Entry
Reader's guide
Entries A-Z
Subject index
Drench Hypothesis
Drench hypothesis focuses on differential effects of fictional or dramatic media messages on viewers. Media researchers often assume that media messages generate cumulative drip-drip-drip effects on the audience. Bradley S. Greenberg (1988), however, noted that some characters or presentations of fictional media, such as narrative film and television drama or situation comedy, can have drench (i.e., impressive) effects on some viewers. He suggested that not all portrayals have the same impact and that certain characters, rather than the collected mass of role characters, can have significant, lasting impacts. Diana Reep and Faye Dambrot (1989) empirically demonstrated that some fictional characters or presentations, rather than the accumulated images of numerous other characters and presentations, can have intense effects on viewers. Drench hypothesis assumes that effects of dramatized portrayals vary depending on how each viewer cognitively, and affectively, processes a particular presentation. Different viewers can perceive, interpret, and react to the content of a dramatic presentation in different ways. Drench analysis looks at the role of four major constructs in generating differential effects of fictional or dramatic media: message involvement, perceived realism, role affinity, and subject novelty. It is postulated that fictional or dramatic media can generate drench or impressive (i.e., intense) effects on viewers who exhibit high levels of message involvement, perceived realism, role affinity, and subject novelty.
A Boxing Analogy for Illustrating Drench Effects
Imagine a boxing event in which one boxer throws a punch to the other boxer, who is limited only to receiving or defending the punch. The impact of the punch can be determined by several factors. First, the thickness of the glove pad can make a difference in generating the impact of the punch. Suppose that the punch is thrown with a bare fist. The impact would be much greater than that through a glove. Second, the target boxer’s defensive effort, or lack thereof, is an important factor. A punch thrown over the tightly covering arms of the target boxer cannot be very effective. What if the target boxer loosens his defense with his arms drooping? The less the defensive effort, the greater the impact of the punch. Third, the distance of the target boxer to the punching boxer would produce differential effects. To be fully affected, the target boxer needs to stand close enough to the puncher. If the target boxer stays too far from the puncher, the impact would become negligible. Last, the target boxer’s body sturdiness (or lack thereof) would make a difference in the impact of the punch. That is, the less the body sturdiness, the greater the impact.
Likewise, imagine a person being exposed to a dramatic presentation. First, the thickness of the glove pad is likened to the viewer’s perception of how realistic the dramatic presentation is (i.e., perceived realism). The viewer would be influenced more by messages that are perceived to be realistic than otherwise. Second, a lack of defensive effort by the target boxer is likened to how much the viewer likes the specific role character “throwing” certain messages to him or her. The construct of role affinity represents this aspect. It is plausible that when facing an attractive role character, the viewer would be more susceptible (i.e., exerting less defensive effort than otherwise) to the messages exhibited or advocated by the role character. Third, the distance between the punching boxer and the target boxer is paralleled to how deeply the viewer is involved in the presentation (i.e., message involvement). Just as a punch thrown to a target person standing too far does not produce much impact, messages sent to less involved viewers would generate less influence. Finally, just as the impact of a punch is greater for a target boxer whose body is fragile, dramatic messages would generate greater impacts on viewers who have not formed their attitudes and/or behavior related to the subject in concern (i.e., subject novelty) (see Table 1).
...
- General Aggression
- Aggression and Affect
- Aggression and Anger
- Aggression and Attachment
- Aggression and Brain Functioning
- Aggression and Culture
- Aggression in Youth
- Aggression, Definition and Assessment of
- Aggression, Risk Factors for
- Aggressive Behavior
- Aggressive Personality
- Bullying, Definition and Laws of
- Cognition: Schemas and Scripts
- Cognitive Psychology of Violence
- Cognitive Script Theory and the Dynamics of Cognitive Scripting
- Cyberbullying, Definition and Effects of
- Gender and Aggression
- Genetics of Aggressive Behavior
- Group Aggression
- Memory and Violence
- Priming Theory
- Psychobiology of Violence
- Psychopathology and Susceptibility to Violence
- Reasons for Consuming Violent Entertainment
- Relational Aggression
- Trait Aggression
- Media Content
- Grand Theft Auto
- Advertising, Violent Content in
- Arousal and Aggressive Content, Theory and Psychology of
- Character Development Within Violent Content
- Competition, Sports, and Video Games
- Cultivating Content and Social Representation of Violence
- Cyberbullying, Violent Content in
- Drench Hypothesis
- Fantasy Genre, Violence and Aggression in
- Films, Representation of Violence and Its Effects in
- Media Violence, Definitions and Context of
- Music Videos and Lyrics, Violent Content in
- National Television Violence Study
- Pornography, Violent Content in
- Realism of Violence Content, Real-World Violence on Television, and Their Effects
- Sexualized Aggression
- Sports, Violence and Aggression in
- Stereotyping in Violent Media Content
- Television Violence
- Violence, Definition of
- Violent Artistic Expression
- Virtual Reality, Violent Content in
- Media Effects
- Attitude, Effects of Media Violence on
- Audience Interpretation of Media Violence, Effects of
- Bobo Doll Studies
- Comedic Violence, Effects of
- Demographic Effects
- Desensitization Effects on Society
- Developmental Effects
- Effect Size in Media Violence, Research and Effects of
- Effects From Violent Content, Short- and Long-Term
- Effects of Media Violence on Relational Aggression
- Emergent Public Health Issue: Effects of Violence
- Ethical Development, Effects on
- Ethical Issues in Researching Media Violence Effects
- Fear Reactions to Violent Content
- First-Person Perspective, Violent Content From
- Gender, Effects of Violent Content on
- General Aggression Model
- Identity, Media Violence and Its Effects on
- Interactive Media, Aggressive Outcomes of
- Internet Content, Effects of Violent
- Media Effects Perspectives of Violence
- Media Rating Systems
- Moral Development, Effects of Media Violence on
- Narrative, Effects of Violent
- News, the Presentation and Effects of Violent Content in
- Parasocial Relationships
- Pediatricians and Media Violence
- Peer Influence on Violent Content Effects
- Pornography, Violent Content in: Effects of
- Rap Lyrics, Effects of Violent Content in
- Rape Perceptions
- Screen Size and Violent Content, Effects of
- Sex in Media, Effects on Society
- Situational Influences on Aggressive Reactions to Media Violence
- Social Isolation
- Socialization of Violence in Media and Its Effects
- User Involvement in Violent Content, Effects of
- User Trends Toward Aggressive Games
- Uses and Gratifications Perspective of Media Effects
- Video Game Platforms, Effects of
- Video Games, User Motivation
- Violence in Media, Effects on Aggression and Violent Crime
- Virtual Reality, Effects of Violent Content in
- Weapons in Violent Media Content: Use, Policy, and Effects
- Media Policy
- Advertising Laws Regarding Violent and Aggressive Content
- Bullying, Definition and Laws of
- Censorship of Violent Content
- Cyberbullying Laws
- Federal Communications Commission
- First Amendment Protections and Freedom of Expression
- International Perspective on Media Violence
- Internet Blocking
- Internet Violence Laws
- Legislating Media Violence: Law and Policy
- Marketing of Violence
- Media Education and Media Literacy
- Rating Systems, Film
- Rating Systems, Television
- Rating Systems, Video Games
- Regulating Systems, Internet
- Video Game Industry, Regulation Within the
- Research Process
- Society and Media
- Grand Theft Auto, Social Representations in
- Advertising, Influence on Society
- African Americans in Media, Character Depictions and Social Representation of
- Asians in Media, Character Depictions and Social Representation of
- Cross-Cultural Perspectives
- Cultivating Content and Social Representation of Violence
- Cultural Voyeurism
- Culture of Violence
- Effect Size in Media Violence, Research and Effects of
- Exposure to Violent Content, Effects on Child Development
- Gender Stereotypes, Societal Influence on
- Internet Violence, Influence on Society
- Latinos in Media, Character Depictions and Social Representation of
- Media as a Reflection of Society
- Race-Based Attributes in Video Games, Influence on Hostility
- Social Learning From Media
- Theories of Media Influence
- Loading...
Get a 30 day FREE TRIAL
-
Watch videos from a variety of sources bringing classroom topics to life
-
Read modern, diverse business cases
-
Explore hundreds of books and reference titles
Sage Recommends
We found other relevant content for you on other Sage platforms.
Have you created a personal profile? Login or create a profile so that you can save clips, playlists and searches