Enjoyment Research Papers - Academia.edu (original) (raw)

Freudian (1905 Wien; Der Witz und seine Beziehung sun VnbewuJten. Deuticke) and Salience (Goldstein, Sub and Anthony, 1972; The Psycho/ogy of Humor. Academic Press, New York) theory make opposite predictions about the effects of attitudes... more

Freudian (1905 Wien; Der Witz und seine Beziehung sun VnbewuJten. Deuticke) and Salience (Goldstein, Sub and Anthony, 1972; The Psycho/ogy of Humor. Academic Press, New York) theory make opposite predictions about the effects of attitudes to sex and sexual behaviour on appreciation of sex humour. Male and female students (N = 115) answered a questionnaire of attitudes toward sex, a sexual behaviour inventory (Eysenck, 1976; Sex orid Personality. Open Books, London) and a humour test. The results generally supported a positive correlation between appreciation of sex humour and the sex scales (sexual libido, satisfaction, experience and pleasure), although the resulting pattern was very complex. Separation of sex humour according to the jokes structure yielded different predictor patterns. Funniness of humour based on nonsense correlated most frequently and most highly with the sex scales libido, experiences and pleasure. Low sexual satisfaction, low permissiveness, and prudishness were correlated with aversiveness of all types of humour. Furthermore, it was hypothesized that these variables are better predictors of enjoyment of sexual humour than the more general factors of conservatism and tough-mindedness (T) which turned out to be potent predictors in a recent study (Ruth and Hehl, 1986; Person. individ. 01% 7,861-874). It turned out that the predictive sex scales were located on the toughmindedness axis and were thus as predictive of sex humour as T itself. A refinement of the salience hypothesis was undertaken.

In this poster we present a study exploring the benefits of using audio guides instead of human tour guides to foster children’s engagement and learning outcomes during their visit to a natural science museum. We conducted an experiment... more

In this poster we present a study exploring the benefits of using audio guides instead of human tour guides to foster children’s engagement and learning outcomes during their visit to a natural science museum. We conducted an experiment in a museum with 25 children from a school (9-10 years old) in order to discover if there was any effect of the usage of audio guides regarding children’s engagement and learning outcomes. We did a pre-test and post-test analysis for learning, applied scales and conducted qualitative observation. We found that children using the audio guide were keen to repeat the tour. We also noticed differences in the learning outcomes (the group without audio guide had better results), although it was not statistically significant. We conclude the poster with a set of suggestions to increase enjoyable learning experiences for children when using audio guides in a museum tour. Author

This study investigated individual traits as predictors of game enjoyment by including learning style, intrinsic motivation, collaboration skills, and computer game attitude as key parts of a model that also included achievement. Results... more

This study investigated individual traits as predictors of game enjoyment by including learning style, intrinsic motivation, collaboration skills, and computer game attitude as key parts of a model that also included achievement. Results of correlation and regression analyses revealed that intrinsic motivation was the only variable to predict game enjoyment. This supports the conceptualization of enjoyment as need satisfaction of intrinsic needs. Enjoyment was also found to be positively correlated with achievement. Other significant relations emerged, particularly how a player's attitude toward games predicted intrinsic motivation. The present study examined children's enjoyment experiences in the mobile version of the Minecraft game. It also highlights the complexity of game enjoyment as it relates to mobile learning games.

Social media has an influence on tourism industry. This conceptual model research wants to investigate the impact of Social Media (SM) on user's travel purchase intention and attitude. Data will be gathered from Social Media users to be... more

Social media has an influence on tourism industry. This conceptual model research wants to investigate the impact of Social Media (SM) on user's travel purchase intention and attitude. Data will be gathered from Social Media users to be gauge the relationships between the factors of SM and the user attitude in travel purchase intention through structural equation modeling (SEM). Main purpose of the research is to be found if there is a positive relationship among the following factors: source credibility in SM and user attitude in travel purchase intention, information reliability in SM and user attitude in travel purchase intention, user enjoyment while searching for travel information, perceived value in travel services information from SM and user attitude in travel purchase intention. This study presents a theoretical conceptual model based on the theory of credibility, information, enjoyment, and perceived value in SM and the potential relations of those factors with the customer attitude and purchase intention in travel services.

Die Wertschätzung, die Schülerinnen und Schüler einem Fach entgegenbringen, wurde vielfach als relevanter Prädiktor für das Erleben von Unterrichtsemotionen identifiziert. In dieser Studie wurde anhand einer längsschnittlichen Stichprobe... more

Die Wertschätzung, die Schülerinnen und Schüler einem Fach entgegenbringen, wurde vielfach als relevanter Prädiktor für das Erleben von Unterrichtsemotionen identifiziert. In dieser Studie wurde anhand einer längsschnittlichen Stichprobe über die Sekundarstufe I (N=548) und mit Hilfe von mehrebenenanalytischen Wachstumskurvenmodellen der Einfluss der Fachwertschätzung auf die Entstehung und Entwicklungsverläufe der Unterrichtsemotionen Freude, Angst und Langeweile untersucht. Dabei zeigte sich, dass eine hohe Fachwertschätzung zu mehr Freude und weniger Langeweile beiträgt. Auf das Erleben von Angst war der Einfluss dagegen nur gering. Pädagogische und forschungsmethodische Implikationen der Studie werden diskutiert.

The objective of the study is to find out the factors which affect the acceptance of E-learning among students and how the students' purpose of using E-learning is determined by these factors. The research was based on the Technology... more

The objective of the study is to find out the factors which affect the acceptance of E-learning among students and how the students' purpose of using E-learning is determined by these factors. The research was based on the Technology Acceptance Model (TAM). The researcher developed a questionnaire to gather data from a sample of 366 university students who actively used the E-learning system. According to the results of the study, subjective norms, perceived usefulness, perceived ease of use, enjoyment, and accessibility" are the vital predicators behind the intention of students for using E-learning systems. This indicates that extended TAM is applicable in the UAE. The results show that policymakers and education developers should take E-learning system seriously since it can be opted not just as a technological solution but also as a learning platform for students belonging to a distant area. The results present practical implications for education developers, policymakers and practitioners in devising useful plans to implement E-learning systems.

Following research evidence that suggests that the gratification derived from the consumption of sad content can be better explained by the experience of meaningful affect/feelings of being moved than by the experience of sadness, this... more

Following research evidence that suggests that the gratification derived from the consumption of sad content can be better explained by the experience of meaningful affect/feelings of being moved than by the experience of sadness, this research reconciled solutions to the paradox of pleasurable sadness from the media psychology literature with models of altruism from positive psychology, ethology, and behavioral economics. It is proposed that compassion incentivizes narrative engagement and that the gratification derived from the consumption of sad content follows an overall positive valuation of the somatic changes felt while engaged with a story. This research tested an association between experiencing feelings of compassion as a consequence of consuming sad content and engagement, between engagement and being moved, and between gratification and changes in the levels of salivary Interleukin 18 (IL-18) as a proxy for the activity of the μ-opioid receptors in the brain. Results suggested a strong and positive correlation between compassion, engagement, being moved, and gratification. Results from the physiological measures suggested a negative correlation between IL-18 and gratification that agrees with models of social motivation predicting that hypoactivity of the μ-opioid receptors results in a craving for social contact. Nevertheless, the low number of valid cases and questions about the reliability of the biomarker used demand a cautious interpretation of the association.

This study aimed to find out the relationship of using game-based learning in terms of Rules, Immersive, Enjoyment, Multimedia Technology, and Challenge and Competition to the academic performance of Grade 8 students in Araling... more

This study aimed to find out the relationship of using game-based learning in terms of Rules, Immersive, Enjoyment, Multimedia Technology, and Challenge and Competition to the academic performance of Grade 8 students in Araling Panlipunan, specifically in terms of Remembering, Understanding, and Analyzing. Using descriptive and experimental method of research, it involved 99 Grade 8 students of Calamba City Science Integrated School which is 100% of the population under the online learning modality, School Year 2020-2021. A 50-item teacher-made test, validated by experts was utilized for the pre-test and post-test to find out the significant difference in students' academic performance. Meanwhile, a 25-item survey questionnaire, also validated by experts, elicit the respondents' perception on game-based learning in Araling Panlipunan. Furthermore, an original digital game was created exclusively for this study wherein the content involved were the topics in Araling Panlipunan 8. Using the mean and standard deviation, the study described the profile of the respondents in terms of age, gender, and time spent in playing digital games, and the students' pre-test and post-test scores. In addition, Pearson's correlation coefficient was utilized to determine the significant relationship between the perception of students in game-based learning and academic performance of students in terms of remembering, understanding, and analyzing skills. Meanwhile, it was concluded that the first null hypothesis is rejected-there is a significant difference in the pre-test and post-test scores of the respondents. Then, the second null hypothesis is accepted-there was no significant relationship between game-based learning and academic performance of students. Finally, it can be inferred that Araling Panlipunan teachers may create and incorporate digital games not only as a form of motivation, but as well as a form of presenting lectures and a form of assessment.

Augmented reality (AR) is increasingly shaping brand-customer touchpoints. On social media, brands are developing AR face filters to engage consumers. This study analyses the use of AR filters in users' experiences. Data from social media... more

Augmented reality (AR) is increasingly shaping brand-customer touchpoints. On social media, brands are developing AR face filters to engage consumers. This study analyses the use of AR filters in users' experiences. Data from social media users of AR filters was gathered using an online questionnaire. Results showed that branded AR filters generated higher perceived originality, aesthetic quality and interactivity than non-branded filters. For branded AR filters, usefulness (determined mainly by interactivity) fostered behavioural intentions towards brands; while enjoyment (determined mainly by aesthetic quality) enhanced behavioural intentions towards social networks. The results offer interesting implications for brand managers and AR filters developers.

(2017),"Antecedents and outcomes of online brand engagement: The role of brand love on enhancing electronic-word-of-mouth", Online Information Review, Vol. 41 Iss 7 pp. 985-1005 <a href="https:// If you would like to write for this, or... more

(2017),"Antecedents and outcomes of online brand engagement: The role of brand love on enhancing electronic-word-of-mouth", Online Information Review, Vol. 41 Iss 7 pp. 985-1005 <a href="https:// If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service information about how to choose which publication to write for and submission guidelines are available for all. Please visit www.emeraldinsight.com/authors for more information. About Emerald www.emeraldinsight.com Emerald is a global publisher linking research and practice to the benefit of society. The company manages a portfolio of more than 290 journals and over 2,350 books and book series volumes, as well as providing an extensive range of online products and additional customer resources and services. Emerald is both COUNTER 4 and TRANSFER compliant. The organization is a partner of the Committee on Publication Ethics (COPE) and also works with Portico and the LOCKSS initiative for digital archive preservation.

The purpose of this study was to validate the Physical Activity Enjoyment Scale (PACES) in a sample of older adults. Participants within two different exercise groups were assessed at two time points, 6 months apart. Group and... more

The purpose of this study was to validate the Physical Activity Enjoyment Scale (PACES) in a sample of older adults. Participants within two different exercise groups were assessed at two time points, 6 months apart. Group and longitudinal invariance was established for a novel, 8-item version of the PACES. The shortened, psychometrically sound measure provides researchers and practitioners an expedited and reliable instrument for assessing the enjoyment of physical activity.

Enjoyment has been described as the emotion that fuels the second language learning process and that boosts performance in the second language. This chapter shows how enjoyment emerged in Second Language Acquisition (SLA) research in the... more

Enjoyment has been described as the emotion that fuels the second language learning process and that boosts performance in the second language. This chapter shows how enjoyment emerged in Second Language Acquisition (SLA) research in the second decade of the 21 st century as a result of the dissemination of concepts from Positive Psychology and Educational Psychology in SLA. After a historical overview, the chapter focusses on the studies that have investigated the relationship between enjoyment, anxiety and motivation before delving into learnerinternal and learner-external sources of variation in enjoyment. Particular attention is then given to the instruments used for measuring enjoyment before considering the pedagogical implications of this area of research. The chapter concludes with a number of suggestions for further research.

Stand-up comedy raises questions about the quality of and limits to democracy in post-apartheid South Africa. It does so by telling a before democracy and after apartheid story in the mushrooming of comedians and comedy venues and in the... more

Stand-up comedy raises questions about the quality of and limits to democracy in post-apartheid South Africa. It does so by telling a before democracy and after apartheid story in the mushrooming of comedians and comedy venues and in the generational differences between comedians and their approaches to comedy since 1994. This before-and-after story marks out boundaries between the old puritanical strictures and censorship of the National Party's apartheid and the new possibilities for freedom and enjoyment in a democracy riddled with profound social and political problems of extreme violence and poverty -and run by the ANC, a ruling party with a strong sense of entitlement to State power.

Abstract for a keynote to be given at a conference in South Korea in November 2015

This article presents phenomenological findings from Stephen Strasser’s eidetic study of human happiness. Happiness was found to be an experience of incomplete completion implicating the total being-becoming of the person upon having... more

This article presents phenomenological findings from Stephen Strasser’s eidetic study of human happiness. Happiness was found to be an experience of incomplete completion implicating the total being-becoming of the person upon having attained a perceived good affiliated with the highest levels of personal existence. As an exceptional mode of personal fulfillment, happiness relates to determinate subject-world interactions, yet always transcends them in its infinitely meaningful
quality. In addition to explicating the qualitative meanings that structure the experience of happiness, Strasser identified 6 manifestations of the phenomenon: contentment, good fortune, harmony, rapture, release, and transcending anticipation. Moreover, happiness is distinguished from several phenomena that are closely related to happiness, but do not share its eidos: pleasure, enjoyment, joy, and serenity.

Willingness to Communicate (WTC), defined as " a readiness to enter into discourse at a particular time with a specific person or persons, using a L2 " (MacIntyre, Dörnyei, Clément & Noels, 1998, p. 547), is influenced by a complex... more

Willingness to Communicate (WTC), defined as " a readiness to enter into discourse at a particular time with a specific person or persons, using a L2 " (MacIntyre, Dörnyei, Clément & Noels, 1998, p. 547), is influenced by a complex interplay of interacting learner-internal variables (including sociobiographical, emotional and macro intergroup variables) and learner-external variables (i.e. teacher-centred) in the foreign language (FL) classroom. The present study attempts to identify the strongest predictors of WTC from 189 British pupils in two high-achieving London secondary schools studying mostly French, German and Spanish as FLs. Correlation analyses followed by multiple regression analyses showed that the strongest predictors of WTC were FL classroom anxiety, frequent FL use by the teacher, a positive attitude towards the FL (a neglected macro intergroup dimension in recent research), followed by high levels of social FL Enjoyment and age. The pedagogical implication is that FL teachers can boost learners' WTC by creating a positive emotional classroom climate where pupils can overcome their anxiety. Moreover, by generating a genuine interest in the FL and using the FL a lot, teachers can increase their pupils' levels of WTC.

Critical approaches to tourism, united by a refusal to conceptualize tourism as mere enjoyment, illustrate how Third World tourism typically involves labor exploitation, unequal gender relations, cultural destruction, and environmental... more

Critical approaches to tourism, united by a refusal to conceptualize tourism as mere enjoyment, illustrate how Third World tourism typically involves labor exploitation, unequal gender relations, cultural destruction, and environmental degradation. Researchers presuppose, however, that enjoyment is an innocent and self-evident psychological phenomenon underpinned by and opposed to worthier objects of inquiry such as exploitation, domination, and discrimination by virtue of their politically serious, conceptually profound, and empirically complex properties. These critical approaches, however, are not critical insofar as they tacitly assume that the phenomenon of enjoyment is just enjoyment: easily enjoyed and unrelated to the problems of tourism. The main thesis of this paper is that a thorough theoretical conceptualization of enjoyment is necessary for any analysis of tourism to be sufficiently rigorous. The psychoanalytic concepts of Jacques Lacan and the work of Slavoj Zi zek offer an unparalleled theoretical vocabulary with which to investigate the subjective, material, embodied, discursive, and enacted dimensions of enjoyment in tourism. The paper elaborates what I call a politics of enjoyment using key psychoanalytic ideas that include jouissance, the pleasure principle, the Other, and fantasy to critically explicate the contradictions, antagonisms, and impasses that (de)structure Jamaica's ''One Love'' and ''No Problem'' tourism product located on a Caribbean island renowned for beach bliss and civil unrest.

It's the difference between what works and what doesn't work. What works is the world. The real is what doesn't work. The world goes on, it goes round-that's its function as a world. To perceive that there is no such thing as a... more

It's the difference between what works and what doesn't work. What works is the world. The real is what doesn't work. The world goes on, it goes round-that's its function as a world. To perceive that there is no such thing as a world-namely, that there are things that only imbeciles believe to be in the world-it suffices to note that there are things that make the world (monde) revolting (immonde), if I may say so. 1 The End of the World and the Growth of Knowledge If we are to believe Alexandre Koyré, modernity began with the end of the world. 2 This event was certainly less spectacular than in any of our modern-day science fiction scenarios. At first glance a discreet incident, the end of the world took place in the framework of modern physics: an epistemic event, which restructured the space of scientific thinking, by introducing into the human conception of reality a feature it did not know before, the infinite. The end of the world meant above all the end of reality's finitude. Infinite space and the cosmological world picture were mutually exclusive. This scientific development comprised a methodological shift that Koyré considered to be at the core of the revolutionary sequence stretching from Copernicus via Galileo to Newton, the mathematisation of chance and thus the extension of mathematics and geometry to those spheres of physical reality that premodern, Aristotelian physics considered non-mathematisable, 'generation and corruption'. If premodern science was above all a 'science of being' then the modern one slowly but surely established itself as a 'science of becoming'. Needless to say, this scientific revolution at the same time triggered resistance from the guardians of the old order,

The purpose of the present study was to examine the relations between emotions, classroom environment, and willingness to communicate using the advanced quantitative methodological procedure of doubly latent multilevel analysis. To this... more

The purpose of the present study was to examine the relations between emotions, classroom environment, and willingness to communicate using the advanced quantitative methodological procedure of doubly latent multilevel analysis. To this end, 1528 secondary school students from 65 different classrooms in Iran participated in the study. Results of the doubly latent multilevel analysis showed that a positive classroom environment is related to fostering willingness to communicate and enjoyment, while it reduces anxiety among students. Moreover, enjoyment was found as an important factor in increasing willingness to communicate at both student and classroom level, while anxiety reduced willingness to communicate only at the student level. Findings further indicated that classrooms which used the communicative language teaching programs were more willing to communicate than traditional classrooms in the Iranian context.

A partire dal triplice intreccio con cui lega insieme filosofia hegeliana, psicoanalisi lacaniana e cultura di massa, Slavoj Žižek si propone sin dai suoi primi lavori di indagare i fenomeni sociali, allo scopo di disvelare le dinamiche... more

A partire dal triplice intreccio con cui lega insieme filosofia hegeliana, psicoanalisi lacaniana e cultura di massa, Slavoj Žižek si propone sin dai suoi primi lavori di indagare i fenomeni sociali, allo scopo di disvelare le dinamiche che intervengono nel processo di costruzione della soggettività e con esse il significato politico delle fantasie ideologiche, fantasie di controllo, di completezza ed esclusione, che determinano il funzionamento della società in cui tale soggetto si colloca.
Pensatore più che filosofo, per dirlo in termini deleuziani, ovvero figura nomadica che muove concetti continuamente riarticolandoli, con i suoi scritti Žižek offre alla teoria psicoanalitica dell’ideologia un contributo capace di dare un’interpretazione persuasiva di molte formazioni culturali contemporanee, prima tra tutte il cinema, che egli erige a privilegiato oggetto di riflessione e terreno di verifica del proprio paradigma teorico.
“Arte perversa per eccellenza”, il cinema più che proporre al soggetto la gratificazione del suo desiderio, punta invece ad indicargli “come desiderare” , in virtù della sua peculiare capacità di metterci direttamente a confronto con le pulsioni più nascoste, rimosse e negate dall’individuo e dalla società, consentendo così di passare al setaccio le relazioni tra sguardo e desiderio, fantasia e realtà (entrambe in senso lacaniano), ovvero di indagare il declinarsi della dialettica da cui deriva il soggetto stesso, quella tra i tre assi del simbolico, dell’immaginario e del reale. È infatti dall’avvicendarsi di queste tre dimensioni, o meglio dall’intrecciarsi infinito di simbolico e immaginario (dimensione del linguaggio e della cultura, e dimensione costitutiva dell’io nella relazione con l’altro) intorno alla dimensione traumatica del reale (dimensione pre-simbolica della jouissance) 2, che si evidenzia con chiarezza il continuo scambio in atto tra dinamiche individuali e formazioni socio-simboliche, tra soggettività e Grande Altro, quali istanze inscindibilmente legate tra loro da una comune “struttura ontologica”, che Žižek, come Lacan, individua nella dinamica psichica del fantasma (fantasia). Da “idiosincrasia soggettiva”3 quindi, com’era in Freud (ossia una formazione ausiliaria derivante dal trauma dell’impossibilità di realizzazione dei propri desideri), il fantasma diviene qui “struttura ontologica”, la quale in definitiva, costituisce il soggetto, ma lo costituisce in senso negativo, ovvero come “frustrazione nella sua essenza”

Published in Poiesis, eds. Nathan Brown & Petar Milat (Zagreb: Multimedijalni institut, 2017). The essay will also be part of my book, How To Research Like a Dog: Kafka's New Science, dedicated to the story "Investigations of a Dog." The... more

Published in Poiesis, eds. Nathan Brown & Petar Milat (Zagreb: Multimedijalni institut, 2017). The essay will also be part of my book, How To Research Like a Dog: Kafka's New Science, dedicated to the story "Investigations of a Dog." The piece deals with what Kafka's dog calls the "science of nurture," focusing on the problem of fasting as a "philosophical method" in "Investigations" and "A Hunger Artist," with references to Valéry, Genet, Rilke, Lacan, and Descartes.

This paper reports an investigation into the relationships between global trait emotional intelligence (Trait EI), as well as the four factors that constitute it (well-being, emotionality, self-control, and sociability), and quantitative... more

This paper reports an investigation into the relationships between global trait emotional intelligence (Trait EI), as well as the four factors that constitute it (well-being, emotionality, self-control, and sociability), and quantitative data from 513 experienced ESL/EFL teachers from around the world about their love of English, their attitudes towards their students and institution, their self-reported classroom practices, their enjoyment, unpredictability and creativity. The results showed significant positive correlations. The analyses revealed that global Trait EI, well-being and sociability were significantly positively correlated with most dependent variables while emotionality and self-control were significantly correlated with a number of dependent variables. Global Trait EI and emotionality were significantly positively linked to the English proficiency of English foreign language users but not to that of the English L1 users. The pedagogical implication is that having a sufficient level of Trait EI helps teachers deal effectively with their own and their students’ emotions.

Abstract 1. This study among 12,359 employees working in 148 organizations tested the interaction hypothesis of the Job Demands-Resources (JD-R) model. Accordingly, employees endorse most positive work attitudes (task enjoyment and... more

Abstract 1. This study among 12,359 employees working in 148 organizations tested the interaction hypothesis of the Job Demands-Resources (JD-R) model. Accordingly, employees endorse most positive work attitudes (task enjoyment and organizational commitment) when job demands and job resources are both high.

Many central terms of Levinas’ philosophy have a clear emotive connotation, such as desire, enjoyment, indolence, horror, love/eros, sensibility, proximity, and obsession. But are these emotions? And does this make Levinas a... more

Is populism a danger to democracy, or does it open up an opportune path to democratization? After a detailed introduction of the main concepts of the Essex School and the way it presents radical democracy, this chapter tries to answer... more

Is populism a danger to democracy, or does it open up an opportune path to democratization? After a detailed introduction of the main concepts of the Essex School and the way it presents radical democracy, this chapter tries to answer this question through a critical review of the psychoanalytic notions that informed this theoretical approach. It points to a few inconsistencies in how Ernesto Laclau and others incorporated some concepts of Jacques Lacan, such as sublimation and object petit a, and stresses the different modes of enjoyment associated with them. In the conclusion, the chapter invites us to consider that the discursive construction of the “people” can be based both on a sublimatory signifier that inscribes the lack in the symbolic order or on its opposite, an idealized signifier at the core of a fantasmatic endeavor.

The value proposition of mobile technology in the educational setting is expected to grow as forecasts speak to mobile Internet users exceeding desktop Internet users in 2014. A key concern for administrators will be how to implement a... more

The value proposition of mobile technology in the educational setting is expected to grow as forecasts speak to mobile Internet users exceeding desktop Internet users in 2014. A key concern for administrators will be how to implement a university mobile website that attracts students to use it. To answer this question, a scenario-based study of 288 U.S. college students was conducted involving two wireframes varying in interactivity. A PLS-based data analysis offers support for the positive effects of mobile interactivity on the perceived usefulness, ease of use and enjoyment of the university’s mobile website, which in turn positively influenced their intention to use it. The measurement model offered high explanatory power (i.e. 47% of the variance in the behavioral intention to use the university’s mobile website was explained by its three antecedents). Implications for both theory and practice are also discussed.

In this paper, we criticize the current focus of the bio-based economy (BBE) on efficiency and control and demonstrate the contradictions that this causes. We elucidate these tensions by comparing the BBE to alternative conceptions of... more

In this paper, we criticize the current focus of the bio-based economy (BBE) on efficiency and control and demonstrate the contradictions that this causes. We elucidate these tensions by comparing the BBE to alternative conceptions of economy that emphasise the relevance of both the human condition and unfathomable nature in the macro ecological transition project. From Emmanuel Levinas's philosophy, we take and extrapolate two major concepts-il y a and enjoyment-that help to reevaluate the status of both nature and the human subject involved in environmental instability. From this analysis, we evaluate current economic practice in close relation to the deteriorating environment to contribute to a conception of an economy that is truly based on principles of the biosphere. We conclude that humankind and nature are notions that must be always considered in this encompassing and topical effort and explain how they have been fundamentally overlooked in current thought on the bio-based and circular economy.

This essay revisits Plato’s Philebus, his most advanced dialogue on the question of pleasure and the good life, in order to provide a philosophical clarification of Lacan’s concept of enjoyment (jouissance). Starting from Plato, I also... more

This essay revisits Plato’s Philebus, his most advanced dialogue on the question of pleasure and the good life, in order to provide a philosophical clarification of Lacan’s concept of enjoyment (jouissance). Starting from Plato, I also propose a Hegelian-style account of the history of pleasure, culminating in Freud’s paradoxical notion of the “unfelt pleasure” of the neurotic symptom. The essay concludes with an examination of philosophy’s determination of philosophical pleasure as the best pleasure, looking at how the theory of pleasure ends up in the pleasure of theory. How does psychoanalysis both affirm and subvert this ancient ideal of intellectual pleasure, the “theory drive”?

Das Kapitel "Die Trennung als Leben" eröffnet den Abschnitt "Innerlichkeit und Ökonomie". Dieser Abschnitt umfasst die "Analyse der Beziehungen, die sich im Rahmen des Selben entfalten" (TU 151). Ausgangspunkt der Überlegungen ist eine... more

Das Kapitel "Die Trennung als Leben" eröffnet den Abschnitt "Innerlichkeit und Ökonomie". Dieser Abschnitt umfasst die "Analyse der Beziehungen, die sich im Rahmen des Selben entfalten" (TU 151). Ausgangspunkt der Überlegungen ist eine Phänomenologie der Sinnlichkeit, mithilfe derer Levinas aufzeigt, wie sich im Vollzug des "Lebens von …" die Trennung von der Totalität des Seins ereignet. Dieser Vollzug bringt eine basale Subjektivität hervor, die sich als "Ich" und "Sich" in der "bebende[n] Exaltation" (TU 165) des Genießens erhebt. Die Grundthese dieses Kapitels lässt sich mit Levinas daher folgendermaßen zusammenfassen: "Die Subjektivität nimmt ihren Ursprung in der Unabhängigkeit und in der Herrschaft des Genusses." (TU 158) Diese Selbstkonstitution im Genuss ist einerseits der "Egoismus des Lebens", der im Angesicht des Anderen in Frage gestellt werden wird. Andererseits stellt die Trennung als "inneres Leben" oder als "Psychismus" die Weise dar, wie sich konkret der Bruch mit der Totalität vollzieht und ist daher unaufhebbare Bedingung für die metaphysische Beziehung mit dem absolut Anderen.

As an entertainment medium, video games are unique in that they are one of the only technologies that are designed to demand near-constant user input and feedback in order to be realized as complete experiences. This interactivity (user... more

As an entertainment medium, video games are unique in that they are one of the only technologies that are designed to demand near-constant user input and feedback in order to be realized as complete experiences. This interactivity (user control over the form and content of on-screen content) has the potential to allow for unprecedented levels of involvement in a given digital experience, but it also results in great variability in the gaming experiences both between and within gamers (and even discrete gaming sessions). Yet, as games continue to evolve from more basic challenge and skill puzzles to comparatively intricate narrative and social digital spaces, the level of control afforded to the individual player in shaping the final product places great demand on the attentional, emotional and behavioral resources on the individual player. In some respects, this heightened user demand results in players at times serving more as co-producers than players: involving themselves in elements of the digital experience from character design to level creation to story-writing, among others. At its best, this co-production allows for the creation of remarkably enjoyable and meaningful experiences customized to suit each gamer; at its worst, such co-production places an enormous burden on players wanting to engage in gaming as a diversionary or relaxing activity. Moreover, given that people do not have an unlimited ability to process any given set of stimuli, one might challenge the extent to which players carefully attend to and process all on-screen content in a similar fashion, which might have implications for how players enact and are affected by the at-times highly demanding task of video game play. The following chapter draws from theory and empirical results applying decision-making, selective exposure and retention, learning and mental modeling, habit and intuitive response research as well as larger perspectives on entertainment theory to explain the co-productive elements of video game play.

Im sogenannten linguistic turn der Philosophie des 20. Jahrhunderts spielt Martin Heidegger eine durchaus besondere Rolle. 1 Denn in der vielfältigen Entwicklung der modernen Sprachphilosophien ist seine Aus einandersetzung mit der... more

Im sogenannten linguistic turn der Philosophie des 20. Jahrhunderts spielt Martin Heidegger eine durchaus besondere Rolle. 1 Denn in der vielfältigen Entwicklung der modernen Sprachphilosophien ist seine Aus einandersetzung mit der Sprachproblematik ebenso radikal wie konser vativ. Radikal, insofern Heidegger -im Gegensatz zum Normativismus der analytischen Philosophie, des Pragmatismus oder der Kommunika tionsethik a Ia Habermas -eine Problematik hervorhebt, die auch den Strukturalismus und die Psychoanalyse beschäftigte, nämlich die Autono mie der Sprache. Konservativ, insofern er die revolutionären Konsequen zen der modernen Wissenschaft -ihre Mobilisierung der AutOnomie der Sprache, realisiert durch die Mathematik -tendenziell negativ betrachtet und dagegen auf die erlösende Macht der Dichtung setzt, deren Sprache angeblich ein authentisches Verhältnis zum Sein aufrechterhält. Während also das rechnerische Denken vielmehr ein Pseudo-Denken darstellt und auf einer radikalisierten, verdoppelten Amnesie gründet, wo selbst das Vergessen der ursprünglichen Seinsfrage in die Vergessenheit gerät, ist das dichterische Denken mit der Aufhebung dieser Amnesie gleichzusetzen. Um es mit Freud zu sagen, die Mathematik steht für die Verdrängung, die Poesie für die Rückkehr des Verdrängten. Wofür steht überhaupt die Sprachautonomie? Sie bezeichnet eine Ebene symbolischer Systeme, wo die Rolle des menschlichen Benutzers Natürlich handelt es sich da bei um einen linguistic turn im weiten Sinne und nicht in seiner Einschränkung auf die analytische Philosophie bzw. den logischen Positivis mus. Letztere kennzeichnen den berühmten Sammelband von Richard Rorry, dessen Erscheinen mit der Ausbreitung der kontinentalen sprachphilosophischen Wende zu sammenfällt. 1967 ist nämlich das Jahr, in dem die strukturalistische Bewegung den in ternationalen Höhepunkt erreichte und in dem auch die ersten poststrukturalistischen Ausrichtungen (insb. von Gilles Deleuze und Jacques Derrida) die Szene betraten. Vgl. Richard Rorty, The Linguistic Tu rn. Recent Essays In Philosophical Method, (Chicago: The Universiry of Chicago Press, 1967). Hier wende ich Alex:andre Koyres kritische Thesen zur Wissenschaftsgeschichte auf die Geschichte der Sprachphilosophie und Sprachwissenschaft an. In der Vormoderne war das Erklären bzw. das Retten der Erscheinungen (sozein ta phainomena) ein zentra les WissenschaftsideaL Pierre Duhem glaubte, darin eine Kontinuität zwischen vormo derner und moderner Wissenschaft erblicken zu können. Im Gegensatz dazu erarbeitete Koyre eine diskontinuierliche Lektüre und verfolgre in der modernen wissenschaftlichen Revolution die allmähliche Trennung der wissenschaftlichen 0 bjekte von der Art und Weise, wie sie dem menschlichen Blick und Bewusstsein erscheinen. Vgl. Pierre Duhem,

Being able to put oneself in someone else's shoes is widely considered as one of the central element of a healthy organized society. We need this basic skill to cooperate with one another and build complex societies, create associations... more

Being able to put oneself in someone else's shoes is widely considered as one of the central element of a healthy organized society. We need this basic skill to cooperate with one another and build complex societies, create associations or even families and personal relationships with other human beings. Not being able to empathize with others, or being less proficient at it, hinders a person's ability to find his or her place
in society and, more generally, to simply enjoy social interactions in a real or fictional context. In this paper, I would like to focus on fictional enjoyment in films or television
programs, and how empathic abilities are crucial in the process of fictional involvement which is itself linked to enjoyment. I would like to do so through a neurological point
of view by introducing firstly the findings on the mirror neuron system and by secondly linking them to the theories afiliated with the human empathic experience, and the
brain structures which show activity during said experience. I will later on turn to fictional involvement and review some of the literature associated with the personality disorder known as alexithymia, where patients display a sub-normal ability to describe and identify their own emotions, and how this trait can affect character identification and film enjoyment.

In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this... more

In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games.

The purpose of this research is to understand the main factors that determine users' continuance intention to use social mobile Apps, considering two utilitarian (i.e., perceived usefulness, perceived ease of use) variables and a hedonic... more

The purpose of this research is to understand the main factors that determine users' continuance intention to use social mobile Apps, considering two utilitarian (i.e., perceived usefulness, perceived ease of use) variables and a hedonic (i.e., perceived enjoyment) variable. As social mobile Apps may be utilitarian or hedonic, we aim to evaluate possible differences in the significance of the aforementioned antecedent factors in utilitarian Apps (i.e., TripAdvisor) and hedonic Apps (i.e., Instagram). The data were collected from an international sample of users; the Partial Least Squares method was applied to analyze the research model, using SMARTPLS 3.0. To analyze the moderating effects, a multi-group PLS analysis was carried out to compare the differences between the path relationships in the two Apps. The results show that continuance intention to use is explained by perceived usefulness, perceived ease of use, perceived enjoyment, satisfaction and user experience (control variable), and the impact of utilitarian variables is generally greater for utilitarian Apps, whereas the impact of perceived enjoyment is higher for hedonic Apps. This study contributes to the general body of knowledge about mobile Apps by providing a comprehensive theoretical foundation and practical implications that illuminate the continuance use of social mobile Apps.

Relevant literature suggests that today’s children possess digital skills and competences that set them apart from the previous generations. This may be due to their continuous exposure to ubiquitous media and digital games. Therefore,... more

Relevant literature suggests that today’s children possess digital skills and competences that set them apart from the previous generations. This may be due to their continuous exposure to ubiquitous media and digital games. Therefore, this research uses valid measures from the Technology Acceptance Model (TAM), Theory of Planned Behavior, and from the Unified Theory of Acceptance and Use of Technology (UTAUT) to investigate the primary school students’ attitudes and normative pressures toward playing educational games, at home and at school. The study was carried out amongst year-3 students in a small European state. The findings reported that there were strong correlations between the students’ attitudes and their intention to play the school's games. The respondents indicated that they considered the educational games as useful and relevant for their learning. However, the results have shown that there was no significant relationship between the perceived ease of gameplay and the children’s enjoyment in engaging with the school’s digital games. These findings are consistent with the extant academic literature on the digital natives. To the best of our knowledge, there is no other study in academia that has explored the technology acceptance of digital games in primary education. Therefore, this contribution opens future research avenues as this study can be replicated in other contexts.

Affective disposition theory explains well the process of enjoying hero narratives. However, it is not particularly well suited to explain the appeal of narratives featuring antiheroes. Recent exploratory scholarship on antiheroes... more

Affective disposition theory explains well the process of enjoying hero narratives. However, it is not particularly well suited to explain the appeal of narratives featuring antiheroes. Recent exploratory scholarship on antiheroes suggests that character identification and the process of moral disengagement might be important factors in the enjoyment of such fare. The current study builds on this initial work and adds another piece of evidence in support of these claims. A sample of 101 self-identified fans and nonfans of the television series 24 viewed a condensed version of Season 1, providing evaluation of various protagonist perceptions, moral judgments, and emotional responses to the narrative, as well as overall enjoyment. As expected, fans reported greater liking of the protagonist Jack Bauer and greater enjoyment. But more importantly, regression analyses illuminated key differences between the groups in terms of the factors predicting enjoyment, providing a clearer picture of how we enjoy antihero narratives.

We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation. Participants (N = 512)... more

We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation. Participants (N = 512) were randomly assigned to 1 of 2 groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyment was high for both groups, though appreciation was higher in the meaningful- than fun-game condition. Further, enjoyment was most strongly associated with gameplay characteristics and satisfaction of needs related to competency and autonomy, whereas appreciation was most strongly associated with story characteristics and satisfaction of needs related to insight and relatedness.

Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video... more

Emerging research on video games has suggested that feelings of both
enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their ‘‘most fun’’ or ‘‘most meaningful’’ video game experience (N = 575, randomly assigned to either condition). Results demonstrated that ‘‘fun’’ games were explained in terms of gameplay mechanics, and ‘‘meaningful’’ games were explained in terms of connections with players and in-game characters.

The paradox of sad-film enjoyment deals with the question of why people are able to feel entertained when watching a sad film that ends unhappily. Previous studies explored the fact that viewers, especially women and those with high... more

The paradox of sad-film enjoyment deals with the question of why people are able to feel entertained when watching a sad film that ends unhappily. Previous studies explored the fact that viewers, especially women and those with high empathy readiness, enjoy such films by appraising their sadness positively. This article integrates those meta-appraisals (by developing a state version of Oliver's Sad-Film Scale) with multiple appraisal processes on different situational references (media content reference, production reference, ego reference) that enable an explanation of the paradox of sad-film enjoyment. Against this background, a between-subject experiment involving 125 students was conducted to test the constitution of sadness and enjoyment in three versions of a sad-ending film. The results indicate significant differences between the three versions with respect to sadness, situational references, meta-appraisals, and enjoyment as meta-emotion. A film version that temporarily enables a ''cognitive-switch'' from the protagonist's perspective to the viewer's perspective is more successful in transforming sadness into enjoyment than are film versions that evoke only the protagonist's perspective. This study delivers deeper insights in processes of transforming ''negative'' emotions to ''positive'' emotions during film exposure.

Étiez-vous conscient que la musique est un objet de manipulation ? Étiez-vous conscient que celle-ci vous affecte dans vos choix personnels ? […] Déjà il faut savoir que la musique met l'être humain dans certains états. Par exemple,... more

Étiez-vous conscient que la musique est un objet de manipulation ? Étiez-vous conscient que celle-ci vous affecte dans vos choix personnels ? […] Déjà il faut savoir que la musique met l'être humain dans certains états. Par exemple, écouter une musique triste va, souvent, vous rendre triste. Une musique qui bouge va vous exciter. La musique, en fait, affecte votre état général. Chaîne Youtube Islam Khalifa (association ICM) La voie éternelle saison 3 : « le danger de la musique » Terreur et musique. Mousikè et pavor. Ces mots me paraissent indéfectiblement liés -quelque allogènes et anachroniques qu'ils soient entre eux. Comme le sexe et le linge qui le revêt. Pascal Quignard, La haine de la musique

Based on the Theory of Subjective Quality Assessments, the present study examined players’ assessments of video game design features (qualities) as related to self-reported feelings of presence in role-playing games (RPG) and first-person... more

Based on the Theory of Subjective Quality Assessments, the present study examined players’ assessments of video game design features (qualities) as related to self-reported feelings of presence in role-playing games (RPG) and first-person shooters (FPS). An initial qualitative study with 8 focus groups (Study 1) was conducted to explore important game quality dimensions. Afterwards an online survey was designed to explore the association of those discrete dimensions with recollections of presence (Study 2). Using a quota sample of RPG and FPS gamers in Germany (N = 5,180), survey results show that recollections of presence were associated with positive quality assessments regarding a game’s environment, the player’s interaction with nonplayable characters in that environment, and the environment’s.