
egoism and altruism. Religion as well as entertainment shows
long-lasting or even timeless values; they both create meaningful
meaning. They both show attractive and perfect states of worlds
("paradises"), of individuals ("almighty supermen and
-women"), and of people living in harmony, after years of troubles,
conflicts, and defeats.
Religions and entertainment form and develop rituals (symbolic
performances, rites of separation and unification), community-building
symbols of identification, and similar patterns of behavior (see also
Biernatzki, 1998, pp. 14ff). What is the difference between being a fan
or supporter of a club or a movie-star and a follower of a religious
person or a believer? People can find themselves in a "family"
with people who share the same beliefs, assumptions, values, likes,
ideas, skills, and ideals. People find pleasure and comfort in the
experience of identifying themselves with good and strong characters, in
seeing justice done, and in gaining a sense of community. A key question
emerges here: Do people make or not make a religious construction of the
meaning--for them--of entertaining stimuli or events? Are experiences
mediated by the entertainment media the same as those that come from
religious experiences (see Clark, 2002)? One might be tempted to say
"yes"--Entertainment and religions know icons, parades,
processions, shrines, rituals, good characters (saints and heroes), and
basic themes of human existence. They deal with the same myths and
archetypes. The Catholic religion adopted profane symbols, introduced
rock- and folklore Masses and dances into its liturgy. Popular culture
on the other hand has adopted religious symbols. But--and this
matters--entertainment covers the gap between reality and utopia whereas
religion covers the gap between reality and transcendence! That gap
spreads too wide for entertainment to bridge. Human beings have to live
with their weakness and contradiction. Entertainment may reduce the gap
between reality and utopia. Entertainment points beyond the everyday
reality of men and women. Religion goes beyond it.
The closest relationship between information and entertainment in
the field of evangelitainment probably consists of the act of preaching
(Postman, 1985, Ch. 8). Televangelists use several polished
entertainment methods to seek out viewers in order to spread religious
messages to a greater audience. They portray a high degree of sincerity
in their preaching and they try to create a community. Surface level
tactics include great vocal inflection and dramatic deliveries of
sermons, the use of symbolism and analogies in scripture so that viewers
can relate teachings to their own lives, peaceful music to calm
audiences, and the integration of humor to put viewers at ease with
teaching, i.e. edutainment! Evangelitainment combines escape motives of
the viewers with entertainment, involvement, and the expression of
faith. Televangelism works with dramatic effects, talk show formats,
dramatic shows, aesthetic beauty, verbal pictures, fast pacing, and
straight forward solutions. The programs satisfy the anxieties and fears
of the viewers by providing clear authority on moral dilemmas. The most
common theme in televangelical programs is known as the "successful
people" syndrome. This compares quite favorably with the most
frequent themes in the fictional media entertainment-love, success, and
security! In the words of televangelists, wealth provides a clear proof
of God's blessing.
After reviewing the contributions to Religion as Entertainment, its
editor, C. K. Robertson, draws the conclusion that "there is a
connection between religion and entertainment in America that deserves
to be explored" (2002, p. 1). In an analysis of the rhetorical
skills of the great 18th century American preacher Jonathan Edwards,
Rusk comes to the following conclusion:
His language constantly returns to the pleasures
and enjoyments of true happiness. The notion
of pleasure and enjoyment is an essential consideration
in the evaluation of entertainment.
(2002,p.23)
Television evangelists have learned this lesson well.
7. Militainment: Military and Entertainment The term militainment
includes four major areas: entertaining elements in the reporting on
wars (war as a monumental show), war as fighting actions in popular war
movies, war as a background for docu-dramas or docu-soaps, and war as a
video game. Militainment brings together armed forces, conflict (a news
value), and media entertainment. One can say that such a combination in
reality defines a successful cooperation or even a tight symbiosis.
Commentators have described the Second Gulf War as an open war,
open to the media and therefore open to the audience. Journalists were
"embedded" with various military units, and this embedding
resulted in an enhanced tendency towards identification with the troops.
Journalists were told that "the idea is by making you a part of the
unit, you'll be a member of the team" (Glasser, 2003, A14).
From a journalistic point of view this means a loss of distance or even
objectivity. Comradeship replaces critical reporting. Excitement has
more news value than violence and brutality (usually edited out).
Andersen quotes Peter Arnett when he reported the photogenic bombing of
Baghdad: "An amazing sight, just like out of an action movie, but
this is real" (Andersen, 2003, p. 23). Thussu describes the work of
television journalists as "Live from the battlefield," or
"the Foxification of war reporting" (2007, p. 114).
Clear differences appeared in the reporting of embedded and
behind-the-lines journalists:
The embedded journalists often described the war in terms of the
weakness of Iraq's army resistance, the frequency with which
regular Iraqi forces deserted or surrendered, and the joy of Iraqi
civilians of the demise of the Hussein regime. Stories filed by
behind-the-lines journalists described the war in terms of the potential
of Iraqi forces to mount significant unconventional counter-attacks, the
ferocity of the Iraqi irregular forces, the adequacy of allied war
planning, and the vulnerability of the Allies' long supply lines.
These stories emphasized civilian anger at collateral damage,
interruptions to utility infrastructure, and mistrust of American
intentions. (Cooper & Kuypers, 2004, p. 169)
A nicely orchestrated example came in the mission called
"Saving Private Lynch." Reporters mainly described the rescue
of Jessica Lynch from a Nasiriya hospital as a daring raid. The
operation as such met no resistance, but only frightened other patients.
The media had their story, though: Jessica comes home! Going home or
coming home are very familiar and popular motives in entertaining
narratives. The story also reinforced another myth of war movies: never
leave a comrade behind!
With "Profiles of Courage" CBS introduced a series that
portrayed soldiers. Most "Profiles" had a highly uncritical
tone and an approach near to hero worship. "Profiles from the
Frontline Military Soaps" added some more nurses to the set to make
the military soap more attractive for family audiences. The producer of
"Profiles from the Frontline" was none other than Jerry
Bruckheimer, the producer of "Black Hawk Down," a heroic
account of a group of soldiers who learned the true nature of war and
heroism. Heroism forms a well known entertainment element of war movies.
"American Fighter Pilot" (CBS, 2002) provides an example
of a reality show-a docu-soap-that reports the demanding training of
future fighter pilots. But after three episodes the network pulled the
show. The movie "Top Gun" was more successful!
War games are a well known technique to train officers and troops
in virtual situations. Powerful home computers have made their transfer
into civil society possible. In 2002 the U.S. Army launched a war game
called "America's Army" and in the same year this
videogame went on the Internet. The main goal of this free game was and
still is to recruit solders for the army. Similarly, "Marine
Expeditionary Units" serves commercial as well as military goals.
Here again we see a sign of symbiosis, this time between the military
and the entertainment industry. War becomes a game. Another symbiosis,
or a kind of synergy, exists between war movies and war games. The
movie, "Black Hawk Down," (2002) has its parallel computer
game (2003). The "special operations" discourse they promote
"is remarkably similar to the schema of the 'professional
Western'..., which features a band of hardened men 'doing a
job' to protect a weak 'society,' relying on superior
'professional' skills, and motivated more by their loyalty
towards each other than by concern for those they are protecting"
(Machin & van Leeuwen, 2005, p. 136). The message is clear: a man
has got to do what a man has got to do!
If war becomes the father of every progress, in the Gulf War the
war has fathered:
* Embedded journalism
* Information warfare
* Human interest stories
* War as a reality-show
* Propaganda
* War soaps, docu-dramas
* Games
When digitization brings everything together, fiction and facts,
games and serious actions, information and entertainment, truth and
lies, propaganda and education, Hollywood and the Pentagon, Der Derian
(2001) uses the term, the "Military-Industrial-Media-Entertainment
Network."
Whether or not entertaining military troops falls under the
category of militainment has yet to be decided. In Europe as well as in
the United States rock bands, cheerleaders, movie-stars, singers, and
dancers can all take on the job to entertain soldiers. Even the Swiss
Army has a major who serves as the "Swiss Army Master
magician" and who does conjuring tricks to fight boredom and the
trauma of war.
8. Politainment: Politics and Entertainment
In the 2008 presidential election campaign, Senator Barack Obama
had a lot more publicity from celebrity endorsement through
entertainment media than did Senator John McCain. McCain failed to use
Obama's similarity to celebrities as a campaigning argument. After
he compared Obama to celebrities like Britney Spears and Paris Hilton in
one of his 30-second commercials questioning Obama's leadership
qualifications, Paris Hilton shot back at McCain by posting a video
calling McCain a "white-haired dude" and announcing her own
campaign for president (Roloff, 2008). The election campaign became an
omnipresent topic in comedy shows like Saturday Night Live or The Late
Show and demonstrates that the politainment phenomenon has taken center
stage in the entertainment media, especially as a strategy for campaigns
to attract people less interested in political events.
This phenomenon offers a new perspective for political
communication scholars because they have long treated entertainment and
public affairs content as immiscible. However, recent research enables
an approach which includes the argument that the traditional distinction
between news and entertainment content is no longer helpful. The
questions appearing in recent studies concern the nature of the
political messages offered through various entertainment outlets, and
the ways in which the convergence of entertainment and political
messages can influence the receiver (Graber, 2004; Jackson & Darrow,
2005; Kim & Vishak, 2006; Payne, Hanlon, & Twomey, 2007).
Politainment--the term refers to the symbiosis between politics and
entertainment--can occur in different mediated situations. First, it
refers to two differ ent kinds of relationships between politics and
entertainment: on one hand, there are political reports framed by human
interest angles such as the marriage between the president of France,
Nicolas Sarkozy, and his wife and fashion model, Carla Bruni, for
example. Second, politainment applies to entertainment products such as
films with a political message (e.g., "Bowling for Columbine"
by Michael Moore, 2002), music with a political content (e.g.,
"Dear Mister President" by Pink, 2006), and books with a
political point of view (e.g., An Inconvenient Truth by Al Gore, 2006).
Scholars (Holbert, 2005, p. 438) argue that we need to study this
particular type of content from a political perspective because the
messages offered via entertainment outlets qualitatively differ from
those offered through news. Furthermore, entertainment television, for
example, engages the audience on an emotional level and treats the
audience as physically present within the program. Politicians, on the
other hand, serve as entertainers from the media logic of today's
society. They present events focused on visualization, and they schedule
activities to meet media deadlines. Kamps (2000) summarizes recent
reproaches against the politainment phenomenon in his theoretical
construct of the "Amerikanisierungsthese" [Americanization
thesis].The German term refers to the assumption of American cultural
imperialism. It critiques the transfer of popular culture into value
system of other countries and further critiques the way in which the
American culture controls and determines political cultures outside the
U.S. The construct describes specific characteristics that political
cultures around the world adapt from the American role model. The
Americanization of politics occurs in the dominance of the visual in
politics, in the personalization of politicians, in the
de-politicization of private space, and furthermore in the dramaturgy of
an election where a political election takes on the trappings of a
sports contest (or "horse race'), which involves winners and
losers and the emotional involvement of a fight (Rossler, 2005, p. 76).
Also, phenomenon of the involvement of testimonials and celebrities
in a presidential campaign to use to one's advantages first
occurred in the United States. Scholars point out that celebrity
spectacle influences young voters (Baum, 2005; Besley, 2006; Jackson
& Darrow, 2005; Payne, Hanlon, & Twomey, 2007), particularly
with a substantial media focus on celebrities (Payne, Hanlon, &
Twomey, 2007, p. 1239). Hence, in the U.S. 2004 election year but also
in 2008, celebrity spectacle themes dominated much of the political
rhetoric. For example, President George W. Bush used celebrity
endorsements in 2004 from popular politicians such as New York Mayor
Rudy Giuliani and California Governor Arnold Schwarzenegger to his
advantage. But, the celebrity endorsements worked predominantly on
Senator John Kerry's behalf. He had the support of Spin City star
Michael J. Fox and actor Aston Kutcher as well as the support of
songwriter Bruce Springsteen. Kerry's liberal allies in fact got
him a lot of media attention and provided a large part of his financial
support (Payne, Hanlon, & Twomey, 2007, p. 1242). At the end, John
Kerry lost the race and many have pondered on the real impact of
celebrity. Credibility of the candidates is a major mantra. But if
credibility of the source were the only important factor, no one would
expect celebrities to have a huge impact. Early on, McCracken (1989)
offered a very sophisticated explanation for the relationship between
celebrity endorsement and the source credibility model. It is not just
the celebrity who does the selling, but the appropriate interaction
among celebrity, product, and audience. According to McCrackens'
meaning transfer model, celebrities' effectiveness stems from the
cultural meanings with which they are endowed (p. 310, p. 314).
Kim and Vishak (2006) took another more critical approach to
political messages spread through entertainment media. They adopted an
experimental design using 20 minute collections of real news and
entertainment programs to examine the effects of media types on
political information processing in evaluation of a political actor (pp.
1-29). The findings show that both news and entertainment media clearly
increased accurate political information gain of all aspects, but using
news media predicted more effective learning of political issues,
whereas entertainment media use had the edge in forming impressions
about candidates (p. 23). Thus, entertainment media provide few additive
informational effects in political judgement (p. 26). But, the authors
acknowledge one limit of this study: Individuals might have formed their
processing goals instantly, at the time of the exposure. So, more
likely, according to the uses and gratification approach, people seek
different gratifications depending on the media type. If they watch talk
shows, for example, they gratify their motives of entertainment seeking
and passing time and thus could have greater sensitivity to impression
formation. On the other hand, if they watch the news they know that it
can contribute to their political knowledge; therefore, the
gratification differs.
That might explain why the results on the political impact of
entertainment media appeared inconsistent across different studies. As a
matter of fact, news media are supposed to be more useful to learn about
political issues, whereas the entertainment media shape our views about
personalities and political lifestyles. As experienced with the election
campaign of Barack Obama, entertainment media can serve as a very
important motor or a wakeup call to engage young voters in the political
systems or to raise attention for a particular political position or a
presidential candidate (Jackson & Darrow, 2005; Kim & Vishak,
2006; Payne, Hanlon, & Twomey, 2007).
9. Sportainment: Sports and Entertainment
Approximately 1,652,000 people from the German part of Switzerland
watched the European Soccer Cup game between Switzerland and Turkey, a
market share of more than 75% (Associated Press, 2008). The euphoria in
Switzerland and Austria, the site of the host cities of the European
Soccer Cup 2008, shows how entertainment and sports enjoy a symbiotic relation and how sport has become an integral source of entertainment
that attracts a large number of spectators. Sport plays an important
part in television programming because it achieves among the highest
audience ratings in its time slots. The importance of sports is strongly
connected with the invention of TV as a mass medium. This invention for
the first time allowed fans to root for their team in front of a screen
and not in a stadium. It made sports accessible worldwide and
simultaneously to a dispersed public. Sports thus become an entertaining
event everyone could enjoy.
Certainly, sport does not always entertain. Fans witness boring
games, not offering any spectacle at all. But, sport has the potential
of entertainment because one can become personally involved--with team
songs, games, gambling. Sport includes show elements, rituals,
ceremonies; it provides suspense, dramas, conflict, victory, or failure.
Furthermore, people identify with stars, feel with their heroes, and
suffering with national teams (Beck & Bosshart, 2003, p. 4).
Enjoyment is not limited to the people in the stadium. Fans
watching their favorite team on screen are equally animated if their
team scores. They scream and clap. While watching their favorite team,
viewers support their team by evolving empathy toward them and rooting
against the opponent. Among the many researchers who have addressed
entertainment from televised sports over the last 20 years (Beck &
Bosshart, 2003; Raney, 2003; Zillmann, Bryant & Sapolsky, 1989), we
find a useful guide in understanding how and why people are entertained
by sport in the disposition theory (Raney, 2004). Raney defines it as
the "affective disposition (of a viewer) toward characters and the
story line outcomes associated with those characters" (p. 349). The
theory posits that people develop empathy toward a character or a player
they like and therefore hope for a positive outcome for this character.
Enjoyment therefore works as a function of affective disposition toward
a team or a character and the identification with result for the
protagonist. The term, mainly used for enjoyment in dramatic
entertainment, emerged in 1972, when Zillmann and Cantor (Bryant, Hezel
& Zillmann, 1979, p. 52) first described how people come to
appreciate jokes that disparaged, insulted, embarrassed, or degraded a
person. They described the victimization either as physical, verbal, or
both and as wrought by an individual, a group, or the environment (1979,
pp. 52f). In the following decades, they applied the theory to different
fields of research as well as used it to explain the enjoyment of sports
entertainment such as in the disposition theory of sports spectatorship
(Zillmann, Bryant, & Sapolsky, 1989). The theory includes the
prediction that the public experiences a higher degree of enjoyment if
our highly liked characters or our favorite team experience positive
outcomes and the antagonist negative outcomes. We develop an emotional
reaction toward a character (team), one that the researchers therefore
describe as an affective disposition. Some researchers have addressed
the question of how people select their favorite characters. Raney
points out the non-capricious character of this decision: individuals
have to morally justify the selection (Raney, 2004, p. 350). Hence, one
likes characters whose actions one judges as proper and morally correct.
Moreover, the choice does not remain static; one experiences a constant
moral monitoring. If one develops very strong positive feelings, those
also advance our empathy toward this character. Empathy therefore plays
a key role in the concept. Raney (2006) points out the complexity of the
factors that help produce the enjoyment of drama--namely, affect, moral
evaluations, attitude maintenance strategies, and moral
disengagement--and indicates that they can vary by person, gender, race,
etc. (p. 365).
Different factors model the dynamics of entertainment and affect
which sport has which effect on a specific audience. While soccer cups
matter for a European audience, the Super Bowl is perhaps the biggest
sporting event in the United States (Prabu, Horton, & German, 2008,
p. 398). The leagues, teams, networks, and sponsors invest millions of
dollars every year to provide that spectacle. Because of the
significance of this big annual event, Prabu and his colleagues (2008)
conducted one of the first studies to address entertainment from
televised sports; furthermore they collected data about audience
response to a Super Bowl game under natural viewing conditions (pp.
399ff). The study design captured changes in entertainment and affect
during the 2006 Super Bowl. The researchers encouraged participants to
watch the game with friends in natural viewing situations. They only
needed to have Internet access in order to fill out the questionnaires
during each commercial break.
Not surprisingly, the results show that supporters of the winning
team found the game more entertaining. But the study also shows
significant effects for negative affect on entertainment. In other
words, negative affect correlates positively with entertainment, which
means a combination of positive and negative emotions produces a more
interesting, suspenseful, and entertaining game than a predictable
positive outcome game does (p. 416). People find championship games
therefore so enjoyable and full of suspense and emotions because they
experience fear and happiness at once as they witness the fight between
two equally matched teams and so cannot predict the end result.
As a modern drama on a field, sport provokes emotions on spectators
who really want their favorite team to win and who want to witness the
rivalries at the heart of the sporting event. But these rivalries can
provoke violence on the field or off the field. Such real or perceived
violence can undermine the entertainment process. Raney and Kinnally
(2007) directed scholarly attention to this phenomenon in order to find
out how violence can contribute to entertainment. The findings show that
the influence of violence on enjoyment appears to be tempered in
circumstances where the favored team loses a game to a traditional rival
(p. 15). The perceived violence changes if the favorite team loses or
wins. A win can increase the perceived violence. Furthermore, the more
violent the spectators think game is, the more enjoyable it becomes for
the viewer, as long as the favored team wins. They find the game less
enjoyable when a favorite team loses; also here their perception of
violence does not impact enjoyment in the least.
10. Conclusion, Discussion, Criticism
Entertainment has basically active, tension-reducing, and positive
components. To sum up, without a doubt entertainment is omnipresent in
our every day lives. Besides that, the phenomenon also has a great
effect in influencing our daily lives. Given these factors, we must ask
whether this "entertainment dose" dumbs people down or affects
them in a positive way. What are the positive and negative aspects of
the omnipresence of entertainment? This essay focused on entertainment
stimuli, on entertaining offers, and programs. There is a wide area of
research to be done to answer the question of what pervasive
entertainment does to individuals, groups, and societies.
On the whole, this review argues that the entertainment euphoria
holds great importance for today's society, providing something to
connect people emotionally with products, something to provide human
beings with information in a stimulating way. For example, an
uninterested political audience can also get attracted by a political
debate on entertainment media. Hence, entertainment media can provoke
interests for specific areas, whereas without that information people
wouldn't pay attention to those things. It can raise interest for
an area such as a charity, the courts, education, politics, the
military, sports, or preventative medicine in a stimulating, appealing,
and effective way.
But, on the other hand, the disadvantages of an "entertainment
overdose" shouldn't be omitted from this discussion. This need
for entertainment can lead to a life where people only consume media
products that entertain them. A society that, in the pursuit of
happiness, needs to be constantly amused runs the danger of losing its
role as a democratic power. We would therefore like to add some critical
thoughts in regard of the nearly endless "entertainmenization"
of our world.
* Entertainment provides people with mild arousals with positive
stimulation. There is a real danger that people ask more and more for
constantly stronger stimuli which may lead to either blunting critical
sensibilities of individuals or to aggressive hyper stimulation.
* Dramatized, stage-managed, story-telling, patchwork journalism
presents a distorted picture of reality. The audience will have
difficulties distinguishing between real problems and blown up media
events, between what is important and what is just interesting. The
media lose their agenda-setting function in our societies when
entertainment values become news values. Public discourse runs the risk
of degenerating into public gossip where populism triumphs over due
deliberation.
* A society that acquires the right to be constantly entertained
takes the risk of being constantly distracted and diverted. People get
used to look away from hard and awful realities. This may be of no harm
during times of political stability. It is a real danger when there is a
strong necessity of rational reflection.
* There is much theatrical behavior in the political arena but if
one has to be telegenic to get access to a successful political career
then we have reached the state of a "mediacracy," where to fit
television is the first command. To name the problem from the other
side: there is a danger that the media system so colonizes the political
system that the rules of the media become the rules of contemporary
societies. If appearances in soap operas, sit-coms, late-night shows or
talk-shows are taken as evidence for quality in politics, if one has to
be an actor before becoming a politician, then a loss of credibility is
not too far away. No wonder that politicians are one of the least
trusted professionals in the world. People are not interested in
political issues anymore and become indifferent.
This essay is a list of many areas that are penetrated by elements
of entertainment. This list is a kind of inventory of what is being
offered in the public, especially in the mass mediated sphere. There are
several critical questions to be asked in regard to possible
dysfunctions of a growing "entertainmentization." The final
question to ask is: What can we do?
There is a tremendous need for in depth research in the field of
what has been called infotainment. With the exception of uses and
gratifications as well as cultivation studies, the classical research in
regards to media effects deals with pure and innocent political
communication. We should know what it means when Hollywood goes to
Washington, when political issues are spread out in popular movies
(Bosshart, 2002). We should know the persuasive power of narratives when
the counter-arguing system is out of service. And we should know more
about the credibility of media celebrities who sell at the very same
time coffee (Nespresso), watches (Omega), and human rights in Darfur
(George Clooney).
And there is a tremendous need for enlightenment and public
information about the logics of contemporary media, i.e. about how
commercialization deter mines the way they work; and--even more--there
is a strong need in the field of teaching media literacy at all levels
of education.
Editor's Afterword
As long ago as 1985, Neil Postman highlighted the early forms of
"--tainment" that Louis Bosshart and Lea Hellmuller present in
this issue of COMMUNICATION RESEARCH TRENDS. Writing in Amusing
Ourselves to Death. Public Discourse in the Age of Show Business,
Postman expressed concern for how people in the United States (and more
generally Western democracies, since those formed the audience for his
research) had shifted how they received and processed information.
Postman rooted his analysis in the different ways that print and visual
communication work (something to which Walter Ong, S.J., had also
directed attention in his summary study, Orality and Literacy. The
technologizing of the word, 1982). For Postman, print promotes analytic
thought, provides an opportunity for leisurely study, and engages a
particular kind of epistemology--all of which lead to democratic debate
and public responsibility. Western democracy grew along with the rise of
literacy, a literacy made possible by the increasing output of the
printing press.
Visual communication, particularly television, changed
people's thought. The fleeting images themselves led people away
from the kinds of sustained analysis needed for education and
government. Visual media have more than a bit of the conjurer to
them-distracting attention away from the switched card or false
arguments. And so, Postman uses the second part of his book to criticize
how entertainment (extended to a mass society) had changed four
important social institutions: news, religion, government, and
education. He intended the book as a warning.
The book also succeeded in grounding a fledgling field of
communication study, what Postman called Media Ecology (see TRENDS,
Volume 23, No. 2, 2004, for a comprehensive review essay).
Postman's work asks that we pay attention to the communication
environment-both the physical environment of various communication media
and the symbolic environment of their content. Perhaps more importantly,
he notes that, as with any ecology, we interact with the environment,
changing it and being changed by it. The move from print to image
matters a great deal.
Bosshart and Hellmuller's work has a related, but ultimately
different, purpose. First, they try to explain how entertainment
constitutes a natural element of many kinds of communication, not only
the four areas noted by Postman but also areas as diverse as law,
military reporting and action, and sports. This psychological or
emotional link between entertainment and other parts of human cognitive
and social processes has deep roots; awareness of these links appears in
classical authors from Aristotle to Augustine to Aquinas. By directing
us to the process, Bosshart and Hellmuller adopt a less worried attitude
than Postman, suggesting that humans have dealt with the natural link
between entertainment and so much else throughout most of Western
culture.
Second, they catalogue many of the specific interactions of
communication and entertainment and the purposes they serve. This
taxonomic approach has great value for scholars. By assembling the
research in these areas, they offer a road map for further research. For
example, some areas such as "militainment" have received only
cursory scholarly attention-basic description, for example-while others
such as "edutainment" have well developed scholarly histories.
To take just a single example, one handbook of research on computers and
education and the entertainment components runs over 1200 pages
(Jonassen, 2004). Communication scholars need to direct sustained
research to all, but especially the less studied areas of
"-tainment," to understand how they work and how we interact
with them.
Both the reference list and the additional bibliography provide
valuable starting points for further study.
Though not necessarily designed to complement their argument,
several of the books reviewed in the following section of TRENDS do
indeed illustrate the importance of these questions. Badaracco examines
the media and religion nexus while Beckett asks what new media do to
journalism. Both touch on "-tainment" in different ways. Cohen and Boyer's edited volume on religion and print in the U.S. and
McNicholas' study of the Irish press and politics harken back to
Postman's initial thesis of the connection between communication
form and social institutions while Deacy and Ortiz bring entertainment
(film) to bear on theology. Lundby presents studies of digital
storytelling and Marriott looks at the entertainment in live television.
Scholars do indeed take up the challenge of understanding how our
contemporary media entertain and communicate.
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Louis Bosshart and Lea Hellmuller
[email protected]@unif.ch
Table 1: Categories of pleasure in entertainment
Thomas Aquinas Thomas Hausmanninger
Passiones sunt Entertainment is a pleasure of
delectationes
The Senses:
Sensibilis The use of physical abilities; competences of using
the body, experiencing (the display of) motor and
sensual activity
(Ego-) Emotions:
Emotionalis Evoking and experiencing emotions: "Mood management:
using entertainment to full advantage" (Zillmann,
1988, p. 147)
Wit/knowledge:
Cognitionis Cognitive, intellectual powers, competences of being
able to use one's wit
Reflexiva (Socio-) Emotions:
Feel with others and feel for others: identification
and empathy
Table 2: Dualisms of human entertainment
Reality-based extremes Utopia-based extremes
of the human system of the human system
reality imagination
chance, coincidence eschatology
risk security
seriousness play
limits, rules freedom
fears hopes
anxiety wishes
chaos structure
conflict, discord harmony, concord
obligations liberty
exhaustion energy
boredom excitement
monotony variety