Mood Management in the Context of Selective Exposure Theory

2000 ◽  
Vol 23 (1) ◽  
pp. 103-123 ◽  
Author(s):  
Dolf Zillmann
2021 ◽  
pp. 69-84
Author(s):  
Melissa J. Robinson ◽  
Silvia Knobloch-Westerwick

2020 ◽  
Vol 2 (1) ◽  
pp. 34-41
Author(s):  
Aqsa Iram Shahzadi Khan ◽  
◽  
Muhammad Ahsan Bhatti ◽  

The study examined empathically individual difference of tragic news viewing motives (surveillance and reassurance) and the positive relationship between personal distress and reassurance regarding suicide attacks news in Pakistan. Simple random sample of 50 respondents was taken. The results reveal that if affective motivations are taken under consideration then the causes of people’s exposure of media can be explored which are uses and gratification, selective exposure and mood management.


2012 ◽  
Vol 62 (3) ◽  
pp. 437-453 ◽  
Author(s):  
Leonard Reinecke ◽  
Ron Tamborini ◽  
Matthew Grizzard ◽  
Robert Lewis ◽  
Allison Eden ◽  
...  

2019 ◽  
Vol 29 (2) ◽  
pp. 315-328 ◽  
Author(s):  
Joonheui Bae ◽  
Sang Jin Kim ◽  
Kyung Hoon Kim ◽  
Dong-Mo Koo

PurposeThe purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items.Design/methodology/approachTwo experiments were conducted to predict the outcomes of using game items.FindingsGame users effectively manage their level of arousal and mood valence using game items. The selective exposure theory provides additional understanding of different purchasing behaviors, suggesting that stressed users are more likely to purchase decorative items while bored users purchase functional items to manage their mood.Research limitations/implicationsThe study results show the affective role of game items in mood management. While previous studies focused on the cognitive and functional aspects of purchasing game items, this study extends the value of game items as augmented products.Practical implicationsWhen launching new games, companies should provide game users free game items for mood management. In addition, to increase intervention potential and behavioral affinity, marketers need to develop and launch more game item types.Originality/valueThis study extends the understanding of affective value of game items by applying mood management and selective exposure theories to explain the purchase intention of game items.


Author(s):  
Kate T. Luong ◽  
Silvia Knobloch-Westerwick

The current chapter first reviews the theoretical propositions of and empirical evidence for mood management theory (MMT, Zillmann, 1988a), which proposes that media users select media messages in order to hedonically optimize their mood; namely, to increase the valence and regulate the arousal of their moods, and to avoid content relevant to negative moods. However, media users do sometimes select messages (e.g., tragedy movies or sad music) contrary to the predictions of MMT. Thus, we complement this perspective by reviewing a more recent model, the selective exposure self- and affect-management (SESAM) model (Knobloch-Westerwick, 2015), which shares methodological roots with MMT and focuses on how media users select messages not only to improve their moods but also to manage their self-concepts and fulfill their self-related motivations. Finally, future directions for selective exposure research are discussed.


2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


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