On the private and public forms of entertainment and the psychological mechanisms in entertainment

Entertainment has many dimensions and could be personal/private or more general and public forms of entertainment. When we play with our mates that is a personal form of entertainment and when we sit and watch a movie on the screen that is a more general form of entertainment as we are sharing the experience with many others. There are some differences in our perception of private and public forms of entertainment as personal entertainment will always be based on personal experiences, our personal worldview and will be determined by personal interactions.

The more general and public forms of entertainment are less interactive and there seems to be this basic contradiction as all personal forms of entertainment are more interactive and public forms of entertainment are more personal and private. This scenario has been changing with television programs increasing audience participation in the program however interaction patterns between entertainers and viewers in any public entertainment scenario remain within strict limits and boundaries.

Entertainment takes us to a different world and feeds our need for fantasy and an escape from real life. This is especially true for entertainment that is more public or provided by the media and entertainment provided by films, theatre, music, and all forms of creative art. Films and theatre transposes us to a world of fantasy and grabs our attention so we remain engrossed as almost a part of this alternative reality. Entertainment could also be in the form of magazine stories and gossip or even celebrity culture and the psychology of entertainment could also explain the extreme craze of celebrity culture that we have in the modern world.

Celebrities seem to open up a world of fantasies and for some people knowing every move of celebrities could bring immense satisfaction as it would almost mean participating in fantasies. Fantasies help in overcoming frustrations and serve as therapeutic as they aid in the escape from realities of life. Real emotions and real life are stressful and entertainment helps us to move beyond real life and moments of stress to participate in fantasies that are soothing as we do not have to be directly involved in these fantasies and yet as spectators we can still participate in a tacit or passive manner.

Participation in any book, film or creative art is almost like sitting on a reclining chair that has the technology to soothe your muscles while you relax. In the case of entertainment we participate almost in a passive manner and although we may be very alert and awake in the process of watching a movie, entertainment gives us the illusion of non participation as we don't have the opportunity to get voluntarily involved in the scenario. Anything that gives us some form of pleasure could be considered as entertainment although entertainment could also give us pain as when we cry when we get emotionally involved with characters while we watch a movie.

Entertainment could trigger emotional involvement and emotional reactions such as happiness, sorrow, anxiety, fear and despite these strong emotional participation, there is little or no physical activity necessary on the part of the viewer. This active-passive process is the main attraction of entertainment as entertainment enables us to be both active (in terms of emotion) and passive (in terms of physical or voluntary mental involvement). Entertainment means like films are influential yet they influence subtly rather than aggressively and this subtle influence seems to work better on the human mind than any aggressive forms of influence. We see work as duty and entertainment as pleasure although both involve some form of emotional involvement. Work at the same time requires voluntary participation, decision making and physical involvement along with emotional involvement.

Yet why is work perceived as something heavy and entertainment as methods of relaxation? The answer is unpredictability. In case of entertainment, in most cases we may not even know what to expect from a movie or a music video. This unpredictability triggers our interest as we are unable to predict what emotional states would be evoked during this mental adventure. Entertainment is usually a form of mental and emotional adventure. In cases where we do know what a movie is about, it is the feeling of emotional familiarity that drives us to experience what we already know. Suppose a video game gave us a pleasurable feeling or evoked aggression and competitiveness in us, we go back to feel the same emotion as it was pleasurable or exciting. Stretched too far these forms of entertainment could easily become addictive.

Coming back to the distinction of work and entertainment or play, work involves responsibility and despite the emotional involvement in entertainment, apart from being a passive participant, we do not have to be responsible for anything, there is no problem solving or decision making and that is how entertainment in all its form is so pleasurable as the right brain activities of decision making and the cortical regions of the brain are not activated completely yet the pleasure sensations and emotions such as the hypothalamus and left brain activities are usually activated so we tend to associated entertainment with emotions rather than problem solving and decision making.

We humans are rational beings and yet emotions still seem to rule our lives and form the core of our existence as emotions still draw us to do things that may be irrational. Entertainment being primarily emotion provoking rather than reason provoking has a major impact on people's lives. Appreciating any forms of entertainment could switch from the stages of interest to emotional involvement and finally addiction. The celebrity culture is a direct result of the last stages of appreciation for entertainment.

An interest in celebrities comes from emotional involvement with characters in movies and there may be substantial lack of differentiating fantasy and reality so fans of celebrities are more in love with the characters these celebrities play or the traits they project rather than the personality of celebrities. The celebrity culture seems to take people to a persistent fantasy world and individuals are seen as discussing all aspects of celebrities from their shoes to their hairstyle to the cars they possess. This sort of culture could however be explained with individual need to escape reality and identify with someone in a fantasy world and would be an important element in the study of fantasy.

The study of entertainment brings out many psychological aspects of active-passive participation in emotional or mental adventure and these could be

1. Identification - Viewers often identify with characters in movies or figures in art and this strong identification helps explain the value of entertainment. Young children have seen to imitate film stars as they begin identifying with movie characters.

2. Fantasy - Entertainment feeds on the need for fantasy in people and provides an escape route from the real world. Addiction to entertainment could be the basis of reality anxiety in people.

3. Projection - Individuals tend to project their own emotions or state of mind on to a painting or a song and could derive pleasure from this

4. Regression - Entertainment could often remind individuals of their past or a part of their own life they may have forgotten and in some cases bring out the child in them. For example when older people enjoy video games, it brings back their childhood and they may become addicted to this sort of entertainment.

5. Sublimation - Entertainment is also a form of sublimation of our impulsive desires and this especially true when we participate in entertainment as in the interpretation of art

6. Displacement - In non participative and passive forms of entertainment, individuals tend to escape from reality and displace their emotions from real people to characters in movies. For example a teenager in love with a girl whom he cannot attain may fall in love with a character of a movie who may have similarities with his dream girl.

All of the above processes are ego defense mechanisms delineated by Freud and the interplay of so many defense mechanisms in entertainment suggest that entertainment is more than simply a source of pleasure and could trigger complex psychological processes in the human mind. More research would be required in this field of psychology for a complete understanding of the advantages or disadvantages of entertainment in modern society.

From Reflections in Psychology - Saberi Roy








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Anime is a term that has found integration into the American vernacular in the 1990s. Even before then the Japanese animation films known as anime movies were known in smaller circles - one only has to think of the legendary Gundam series - but it would take until just before the change of the millennium for these popular DVDs and also video games to achieve popularity with each and every segment of the population.

The biggest breakthrough came in 2001 when anime movies were shown, uncut, on the Adult Swim network. Suddenly the fan base had a dedicated home and before long anime would continue to grow not only the enthusiasm for these animated movies, but also sow a crop of diehard fans that would go to great lengths to obtain anime movies. Purists would go so far as to order hard to find movies from Japan and other outlets, while the average anime fan would forever browse through DVD stores in search of gems commonly overlooked by others.

Before long, the sale of used anime DVDs made these movies affordable for the younger generation of anime fans and with prices that rendered these used movies easy on the pockets of those who still get pocket money from their parents, the push to buy anime used from dedicated stores was great. This movement has now evolved to a vibrant Internet business that allows aficionados and resellers to sell and buy used anime DVDs and games with the help of the online marketplace.

Novices who are just now finding out about anime are sometimes surprised to learn about the large selection that awaits them at stores. This is especially true when shopping for gifts for teens or tweens hooked on certain anime movies. To this end, the ultimate guide to buying used anime movies is designed to give advice and offer some tips on how to choose the perfect anime movies for the children, teens, women and also men on your gift giving list.

Children

o Pokemon is the ultimate in children's anime entertainment. Specifically "Pokemon 3: The Movie." Rated G, it was released in 2001 and features the epic battle between Ash and Entei. The characters are well known and you cannot go wrong with this film.

o Parents wishing to buy one of the more recent anime movies should look for "Pokemon Ranger and the Temple of the Sea." Released on DVD in 2007, it is popular for kids in the 7-9 age groups.

Teens

o Rated PG-13 because of its animated violence, "Escaflowne: The Movie" was released in the United States in 2002. It features strong emotions and has been an anime favorite with both teen guys and gals.

o For the older teen boy who is a hardcore fan of the genre and does not mind Japanese language, "InuYasha the Movie: Swords of an Honorable Ruler" is the surefire anime hit released in 2005. There is a bit of confusion when it comes to ratings, and even though the movie is generally not rated, Adult Swim attached a TV-14 rating because of the graphic battle scenes.

Women

o Perhaps it is the figure of seven year young Mariemaia, but women simply adore "Gundam Wing: Endless Waltz." This anime came out in the United States in 2000.

o It has been called somewhat melodramatic, but "Sailor Moon R: The Movie" is a favorite with the ladies. The scourge of the Xenian Flower must be seen to be believed and you will do well to look for it when you are out to buy used anime movies.

Men

o Still little boys at heart, you cannot wrong but buy the men on your shopping list "Yu-Gi-Oh! The Movie: Pyramid of Light." Rated PG, this movie features the famous anime battle between Yugi and Kaiba. Released in 2004, it is still one of the all time favorites of the genre.

o "Ninja Resurrection" is an enigma to the anime lover. It has sex, blood, gods and demons, but because of a deceptive marketing tactic - those out and about to buy anime movies were led to believe that the movie was related in some way to "Ninja Scroll" - it did not get the reception it deserved. For the mature viewer who enjoys anime movies and cares little about the marketing hype, this is a must have.

As you can see, buying used anime movies is a bit of an art in itself and for the true novice the pictures on the boxes may be deceiving. If you are buying for children, it is wise to stick with the known titles and to keep a very close eye on the ratings. Anime movies that are not rated are best purchased for teens rather than preteens and younger age groups.

Although the majority of adult anime movies appeal to both men and women, scan the story lines for the dramatic flair of the movie. If interpersonal relationships are highlighted, you might have found a certain winner for a woman. Conversely, if the battle scenes feature front and center, it is a fair assumption that this movie is geared more toward the male audience.








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