The Psychological Benefits of Scary Play in Three Types of Horror Fans

IF 1.7 4区 心理学 Q2 COMMUNICATION
Coltan Scrivner, Marc Malmdorf Andersen, Uffe Schjødt, Mathias Clasen
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引用次数: 1

Abstract

Abstract: Why do people seek out frightening leisure activities such as horror films and haunted attractions, and does the experience benefit them in any way? In this article, we address these questions through two separate studies. In Study 1, we asked American horror fans ( n = 256) why they like horror and identified three overall types of horror fans, which we term “Adrenaline Junkies,” “White Knucklers,” and “Dark Copers.” In Study 2, we collected data from Danish visitors at a haunted house attraction ( n = 258) and replicated the findings from Study 1 by finding the same three types of horror fans. Furthermore, we show that these three types of horror fans report distinct benefits from horror experiences. Adrenaline Junkies reported immediate enjoyment, White Knucklers reported personal growth, and Dark Copers reported both. These results suggest that frightening leisure activities are not only an outlet for sensation-seeking, and that the allure of horror may have as much to do with learning and personal growth as it has with high-arousal fun.
三种类型的恐怖游戏迷的心理益处
摘要:人们为什么会选择恐怖电影、闹鬼景点等恐怖休闲活动,这种体验是否会给他们带来好处?在这篇文章中,我们通过两个独立的研究来解决这些问题。在研究1中,我们询问了256名美国恐怖迷,他们为什么喜欢恐怖,并确定了三种类型的恐怖迷,我们称之为“肾上腺素迷”,“白色拳手”和“黑暗Copers”。在研究2中,我们收集了丹麦游客在鬼屋景点的数据(n = 258),并通过找到相同的三种类型的恐怖粉丝来复制研究1的研究结果。此外,我们还发现,这三种类型的恐怖迷从恐怖体验中获得了不同的好处。肾上腺素成瘾者报告了即时享受,白色拳手报告了个人成长,而黑色拳手两者都报告了。这些结果表明,令人恐惧的休闲活动不仅是寻求刺激的出口,而且恐怖的吸引力可能与学习和个人成长有关,因为它与高唤醒的乐趣有关。
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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