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Tefertiller, Alec C.
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Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
Computer Networks and Communications
Human-Computer Interaction
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spelling Maxwell, Lindsey C. Tefertiller, Alec C. 1396-0466 University of Illinois Libraries Computer Networks and Communications Human-Computer Interaction http://dx.doi.org/10.5210/fm.v24i8.9157 <jats:p>This study investigated three narrative media — books, video games, and television — and compared popular examples of them, as they represent narrative content in which the user now has the ability to control the pace of the narrative. Outcomes associated with narrative consumption were compared across these media, and the personality trait transportability was also included in the analysis. Results indicated that whereas books and TV represented similar narrative experiences, video games provided less opportunity for transportation into a narrative, appreciation, lasting impression, and suspense. Implications for transportation theory and narrative consumption are discussed.</jats:p> Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games First Monday
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title Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_unstemmed Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_full Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
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title_full_unstemmed Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_short Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_sort watching is the new reading: comparing the outcomes of popular books, tv shows, and video games
topic Computer Networks and Communications
Human-Computer Interaction
url http://dx.doi.org/10.5210/fm.v24i8.9157
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description <jats:p>This study investigated three narrative media — books, video games, and television — and compared popular examples of them, as they represent narrative content in which the user now has the ability to control the pace of the narrative. Outcomes associated with narrative consumption were compared across these media, and the personality trait transportability was also included in the analysis. Results indicated that whereas books and TV represented similar narrative experiences, video games provided less opportunity for transportation into a narrative, appreciation, lasting impression, and suspense. Implications for transportation theory and narrative consumption are discussed.</jats:p>
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spelling Maxwell, Lindsey C. Tefertiller, Alec C. 1396-0466 University of Illinois Libraries Computer Networks and Communications Human-Computer Interaction http://dx.doi.org/10.5210/fm.v24i8.9157 <jats:p>This study investigated three narrative media — books, video games, and television — and compared popular examples of them, as they represent narrative content in which the user now has the ability to control the pace of the narrative. Outcomes associated with narrative consumption were compared across these media, and the personality trait transportability was also included in the analysis. Results indicated that whereas books and TV represented similar narrative experiences, video games provided less opportunity for transportation into a narrative, appreciation, lasting impression, and suspense. Implications for transportation theory and narrative consumption are discussed.</jats:p> Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games First Monday
spellingShingle Maxwell, Lindsey C., Tefertiller, Alec C., First Monday, Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games, Computer Networks and Communications, Human-Computer Interaction
title Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_full Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_fullStr Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_full_unstemmed Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_short Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
title_sort watching is the new reading: comparing the outcomes of popular books, tv shows, and video games
title_unstemmed Watching is the new reading: Comparing the outcomes of popular books, TV shows, and video games
topic Computer Networks and Communications, Human-Computer Interaction
url http://dx.doi.org/10.5210/fm.v24i8.9157