How Sports Entertain: Enjoyable and Meaningful Experiences for Sports Audiences

© Media Watch 9 (3) 372-382, 2018
ISSN 0976-0911 e-ISSN 2249-8818
DOI: 10.15655/mw/2018/v9i1/49486
 

How Sports Entertain: Enjoyable and Meaningful Experiences for Sports Audiences

RYAN ROGERS
Butler University, USA
 
Abstract
This study explores how sports media entertains audiences. A survey found that sports media provides both enjoyable experiences and meaningful experiences for audiences. In doing so, this study illuminates how and why sports media entertains audiences. Watching sports can be understood as a hedonic media experience that is fun and pleasurable but this study shows that sports media consumption can also be a deeper, meaningful experience that gives insight into the human condition. This shows that even for an audience member who is not enjoying an event, they still might be deriving meaning from the event. Further, this study examines how sports media might generate these experiences as the mechanisms underlying this phenomenon, the dimensions of self-determination theory and affective state of audience members, are explored. The dimensions of self-determination theory were instrumental in predicting audience enjoyment while affect was instrumental in predicting meaningful experiences for audiences. Overall, this study provides information relevant in understanding how and why people consume sports media – which should be of interest to practitioners and scholars alike.
 
Keywords: Sports media, self-determination theory, fans, enjoyment, meaningfulness
 
References
 
Bartsch, A., Oliver, M. B., Nitsch, C., &Scherr, S. (2016). Inspired by the Paralympics Effects of Empathy on Audience Interest in Para-Sports and on the Destigmatization of Persons With Disabilities. Communication Research, 0093650215626984.
David, P., Horton, B., & German, T. (2008). Dynamics of entertainment and affect in a Super Bowl audience: A multilevel approach. Communication Research, 35(3), 398-420.
Frandsen, K. (2010). Watching Handball Transmissions: Experiences of Autonomy, Competency and Relatedness. Nordicom Review, 31(1).
Gantz, W., & Lewis, N. (2014). Sports on traditional and newer digital media: Is there really a fight for fans?. Television & New Media, 15(8), 760-768.
Gantz, W., &Wenner, L.A. (1995). Fanship and the television sports viewing experience. Sociology of Sport Journal, 12(1), 56–74.
Guo, M., & Chan-Olmsted, S. M. (2015). Predictors of social television viewing: How perceived program, media, and audience characteristics affect social engagement with television programming. Journal of Broadcasting & Electronic Media, 59(2), 240-258.
Hull, K., & Lewis, N. P. (2014). Why Twitter Displace broadcast sports media: A model. International Journal of Sport Communication, 7(1), 16-33.
Kalaf, S. (2013). “Dad Gets College Football Tickets For Christmas” Video Has A Twist. Deadspin.com. http://deadspin.com/dad-gets-college-football-tickets-for-christmas-video-1489961707
Maennig, W. (2008). The feel-good effect at mega sport events: Recommendations for public and private administration informed by the experience of the FIFA World Cup 2006 (No. 18).
Messner, M. A., Dunbar, M., & Hunt, D. (2000). The televised sports manhood formula. Journal of Sport & Social Issues, 24(4), 380-394.
Oliver, M. B. (1993). Exploring the paradox of the enjoyment of sad films. Human Communication Research, 19, 315–342
Oliver, M. B. (2008). Tender affective states as predictors of entertainment preference. Journal of Communication, 58, 40-61.
Oliver, M. B., & Bartsch, A. (2010). Appreciation as audience response: Exploring entertainment gratifications beyond hedonism. Human Communication Research, 36(1), 53-81. doi: 10.1111/j.1468-2958.1993.tb00304.x
Oliver, M., Bowman, N., Woolley, J., Rogers, R., Sherrick, B. & Chung, M.Y. (2016). Video games as meaningful entertainment experiences. Psychology of Popular Media Culture, 5(4), 390.
Oliver, M. B., & Raney, A. A. (2011). Entertainment as pleasurable and meaningful: Identifying hedonic and eudaimonic motivations for entertainment consumption. Journal of Communication, 61, 984–1004. doi: 10.1111/j.1460-2466.2011.01585.x
Raney, A. A. (2006). Why we watch and enjoy mediated sports. Handbook of sports and media, 313-329.
Rogers, R., Strudler, K., Decker, A, & Grazulius, A. (2017). Can augmented reality technology “augment” the fan experience? A model of enjoyment for sports spectators. Journal of Sports Media, 12(2), 25-44.
Ryan, R. M., & Deci, E. L. (2000). The darker and brighter sides of human existence: Basic psychological needs as a unifying concept. Psychological Inquiry, 11(4), 319-338.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 344-360. doi: 10.1007/s11031-006-9051-8
Tamborini, R. (2011). Moral Intuition and Media Entertainment. Journal of Media Psychology, 23(1), 39-45.
Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining media enjoyment as the satisfaction of intrinsic needs. Journal of communication, 60(4), 758-777.
Woodford, D., Goldsmith, B., &Bruns, A. (2015). Social media audience metrics as a new form of TV audience measurement. Produsing Theory in a Digital World, 2, 141-158.
Zillmann, D. (1991). Empathy: Affect from bearing witness to the emotions of others. In J. Bryant & D. Zillmann (Eds.), Responding to the screen: Reception and reaction processes (pp. 135-167). Hillsdale, NJ: Lawrence Erlbaum Associates.
Zillmann, D. (2000). Mood management in the context of selective exposure theory. In M. E. Roloff (Ed.), Communication Yearbook (Vol. 23, pp. 103-123). Thousand Oaks, CA: Sage.

 
 
Dr. Ryan Rogers is an assistant professor in Entertainment Media and Journalism at Butler University, USA. He teaches undergraduate courses in sports media and media production. Dr. Rogers’s research interests center on the psychology of human-computer interaction.