The Two Meanings of Engagement

Engagement: a betrothal. An exclusive commitment to another preceding marriage

Engagement: as in an engaging conversation.  Being highly involved in an interaction with something or someone.

The theme of the Business Marketing Association conference I talked about in last week’s column was “Engage.”  At the conference, the word engagement was tossed around more freely than wine and bomboniere at an Italian wedding. Unfortunately, engagement is one those buzzwords that has ceased to hold much meaning in marketing. The Advertising Research Foundation has gone as far as to try to put engagement forward as the one metric to unite all metrics in marketing, a cross-channel Holy Grail.

But what does engagement really mean? What does it mean to be “engaged?” The problem is that engagement itself is an ambiguous term. It has multiple meanings. As I pondered this and discussed with others, I realized the problem is that marketers and customers have two very different definitions of engagement. And therein lies the problem.

The Marketer’s Definition of Engagement

Marketers, whether they want to admit it or not, look at engagement in the traditional matrimonial sense. They want customers to make an exclusive commitment to them, forgoing all others. It’s a pledge of loyalty, a repulsion of other suitors, a bond of fidelity. To marketers, engagement is just another word for ownership and control.

When marketers talk about engagement, they envision prospects enthralled with their brands, hanging on every word, eager for every commercial message. They strive for a love that is blind.  Engagement ties up the customer’s intent and “share of wallet.”  Marketers talk about getting closer to the customer, but in all too many cases, it’s to keep tabs on them. For all the talk of engagement, the benefits are largely for the marketer, not the customer.

The Customer’s Definition of Engagement

Customers, on the other hand, define engagement as giving them a reason to care. They define engagement as it would relate to a conversation. Do you give me a reason to keep listening? And are you, in turn, listening to what I have to say? Is there a compelling reason for me to continue the conversation? I will be engaged with you only as long as it suits my needs to do so.  I will give you nothing you haven’t earned.

The engagement of a conversation is directly tied to how personally relevant it is. The topic has to mean something to me. If it’s mildly interesting, my attention will soon drift. But if you’re touching something that is deeply important to me, you will have my undivided attention for as long as you need it. That is engagement from the other side of the table.

So, as we talk about engagement at a marketing conference, let’s first agree on a definition of engagement. And let’s be honest about what our expectations are. Because I suspect marketers and customers are looking at different pages of the dictionary.

Human Irrationality Online

irrationalLast week, I talked about the work of Daniel Kahneman, Amos Tversky, Herbert Simon and George Akerlof, key figures in helping define the foundations of consumer behavior, both rational and irrational, that dictate the realities of the marketplace. Today, I want to talk about how these emotional and cognitive biases and limitations play out online, but first, a quick recap is in order:

Prospect Theory – The role of psychological framing and emotional biases in determining human behavior in risky economic decisions. For example, how we’re more sensitive about loss than we are about gain.

Bounded Rationality – How we cannot endlessly consider all alternatives for the optimal behavior, but rather rely on “gut instincts” to help sort through the available alternatives.

Information Asymmetry – Why the marketplace has traditionally been unbalanced, with the seller almost always having more information about the product than the buyer.

This is Nothing New…

As I said last week, these are all hardwired human conditions that have been present for hundreds of generations, even though it’s only been recently that we’ve learned enough about human behavior to recognize them. And it’s these inherent tendencies that have changed the marketplace since the introduction of the Internet. The huge volume of information available online allowed us to shift the balance of the marketplace to be more equitably distributed between sellers and buyers. Let’s explore how each of these occurrences drove the behavioral change, which was enabled, not caused, by the introduction of the Net.

We understand that risk is present in almost all consumer transactions. This fact brings Prospect Theory into the picture. We will unconsciously employ our emotional biases to deal with the risk inherent in each purchase: the greater the risk, the greater the degree of bias.

The Risk/Reward Balance

Consumer motivation relies on us mentally balancing risk and reward. The balance between these opposing forces will dictate how we deal with risk mitigation. If there is a high reward — for example, buying our mid-life crisis sports car or taking our dream vacation — our emotional biases will be tilted towards maximizing this reward. Consumer research is really more about wish fulfillment than it is about risk mitigation.

But if there is little or no reward, our research takes a much different path. Think about how we approach the purchase of life insurance, for example. There is no inherent reward here, just risk — or rather, mitigation of risk. And insurance salespeople mercilessly exploit the emotional bias of loss by getting you to picture your family’s future without you in it.

Informed Does Not Always Equal Rational

This risk/reward balance will dictate what our online research will look like. And this is where Akerlof’s Information Asymmetry comes in. One of the ways we mitigate risk is by educating ourselves about our purchase. We look up consumer ratings, read reviews and pore over feature sheets.

Today, consumers are much more informed than they were a generation ago. But all that information does not necessarily mean we will make a more logical decision. We humans tend to look at information to support our emotional biases, rather than refute them. So, the balancing of information asymmetry is still done through the lens of our emotional and psychological frames, as shown by Kahneman and Tversky. We have access to information online, but each of us may walk away with different messages, depending on the lens we’re seeing that information through.

All This Information, All These Choices…

And that, finally, brings us to Simon’s concept of Bounded Rationality. We have more information than ever to sift through. As I said a few columns back, we can employ different strategies to make decisions. Some of us embrace bounded rationality, or satisficing, making us more decisive. It’s important to note here that the fact we’re trusting our gut to make these satisficing calls means that we may be trusting emotion rather than logic. Others try to optimize each decision, weighing all the variables. While this is perhaps a more rational approach, it can tax our cognitive limits, leading to frustration and often abandonment of the optimal path, resulting in a decision that ends up being a “gut” call anyway.

Our need to access information to mitigate risk has lead to the behavioral changes in consumer behavior. The Internet enabled this. It wasn’t technology that changed our behavior; it was just that technology opened the door to allow us to pursue our hardwired tendencies.

The Four Horsemen of the Consumer Behavior Apocalypse

First published March 25, 2010 in Mediapost’s Search Insider

Right out of the gate, let’s assume that we all agree consumer behavior is in the throes of its biggest shift in history. And the cause is generally attributed to the Internet.

While I don’t disagree with this assessment, I believe there may be some misattribution when it comes to cause and effect. Did the Internet cause our consumer behavior to change? Or did it enable it to change? The distinction may seem like mere semantics, but there’s a fundamental difference here.

“Cause” implies that an outside force, namely the Internet, pushed us in a new direction that was different from the one we would have pursued had this new force not come along. “Enable” is a different beast, the opening of a previously locked door that allows us to pursue a new path of our own volition. I believe the latter to be true. I believe we weren’t pushed anywhere. We went there of our own free will.

Free Will? Or Hardwired Human Behavior?

But, even in my last statement, language again gets us in a sticky place. “Will” assumes it was a conscious and willful decision. I’m not sure this is the case. I suspect there were subconscious, hardwired behaviors that had a natural affinity for the new opportunities presented by the online marketplace.

For most of our recorded history, we have assumed that rational consideration and conscious will forms the basis of human thought. If we did seem programmed automatically to respond to certain cues, this was as a result of being conditioned by our environment, the classic Skinner black-box approach. But when we were on top of our game, we were carefully considering pros and cons, making consciously deliberated decisions. These were the forces that drove our society and our behaviors. This theory formed the basis of economics (Adam Smith’s Invisible hand), Cartesian logic, and most market research.

But in the last few decades, this view of rationality riding triumphant over human foibles has been brought into question. In particular, there were three concepts put forward by four academics that caused us to question what drove our behaviors. These folks uncovered deeper, subconscious routines and influences that lay buried beneath the strata of rational thought. And it’s these subconscious behaviors that I believe found the new online opportunities so enticing. Let’s spend a little time today looking at these four thinkers and the new paradigms they asked us to consider.

Amos Tversky and Daniel Kahneman – Prospect Theory

Adam Smith’s Invisible hand, driven by the wisdom of the market, has been presumed to be the ultimate economic governing factor. The assumption was that each of us, individually making rational economic decisions, would ultimately decide winners and losers and capitalism would stay alive and well.

But Tversky and Kahneman, in their paper on Prospect Theory, showed that the invisible hand might not always be guided by a decisive and logical mind. We all have significant hardwired cognitive biases that often cause us to make illogical economic choices. For example, if I offered you $1,000, with no questions asked, or a chance to win $2,500 based on a coin toss, you’d probably take the sure bet, even though mathematically, the odds for net gain are better with the coin toss.

Prospect Theory shot some holes in the previous theory of Expected Utility, a model where we carefully weighed the pros and cons of a potential purchase based on a return on investment model. Emotional framing and risk avoidance played a much bigger role than we suspected, handicapping our logic and often guiding us down non-rational paths. Tversky and Kahneman single-handedly found the new discipline of Behavioral Economics and changed our thinking in the process.

Herbert Simon – Bounded Rationality

Simon’s concept of Bounded Rationality superseded Kahneman and Tversky’s theory, but it dovetailed with it very nicely. Even if we are rationally engaged in a decision, Simon argued, we couldn’t possibly optimize it, especially in complex scenarios. There were simply too many factors to consider. So, we took “gut feeling” short cuts, which Simon called “satisficing,” a combination of satisfy and suffice. We short-listed our consideration set by using beliefs and instincts.

To make the satisficing short list is the goal of any brand campaign. At some point, logical weighing of pros and cons has to give way to calls based primarily on instinct.  And, as Kahneman and Tversky showed, those instinctive calls may well be based on irrational emotional biases.

George Akerlof – information Asymmetry

The last piece, and the one that really drove the online consumer revolution, is George Akerlof’s Information Asymmetry theory. Traditionally, there has been an imbalance of information between buyers and sellers, to the seller’s advantage. The seller always knew more about what they were selling than the buyer did. This made purchasing inherently risky.

With an absence of information, consumers created strong beliefs about brands as a way to guide their future buying decisions. Brand loyalty, whether rational or not, filled the void left by a lack of information. Manufacturers and retailers carefully controlled what information did enter the marketplace, pushing the positives and carefully suppressing the negatives.

These three concepts, intertwined, defined the psychological make-up of the market prior to the introduction of the Internet. In my next column, I’ll explore what happened when these behavioral powder kegs were exposed to the fanned flames of the digital marketplace.

The Psychology of Entertainment: The Genotype of Art and the Phenotype of Entertainment

In the last post, I started down this road and today I’d like to explore further, because I think the question is a fundamentally important one – why do humans have entertainment anyway? What is it about us that connects with it?

Our Brains House a Stone-Age Mind

MaliThere is much about our behaviors are culture that does not align completely with the directives of evolution. It’s easy to see the evolutionary advantage of the opposable thumb or language. It’s much harder to see the advantages that saturated fat, iPods and American Idol give us. As I started to say in the last post, that’s the difference between a genotype and a phenotype. Our genetic blueprint gives us a starting point, a blueprint that cranks out who we are. But, unfortunately for us, there are a number of “gotchas” coded into our genomes. And that’s because the vast majority of the coding was done hundreds of thousands of years ago for an environment quite different that the one we currently inhabit. For example, a taste for high calorie foods. This makes sense if you live in an environment where food is scarce and when you do find it, it might have to sustain you for a day or so. It doesn’t make much sense when there’s a McDonald’s around every corner. The genotype for efficient food foraging, necessary for survival a 100,000 years ago, leads to today’s phenotype of an epidemic of obesity. As evolutionary psychologists Leda Cosmides and John Tooby say, our brains house a stone-age mind.

This clash between phenotypes and genotypes leads to many of the questions that arise when we apply evolutionary theory to humans. The primary calculation in evolution is a cost/benefit one. How much do we have to invest in something and what is the return we get from it, in terms of reproductive success? For example, why do humans have art? The reproductive purpose of a bow and arrow or a cooking pot seems to be easy to determine. Both ensure survival long enough to have offspring. The evolutionary advantage of a canoe also makes sense – it provides access to previously unobtainable resources, including, presumably, the opposite sex. Canoes enabled prehistoric precursors to the Frat house road trip. But why did we spend hours and hours decorating our weapons, or cooking utensils, or transportation vehicles? What evolutionary purpose does ornamentation have? Art is universally common, one of the criteria for evolved behaviors. The answer, or at least part of it, lies in another human truism – the guy with the guitar always gets the girl. Or, to use Darwin’s label, the Peacock Principle.

Hey, Nice Tail Feathers!

In a previous post, I talked about how admiration plays a big part in entertainment. We’re hardwired to admire talent. Why? Because social status accrues to those with talent. Also, it appears that talented people are more attractive to the opposite sex. This is driven by sexual selection, reinforcing this behavioral trait in the evolutionary psychology. Let’s use the peacock as an example. Somewhere, sometime, a male peacock, through a genetic mutation, was endowed with slightly larger tail feathers. And, for some reason, female peacocks found this to be desirable trait in selecting a mate. The result. The male peacock with the bigger tail feathers got more action. This started an evolutionary snowball that today accounts for the bizarre display of evolutionary energy we see in male peacocks.

Does this account for art in humans? Were artists given special status in our society, allowing their genes an easier path into the next generation? Well, there’s certainly evidence that points in this direction. But Ellen Dissanayake believes there’s more to it than Darwin’s Peacock Principle.

Art: Making Special

Dissanayake believes there are two other factors that explain the presence of art in our culture, and both have to do with how we adapt to our environments. The first question Dissanayake asked was “what is art?” The answer was “making special.” Art, she believes, comes from our need to take the ordinary and set it apart as something to be cherished and honored. And often, these cherished items were integral to the ceremonies we conduct as part of our culture. If you strip art away from ceremony, or ceremony away from art, each half suffers significantly from the separation.

The second question Dissanayake asked was: Why do humans create art? What is the evolutionary “return on investment?” The answer comes in two revelations. When we chose something to “make special,” it wasn’t any old thing that we applied this special treatment to. These favored objects or themes were, not coincidentally, the things that most lead to an evolutionary advantage: weapons, cooking utensils, hunting and foraging, sexual reproduction, vigorous health – the things that propelled our genes forward into future generations. The Darwinian logic here is obvious – by elevating these things to a higher status, we focused more attention on them. Our culture enshrined the very same things that provided evolutionary advantage.

Dissanayake’s second revelation revives a recurring theme in human history. We seek to control our environments. Art soothes us in the most uncontrollable parts of our lives. And it’s here where the connection between ceremony and art is at it’s most basic. The ceremonies in our lives, across all cultures, are at the times of greatest transition: birth, marriage, war, sickness and death. It’s here where we gain some small measure of comfort in the control we can exert over our ceremonies, and as part of those ceremonies, we create art. As I mentioned before, a sense of control, the solving of an incongruity, is also the psychological basis of humor. We seek to control the uncontrollable, through our mythologies, our culture and our beliefs. This illusion of control over the uncontrollable has a direct evolutionary benefit. It allows us to get on with our lives rather than obsess about things we have no control over.

Through these two observations, Dissanayake was able to connect the dots between art and an evolutionary payoff. She believes an appreciation of art is part of the human genome, an evolutionary endowment that drives our aesthetic sense. There are universal and recurring themes in the things we find aesthetically pleasing that go beyond something explainable by cultural influence. When it comes to art, just as Noam Chomsky and Steven Pinker believe with language, there is no “blank slate.”

What’s the Evolutionary Purpose of Entertainment?

But what about entertainment? If art starts in the genotype and extends through the phenotype, is the same true for entertainment? Does entertainment serve an evolutionary purpose?

When we talk entertainment, the line between genotypes and phenotypes gets much harder to detect. There is very little I could find that would parallel Dissanayake’s exploration of the evolutionary purpose of art when it comes to entertainment. The fact is, historically humans don’t do very well when we get too much leisure time on our hands.

Most of our genetically driven behaviors and traits are built to insure survival, as they should be. Propagation of genes requires survival, at least to child bearing years. When humans thrive, to the point of having excess time on our hands, those survival mechanisms start working against us. We become fat and lazy, literally. Genes drive us to get the maximum return for the minimum effort. This works well when every hour of the day is devoted to doing the things you need to do to survive. It doesn’t work so well when we can cover the basics of survival in a few hours a day.

Leisure time is a relatively new phenomenon for humans. Except for a few notable exceptions, we haven’t had a lot of time to be entertained in. The exceptions provide a stark warning for what can happen. Leisure time exploded in ancient Rome as slave labor suddenly allowed the citizens of Rome to stop working for a living. The same was true in ancient Greece and Egypt. This fostered a dramatic increase of artistic output, but it also lead to an gradual erosion of social capital, leading to complacency and ennui. Eventually, these cultures rotted from the inside.

Let’s look at the causal chain of behavior here. Leisure time allows talented artists in our culture to “make special” more often. We have a hardwired appreciation of this art, so we admire those that create it. This gives them greater status and social benefits. Which makes us admire them more, but also become envious of them. We are built to emulate success, but in this case, there is no identifiable path to take. We may admire the benefits but we haven’t been granted the ability to follow in their footsteps. A cult of celebrity starts to emerge. Once it starts, this cultural snowball picks up speed, leading to ever higher status for celebrities and greater admiration and envy from those watching. Greed emerges, along with a sense of entitlement. Our values skew from survival to conspicuous consumption, driven by genes that are still trying to maximize returns from an ever increasing pile of consumable resources. The phenotype of this genetically driven consumption treadmill is not a pretty sight.

Entertainment Seems to Live in the Phenotype, Not the Genotype

Try as I might, I could not find a evolutionary pay off for entertainment, which leads me to believe it’s a phenotypical phenomenon, not a genotypical one. At it’s most benign, entertainment is a manifestation of our inherent need for art and ceremony. At that level, entertainment seems to live closest to the gene. But it doesn’t stay there long. Fuelled by our social hierarchal instincts, entertainment seems to rapidly sink to the lowest common denominator. It rapidly steps from art to raw sensory gratification. It’s much easier to absorb entertainment through the more primitive parts of our brain than to employ the effort required to intellectualize it.

To be honest, I’m still grappling with this concept, as you can no doubt tell from this post. There’s a big concept here and one of the joys and frustrations of blogging is that you never have the time to properly explore a concept before having to post it. For me, my blog serves as an intellectual grist mill, albeit a relatively inefficient one. I’ve got to go now and figure out where this goes from here.

The Psychology of Entertainment: Does Entertainment have an Evolutionary Purpose?

One of the interesting things we found about the 20th century was that humans are not really built to deal with abundance. Anytime we have too much of anything, our evolutionary guidance control systems seem to go awry. The human survival mechanisms were designed in an environment of scarcity. In the words of John Locke:

The life of man, solitary, poor, nasty, brutish and short.

We were built to rise above the odds, to survive in spite of adversity and hardship. In that scenario, the resiliency of humans is astonishing. But once the fight is over, we tend to languish and drift. History has repeated the story over and over again. The first well documented case was the fall of the Roman Empire:

“But the decline of Rome was the natural and inevitable effect of immoderate greatness. Prosperity ripened the principle of decay; the causes of destruction multiplied with the extent of conquest; and, as soon as time or accident had removed the artificial supports, the stupendous fabric yielded to the pressure of its own weight…. The victorious legions, who, in distant wars, acquired the vices of strangers and mercenaries, first oppressed the freedom of the republic, and afterwards violated the majesty of the purple. The emperors, anxious for their personal safety and the public peace, were reduced to the base expedient of corrupting the discipline which rendered them alike formidable to their sovereign and to the enemy; the vigour of the military government was relaxed, and finally dissolved, by the partial institutions of Constantine; and the Roman world was overwhelmed by a deluge of Barbarians.”
– Gibbon – Decline and Fall of the Roman Empire

Getting Soft Does Not Equal Survival

The Inevitable Effect of Immoderate Greatness….a cautionary tale if ever there was one. What does that have to do with the psychology of entertainment? Well, everything. With abundance comes leisure time. With leisure time comes a desire to seek entertainment. And when we seek entertainment to excess, we tend to get mired down as a society. As Edward Gibbon documented, the Roman Empire fell because of many factors – a wide spread empire that overcame its notion of centralized government, the rise of Christianity, economic reasons, but most of all, Rome fell because most Romans found themselves in the leisure class and didn’t know what to do with themselves. They got soft.

We’re A Modern Rome, and that’s not a Good Thing

8293_psychology_cartoon_DKMy personal feeling is that we’re currently following in Rome’s footsteps. The 20th Century was one of extreme excess. The richest parts of the world got fat and lazy. No, not everyone. But on the average, the facts speak for themselves. Over 70% of Americans are fat or obese. If we look at the last 50 years, the percentage of US adults who are obese or extremely obese has gone from under 15% (in 1960) to 41.3% (2006) according to the National Health Examination Survey. And the latest AC Neilsen numbers indicate that the average American spends over 5 hours a day watching TV. That’s 153 hours of TV every single month. Of course, TV’s not the only passive form of entertainment we consume, but it’s by far the most measurable and easiest to identify. Using the internet is rapidly catching up, with Forrester reporting we spend about 12 hours a week, or 50 hours a month, online. Of course, one of the challenges we’ll identify with online time is that it’s difficult to categorize it as entertainment. But let’s say that at least 25% of our time online is spent being entertained in some way (consumption of online video is a popular activity). That brings the grand total to about 165 hours a month being passively entertained, about the same time we spend at our jobs and almost as much time as we spend sleeping. We spend almost a third of our lives being entertained, in one way or the other. This is not active entertainment, this is not social entertainment, and in most cases, this is not intellectually stimulating entertainment. This is sitting in front of a screen consuming mindless entertainment. Humans were not built to do that.

If one were a Darwinist (which I am) one would have to ask – what is the evolutionary point of entertainment? With the single minded view of Richard Dawkin’s selfish gene, how does our creation of and need for entertainment increase the odds of our genes propagating? It’s not an unusual question. The same question has been asked about art, for example. Here, I think it’s important to explore the difference between a genotype and a phenotype, as the two often get confused when evolutionary questions arise.

Genotypes and Phenotypes

The genotype (courtesy of Professor John Blamire) is “the “internally coded, inheritable information” carried by all living organisms. This stored information is used as a “blueprint” or set of instructions for building and maintaining a living creature. These instructions are found within almost all cells (the “internal” part), they are written in a coded language (the genetic code), they are copied at the time of cell division or reproduction and are passed from one generation to the next (“inheritable”). These instructions are intimately involved with all aspects of the life of a cell or an organism. They control everything from the formation of protein macromolecules, to the regulation of metabolism and synthesis.”

The phenotype is “the “outward, physical manifestation” of the organism. These are the physical parts, the sum of the atoms, molecules, macromolecules, cells, structures, metabolism, energy utilization, tissues, organs, reflexes and behaviors; anything that is part of the observable structure, function or behavior of a living organism.”

The difference between a genotype and a phenotype is where many nature/nurture debates get hung up on the rocks. It might be helpful to use an analogy, going back to the concept of a “blueprint”

The Genetics of Urban Renewal

Imagine you’re the architect of a new building that is to be built in the downtown core. You design the building to be the best possible fit for the location where it’s to be built. You put together a highly detailed plan for the building, down to where each outlet is to be placed and the finish of each door knob. Then, you pass the plan over to the construction crew. This is the building’s “genome”.

The building gets built according to your plan, but then your influence over the building is finished. The building becomes a physical object within an environment, and as such, it has many interactions with that environment. These interactions can alter the nature of the building (especially if you’ve built flexibility into your initial design, which is certainly the case in the human genotype) and also, the building will alter the nature of the environment. For example, let’s say this new building was meant as a showpiece for renewal in an older and more run down part of the downtown core. If the building was successful in this goal, one might see it’s spark further development around it, literally changing the face of the environment.

Here’s another example. Let’s say the building was a 32 storey office tower that replaced a 2 storey run down apartment block. Obviously, that’s going to significantly increase the number of people who occupy the “footprint” of the building. In the old building, we might have had 20 lower income families. Suddenly, we have almost 5000 office workers who come to the building between the hours of 8 and 5, then go home. Any urban planner is going to see the dramatic impact that is going to have one the surrounding area. Parking, services, recreational areas, traffic routes…all these things will have to change to accommodate your design.

None of these environment changes were captured in your original blueprint, but they all resulted directly because of your plan. These changes, the interplay between the building and it’s environment, is a rough analogy for a phenotype. The phenotype is the “long shadow” of the genotype.

Evolution is a Harsh Critic of Phenotypes

Here’s another important fact to consider about phenotypes and genotypes. Evolution is relatively ambivalent about phenotypes. While they’re important to the organism, they serve a perfunctory role in natural adaption. Phenotypes are the acid test that determines whether or not genes get passed on. If the genotype leads to a phenotypical environment that results in higher reproductive success, it will get passed on. It if doesn’t, it dies out. This is the sole driver behind Dawkin’s selfish gene.

To go back to our building analogy, it’s as if the sole success of the building was determined by how much lease revenue it generated over a 50 year period. If it generated more than all the other buildings in a 5 block radius, your design would be used again and again. Using this one measure of success, all the phenotypical impact of the building – the rerouting of streets, the sparking of new construction, the addition of parking facilities, the very change in this section of the downtown core – only matter if these led to more lease revenue. If not, all these outcomes of your design are irrelevant.

If we talk about entertainment, I suspect we’re talking about phenotypes, not genotypes. In the next post, I’ll pick up this thought and explore further.

The Psychology of Entertainment: a Recap

psychThus far in this series, we’ve covered a lot of territory in looking at the psychology of entertainment. If you remember, when I initially started, my premise was that an audience had to stabilize before it provided a reliable market for advertisers. Unless you knew who you were talking to, you were relegated to conducting “drive-by” marketing, presenting your message to a transient set of eyeballs rather than a real live person you knew something about.

In looking for this loyalty online, we have to move beyond the “bright shiny object” syndrome that typifies much of our digital behavior. There seems to be a segment of our society that flits from trend to trend, creating enticing hockey stick growth curves that both VCs and marketers chase. But in the vast majority of cases, this attention deficit segment eventually moves on to the newest, greatest thing and the jilted online love implodes. For example, along the social network path there are any number of used and tossed aside past favourites. Remember Six Degrees, Friendster or Orkut? Even MySpace has largely given way to Facebook.

My original premise was that we have to find usefulness in an online destination before we’ll give it our loyalty. And we have to be loyal to a destination long enough for marketers to be able to identify a stable audience that they can know something about. Lance Loveday countered by saying that entertainment could also be a factor, along with utility, that leads to loyalty. That’s when I started to look at the psychological underpinnings of entertainment. Up to this point, I have spent much of the time looking at television, simply because it’s our most common form of entertainment. This week, I’ll be going back online to find entertainment, but before that, I should recap the basics of what we’ve learned, because we’ll be applying the same loyalty acid test to online entertainment.

We Love a Story

The most common and consistent element in the history of entertainment is the story. There is something inherently appealing about a narrative. In this post, we discovered that our brains respond well to stories. It’s easier for us to keep details in mind when they come wrapped in a story. Stories give us a rich context to project ourselves into, engaging the brain more fully. Stories are “software” that runs natively on our “hardware.” I gave memory champ Andi Bell and best selling author Malcolm Gladwell as examples.

Some of Us are Addicted to Entertainment

In most human characteristics determined by our genome (weight, height, intelligence, etc) the population plays out on a normal distribution curve, with the majority of us clustered around a central norm. Researchers Timothy Brock and Stephen Livingston found the same is true for our need for entertainment. In this case, they defined entertainment as passive entertainment, such as watching TV, rather than active entertainment like participating in sports. They found there is an unusually high need for entertainment amongst a significant segment of our population. While the norm seems to indicate that we’re very attached to our TV set, in extreme cases, researchers have found that TV consumption borders on true biological addiction.

Our Entertainment is Making Us More Passive

Researchers have found another troubling trend emerging through the 20th century. We appear to be turning into a nation of watchers. We sit back, waiting to be entertained. In many areas of our society, including education and politics, the tradition of Socratic debate has given way to passive consumption of information and, in the case of the later at least, propaganda. Neil Postman, for one, feels we’re “Amusing Ourselves to Death”. Robert Putnam found a strong correlation between TV watching and withdrawal from community participation.

How We Connect to TV

So, how did this strong (and in some cases, addictive) bonds to TV form? Our psychological bonds to TV shows parallel our need as social animals to connect with people, to identify our place in our social networks and to share common interests. Cristel Russell, Andrew Norman and Susan Heckler explored how we connected to TV shows and found 3 common bonds: viewer to program, viewer to viewer and viewer to character. The viewer to program bond comes from an aesthetic or artistic appreciation of the show. You applaud it’s production values, or the script. This is probably the most detached bond, and interestingly, is more common in men than women. The next bond is viewer to viewer. Here, a TV show becomes a social lubricant. If gives you something in common to talk about with your friends. The final bond is viewer to character. Here, the veil between reality and fantasy starts to slip a little. At it’s most benign, it’s just an identification with a character in a show. Like tends to bond with like. Grey’s Anatomy if a favourite amongst those that work in the medical profession, for example. And I know at least a few Democratic party faithful who are lifelong West Wing fans. Sometimes viewer-character bonds become less grounded in the real world and turn into delusional obsessions.

Because these bonds to TV are often grounded on social connections, whether real or imagined, it’s not surprising that they are nurtured in the same way face-to-face relationships are. These relationships grow over time, as we learn more about the characters we’re watching. They seem to grow strongest when there is a continuing storyline and character developments we can become engaged in. And finally, this ongoing narrative comes in a language our brains were built to process. We get stories. And we particularly like stories that play out the way we think they should. We like happy endings.

What Makes a Hit Show?

Now that we know the nature of our connections with a TV show, we should be able to predict what would make a successful TV show. What shows cause these bonds to flourish.

If we look at the hits over time, certain themes emerge. In Situation Comedies, characters are more important than the situation. While a novel situation is intriguing in the short term, it’s our connection with the characters that will build long term loyalty. It wasn’t the fact that M*A*S*H was set in the Korean War that made it interesting, it was that the complex environment provided so many opportunities for rich character developments within the show. There can be no situation less interesting than the premise behind Friends – 6 20 somethings living their lives in lower Manhattan. Friends hooked us because we cared about Ross, Rachel, Chandler, Monica, Joey and Phoebe.

The Thin Line Between Humor and Fear

What makes us laugh? At the most basic level, we laugh when we know something that appears threatening turns out to be harmless. Babies laugh when we make light of potentially stressful situations (a primary care giver momentarily disappearing during a game of peekaboo, an adult staging a mock “tickle” attack). This tendency sticks with us throughout our lives. It’s why we laugh at slapstick. Laughter shows that we’ve mastered some small part of our environment. In the case of a joke, it’s the “click” that happens when we solve an incongruity – we “get” the punchline. However, the satisfaction we get from this depend on our social context. Not all jokes are equally satisfying to everyone.

How We Process Humor

Men and women process humor differently. “Getting” humor appears to depend on a delicate balance between right brain and left brain processing. The left brain (the logical side) tends to assemble the required information, but it’s the right brain that comprehends the situation and, at a subconscious level, finds the humor in it. The “click” of getting a joke happens on the right side. That’s why jokes cease to be funny when we overanalyze them (which happens on the left side). It’s also why an academic paper on humor is probably the least funny thing you’ll ever read. As we start to look at the different types of humor, we start to see some divisions in what we find funny. Women, for example, are drawn to humor that involves social situations. Men tend to laugh more at jokes that involve sex and scatological references. And while slapstick can elicit belly laughs, wit tends to draw a smile. Slapstick taps into the fear/humor circuit, where wit is more of a social aspiration.

The Hooks of Our Favorite Shows

In this post, I took a look at some of the success factors of past TV hits.

Survivor – The situation of Survivor, the idea of competition, was the hook here. Unfortunately, by it’s very nature, Survivor found it difficult to carry loyalty from season to season. We had to get to know a whole new cast of characters each time.

West Wing – Witty dialogue and impossibly clever characters set up perhaps the most socially aspirational show in history (at least for Democratically inclined intellectual elitists) but it was overly dependent on creator Aaron Sorkin’s scripts. When Sorkin moved on, so did our interest.

American Idol – The mega talent show seems to be the exception to the continuing narrative rule. Why is this show not suffering the same fate of other season-by-season reality premises? It turns out that American Idol and other shows like it do tap into a narrative – our own. We have a built in need to admire talent, especially undiscovered talent. Where they go, so could we. It’s another cue that comes from our highly social evolutionary past.

Why We Love Violence 

Our taste for violent entertainment actually has a physiological basis. Violence taps into a basic good vs evil archetype, but this alone doesn’t explain it’s appeal. We love violence because it tweaks the danger detection circuits of our brain, releasing neuro-chemicals that give us a natural high. Our bodies become primed for action through the images and sounds we see, and this makes us feel more confident, ready for action and hyper-alert. Violent entertainment tricks our bodies into believing that we’re in danger, so the body responds appropriately. Not all people are alike in this regard. Some of us have a higher need for this type of sensation than others. This trait was quantified in the 70’s by Marvin Zuckerman and his sensation seeking scale. It has been found since that those with the greatest taste for sensation also tend to exhibit other addictive tendencies.

Are Video Games too Real?

If violent entertainment fools our brain into delivering an artificial high by getting us ready for a fight, how can we manage to stay in our seats through a 2 hour movie. As I explained in this post, the danger alert circuit is modulated by our cortex, which dampens down the impact of the alert. Essentially, our brain keeps telling itself that it’s not real, so just calm down. But the new technology being incorporated into video games is making it more and more difficult for our brains to determine what’s real. As games become more sophisticated, with photo-realistic graphics (even in 3d), more interactive and controlled by real body motions and not just a control pad, our brains could be forgiven for forgetting it’s all a game. We already know violent games are mildly addictive as we become dependent on the potent chemical cocktail that gets released as the brain is partially fooled into thinking the danger is real. So what happens, we have to wonder, when these games get even more realistic?

Why We Love being Entertained in Crowds

Why do we enjoy being entertained more when we’re in a crowd? The answer could come from our evolutionary past. The survival success of a herding animal comes from it’s ability to communicate potential danger quickly through the group. So, for humans, emotions are highly contagious. We pick up on the mood of the crowd around us and eventually synchronize our own mood to it. The loops the brain uses to do this are fascinating and are covered off in much more depth in this post.

The purpose of these 11 posts was to explore how we’re entertained. With that in mind, we can then look at our online alternatives and make some guesses about how entertaining we’ll find them. Remember, we’re looking for long term loyalty here, an audience that stays consistent enough that we can start to effectively target marketing messages to them with some understanding of who they are. So, here are the bullet points:

– We engage with narratives
– We connect with characters we care about
– Interactivity can’t get in the way of the narrative.
– Primitive humor and fear share the same basic roots
– Humor is in the eye of the beholder
– We love to admire talent, especially underdogs
– Violence and sensation deliver a natural high
– We are social animals and emotions are contagious

Tomorrow, we’ll start to explore how these foundations of entertainment translate to the online environment. And we’ll begin with an important question: Do we have too much entertainment?

The Psychology of Entertainment: Why We Love Watching in Crowds

3d-audienceWe laugh more at movies when we watch them with others. We get bigger thrills from action thrillers. We’re more likely to cry during a tear jerker. When we’re with a bunch of other people, it’s as if our emotions are turbocharged. Why?

One could say it’s our environment. Sitting in a darkened theater we focus more attention on whatever we’re watching. There are fewer distractions. We become more fully engaged with the experience. This provides part of the answer, but it’s certainly not the entire answer.

One could also say it’s the technology. It would be hard to argue that a billboard sized image that fills our entire field of vision (especially one that gives us a 3D experience) is more powerful than the typical home screen. Back that up with a full theater sound system and you have a powerfully engaging experience. Certainly that might explain the higher octane thrills we would get in an action movie, but it doesn’t seem as applicable in a tear jerker or a comedy. Is a 40 foot high Rachel McAdams more emotionally compelling than a 2 foot high one? Possibly, but the explanation still seems to fall short.

We know that we behave differently in groups than we do as individuals. At its most benign, it’s the shared experience of an entertainment event. At its most sinister, it’s the so called “mob mind,” a crowd induced mentality that through history is responsible for millions of lost lives. The power of synchronized emotion is immense.

The Psycho-Analytic Explanation

But where does this shared experience, this synchronization of emotions, come from? According to Carl Jung, we synchronize our emotions and thoughts when we come together in a group because we all share an identical “collective unconscious“, a universal framework of archetypes and motifs. It’s as if, when we get together, we all have the same subconscious script we’re reading from, written by our collective culture. Freud felt that we act differently towards people when we’re in a group than we do as individuals. The minds “merge” together into one way of thinking and enthusiasm for this view becomes increased as a result. And Le Bon believed it was the relative anonymity of the crowd that allows us to generate collective emotions that we might not have as individuals. All of these speak to a collective “meta” motivation, a common will that lives apart from the individuals who make up the group. Do mobs have a mind of their own? Most of the research done in this area has been around questions that have a much greater social implication than whether we laugh or not at the movie. But perhaps the answer comes from the same place. And perhaps it’s not as complex as Jung, Freud or Le Bon would have us believe. Is there a collective consciousness that takes over, or is it instead some fairly simple inherent mechanisms that come as standard equipment with we humans.

The Evolutionary Explanation

So, to go back to the question, are we more likely to laugh at Jennifer Aniston in a theater rather than at home because we have a shared collective archetype-driven subconscious script that indicates we should laugh at her? Do we laugh because we feel anonymous in a crowded theater and so let our inhibitions slip? Or do we laugh because we have given ourselves over to the collective thinking of the group? Maybe, just maybe, we laugh because the person beside us is laughing. Maybe it’s that simple.

We know that emotion is contagious. “Smile and the world smiles with you.” Cliche? Perhaps, but scientifically true. If we see someone smile, we’re more likely to smile ourselves. This is especially true if we like the person who is smiling. This is Bargh and Chartrand’s “Chameleon Effect.” We mimic others, especially those that we feel emotionally connected to. Emotional contagion is strongest between people who are close: family and best friends. In their book “Connected: The Surprising Power of Our Social Networks and How They Shape Our Lives“, Nicholas Christakis and James Fowler cite studies that show when a normal individual is paired with a mildly depressed roommate in college, soon the normal individual also becomes depressed.

Bio Feedback

The amazing thing about emotions are that they don’t always travel from the brain outwards. Our body feeds back signals to the brain that can change our mood. If you smile, you suddenly start feeling better. If you laugh, your outlook on life picks up. Telephone operators are told to smile when they’re on the phone, even though the person on the other end of the line can’t hear them. And there are documented cases of widespread contagious laughter. Dr. Madan and Madhuri Kataria have started Laughter Yoga, a “global movement for Health, Joy and World Peace” based simply on spontaneous laughing, practiced in laughing clubs around the world.

Why do these outward signals of our emotions spread through a group like wildfire, even as they change the very mood of the group? The answer, evolutionary biologists suspect, may lie in the fact that laughter and smiling almost certainly predate language amongst humans. Humans travelled in groups for their own protection. The reason groups are safer than traveling as an individual lies in the fact that groups have many sets of eyes and ears, where a lone human has only one set of each. Groups work as early warning systems. But these systems only work if the word spreads quickly. And that presents a problem. What happens before there were words? This is where our facial expressions and emotions come in.

Our Facial Recognition Hardware

The human brain has a dedicated mechanism solely for reading facial expressions, the fusiform gyrus, which then feeds these signals to the amygdala. The amygdala, as I’ve mentioned before, is the early warning detection system of the brain. And this mechanism makes a very important determination. It either switches on or off our defence mechanisms and it does so subconsciously, in about 1/10 of a second (the same timing, interestingly, that we use to recognize favored brands). So, a look of fear, terror or alarm can alert others around you in a fraction of a second. Language, which uses more recently evolved portions of our brain, can’t respond nearly as quickly. This alarm system alerts those around us by making our emotions their emotions. But it’s not just terror that spreads quickly. We are tuned to pick up any strong emotion and pass it along. Groups that feel the same way about things tend to be a better survival unit than those that don’t. When you think about this, it makes perfect evolutionary sense. It’s not enough to simply make people aware. If you want to survive, you have to ready them for action. And the fastest way to do this is to have the ability to quickly spread the same emotion through a crowd. The human brain is superbly tuned to pull this off. The fairly recent discovery of mirror neurons are responsible for our mimicry and seem to be an integral part of emotional contagion and synchronization. Below, VS Ramachandran provides some amazing examples of how humans lose core abilities when specific parts of the brain have been damaged.

But what happens as we leave the African savannah behind and start hanging out in movie theaters and community playhouses? The same mechanisms come with us, and we use them in the same way. We pick up emotions from those around us. And we do so because we’re wired to do so. It’s not a conscious decision. It’s just a very old part of our brain doing it’s job. And the entertainment industry is starting to incorporate this understanding of human nature into how it builds our entertainment experiences. At the recent TEDActive conference, sheer chance put me beside a psychologist and an amusement park owner during one lunch break. Soon, they were talking about the role of mirror neurons in the design of thrill rides – how closely do you have to sit together and what visual vantage point do you need to let the thrill of a roller coaster spread from one person to the next?

To Laugh, Or Not to Laugh

Perhaps the most interesting example was when Shakespeare’s Globe theater was rebuilt in London. In Shakespeare’s day, plays were performed in broad daylight, people stood together in crowds and they could easily see each other. The plays were raucous affairs filled with laughter, jeers, taunts and strongly expressed emotions. But over time, theaters became darkened and isolated cocoons that started to separate people from each other. When the Globe was resurrected, it was built to be historically accurate. This meant that for the first time in 400 years, people were seeing plays in the same environment they were originally performed in. The result? The crowds seemed to enjoy the plays more. They were noisier, stamped their feet, cheered louder and laughed more. They had more fun. Shakespeare, it appears, knew a thing or two about the power of a crowd.

This all brings up an interesting question for us to consider. In the last few posts I talked about how technology might be turning us into a nation of addicted watchers. Video games may significantly up the bar in false manipulation of the brains circuits. But increasingly, we’re also consuming those entertainment experiences by ourselves. If we’re built to enjoy things more when we’re in a group, what is the long term impact of being entertained alone, in the dark? Will technology start to simulate the effect of a crowd? Will we be put in virtual communities when we watch something? In fact, we’ve already started down this path. TV directors found out very early in the history of the new medium that audiences were much more likely to laugh if they were cued by a laugh track.

In the next posts, I’ll start to bring us back to the original question, which was does entertainment build loyalty online? We’ll look at what we find entertaining online. For example, is a social network useful or entertaining? Do we consume video differently online? Will we build the same loyal viewing habits now that we can timeshift our viewing schedule to our convenience, not the networks? How will an increasingly interactive experience impact our entertainment tastes?

The Psychology of Entertainment: Will Video Games Become Too Real for Us to Handle?

Man_Playing_A_Video_Game_1575481-310x416In yesterday’s post, I explored our psychological attraction to violent action thrillers. Today, let’s go one step further. What is the attraction of violent video games? And how might this attraction deepen and even become pathologically dangerous as the technology behind the games improves? It’s a question we’re speeding towards, so we should stop to consider it.

In TV and film, violent action triggers a chemical reaction in the brain that we find stimulating and pleasing. As cortisol and dopamine get released, we experience a natural high. Strong evidence points to a connection between sensation seeking (triggering the high) and addictive tendencies.

The Veil of Non Reality

There is a “veil of non-reality” that moderates this reaction however. The high we get from violent entertainment comes from the limbic structures of the brain, triggered by the amygdala and other sub-cortical neural modules. This is the primal part of the brain that ensures survival in threatening situations, which means that responses are fast but not deliberate. The higher, cortical parts of the brain ride overtop of these responses like a governor, toning down the responses and modulating the overactive danger response mechanisms. It our brains didn’t do this, we’d quickly burn ourselves out. Cortisol is a great stimulant when it’s needed, but a steady diet of it turns us into a quivering pile of anxiety-ridden stress.

When we watch entertainment, this modulating part of the brain quickly realizes that what we’re watching isn’t real and puts its foot on the brake of the brain’s natural desire to pump out Cortisol, dopamine and other neuro-chemicals. It’s the “voice of reason” that spoils the fun of the limbic brain. Despite the fact that there’s car’s exploding left and right and people are dropping like flies, the fact that we’re watching all this on a 2 dimensional screen helps us keep everything in perspective, preventing our brain from running away with itself. This is the veil of “non-reality” that keeps us from be fooled that this is all real.

The Imagined Reality of Entertainment

But let’s stop for a moment and think about how we’re consuming entertainment. In the past decade, screens have got bigger and bigger. It’s no coincidence that we get a bigger high from watching violence on the big screen than from watching it on a 20 inch home TV. The “veil of non-reality” starts to slip a little bit. It seems more real to us. Also, we feed off the responses of others in the theater. We are social animals and this is especially true in threatening situations, even if they are simulations in the name of entertainment. We pick up our social cues from the herd.

It’s not just the size of the screen that’s changing, however. Technology is continually trying to make our entertainment experiences more real. Recent advances in 3D technology have not only made James Cameron even wealthier, they also deliver a stronger sensory jolt. Watching Avatar in 3D is a sensory explosion. The veil of “non-reality” slips a little further.

But improvements in graphic technology can only go so far in fooling the brain. Much as our eyes might be deceived, we’re still sitting passively in a chair. Our interpretation of the world not only relies on input from the senses, it also relies on our own sense of “body” – Antonio Damasio’s somatic markers.

The Satisfaction of Control

This is where video games are quickly approaching a potential crisis point in sensory overload. Even the best Hollywood thriller requires us to sit passively and consume the experience. We have no control over plot, dialogue or the character actions. We can only engage in the experience to a certain level. In fact, much of the appeal of a Hollywood thriller comes from this gap between what’s happening on the screen and what’s happening in our own minds. We can imagine possible outcomes or perhaps the director gives us knowledge the protagonist doesn’t have. We experience suspense as we see if the protagonist takes the same actions we would. We silently scream “Get out of the house!” to the teenage babysitter when we know the psychopathic killer is upstairs.

But video games erase this limitation. With a video game, we’re suddenly in control. Control is a powerfully seductive condition for humans. We naturally try to control as many elements of our environment as possible. And when we can exert control over something, we’re rewarded by our brains and a natural hit of dopamine. That’s why completing a puzzle or solving a riddle is so inherently satisfying. These are tiny exertions of control. In a video game, we are the authors of the script. It is we who decide how we react to dangerous situations. Suddenly we are not a passive audience. we are the actors. This is cognitive engagement at a whole different level. Suddenly the appeal of sensory stimulation is combined with the rewards we get from exercising control over novel situations. That’s a powerful one-two punch for our brains. And the veil of “non-reality” slips a little further.

Virtual Reality

The negative impacts of video games have been studied, but again, like TV, studies have been largely centred around one question: does the playing of video games lead to increased aggression and violence in children? And, like TV, the answer seems to be a qualified yes. For those already prone to violence, the playing of video games seems to reinforce these attitudes. But it’s also been argued that the playing of video games provides a cathartic release for violent tendencies.

Less research has been conducted on the cognitive impact of video games, and it’s here where the bigger problem might lie. A few studies have shown the playing of video games could be addictive. A Japanese study found that excessive video game playing during adolescence seems to alter the way brains develop, impairing the ability to focus attention for long periods of time. In fact, a number of studies have shown links between exposure to excessive sensory stimulation through electronic media and the incidence of ADHD and other attention deficit disorders. It’s this longer term altering of how our brains work that may represent the bigger danger in video games.

Video games combined violent scenarios, which we know to provide sensory jolts to the brain, with the seduction of control. What has limited the addictive appeal of video games to this point are two things: how realistic the scenarios are perceived to be and the way we interact with the games. And, in both these areas, technology is moving forward very quickly.

Video game graphics have come a long way, but they still lack the photo realism of a typical Hollywood movie. However, the distance between the two is lessening every day. How far away are we from a video game experience that matches the realism of Hollywood? Huge advances in computer graphics and sheer processing power are bringing the two closer and closer together. The day is not far away where our experience in a video game will feel like we’ve been dropped in the middle of a movie. And, with 3D and virtual reality technology, even the physical separation of a screen will soon disappear. The imaginary world will surround us in a highly realistic way. What will that do for the “veil of non-reality?”

The other area where video games have improved dramatically is in the way we control them. The control pad with various triggers and buttons was a artificial way to interact with the video game world. A spin-jump-kick combination was triggered by pushing down a few buttons while we sat in a chair. This helped our brain maintain it’s distance from the imagined reality. But Nintendo’s Wii changed how we interact with video games. Sophisticated sensors now translate our own body motions into corresponding digital commands for the game. Even our bodies are fooled into believing we’re actually playing golf or participating in a boxing match. Interestingly, Nintendo made the choice to make the graphics on the Wii less realistic, perhaps trying to maintain a “veil of non-reality.”

The Wii opens the door to a much more realistic way of controlling video games. Now our own body movements control the virtual character. Suddenly, our body is providing reinforcing feedback to our brain that this might just be real. When you combine this with photo-realistic visual input and audio input, one could forgive our brains for not being able to determine what is real and what isn’t.

Entertainment Overload?

If technology continues down the path it’s own, the virtual reality of a video game may be indistinguishable from the true reality of our lives. If the “veil of non-reality” permanently slips, we have a huge potential problem: our lives pale in comparison to the sensory possibilities of a virtual world. That’s why our brains may not be equipped to handle the overload. We may get addicted to sensation as the brain is fooled into giving us stronger and stronger hits of cortisol, dopamine, adrenaline and other natural narcotics. When the “veil of non-reality” slips away forever, our brains may not be equipped to handle the new virtual reality.

The Psychology of Entertainment: Why We’re Hooked on Violent Action Thrillers

In previous posts, I explored what encourages long term loyalty to a TV show. All of this entertainment psychological navel gazing was prompted by the original question: how does entertainment “hook” us and how can marketers use that to effectively connect with potential customers, especially online?

The Intrigue of Violence

heath32201_468x312Before we move on from TV, there is one genre we have yet to explore: the action thriller. Why does violence intrigue us? If you think about it, there is nothing rational about this proclivity we have towards violence. In our society, our own bodies are considered taboo. The female breast, the source of sustenance for all of us when we’re born, cannot be seen on TV. Yet we regularly watch, even expect, primetime shows where humans lives are snuffed out without a second thought. If you stop to seriously contemplate this cultural paradox, there can be no logical answer. Why would we possibly be entertained by watching others of our species be subjected to harm? Yet the draw of violent action is undeniably human.

By the time the average American child is 18 they will have watched 200,000 acts of violence on TV. And we, as parents, rarely question this form of entertainment. On any given night, on one channel alone, you’re likely to see a least a dozen murders. In 8 seasons of 24, Jack Bauer has personally dispatched over 200 people (according to http://www.jackbauerkillcount.com). There are no fewer than 5 websites that keep tally of Bauer’s body count. Season 4 was the bloodiest, with Jack adding 44 souls to the death toll. Now, if you consider that each episode of 24 represents a single day in Bauer’s life, that means he’s a pretty busy killing machine. Even allowing for the fact that Bauer doesn’t seem to sleep (or urinate, for that matter), that’s still a murder every 32.7 minutes. Now..that’s entertainment!

But why is violence entertaining? It’s not as difficult to understand why sex sells. After all, it’s tied into our need to procreate, so the evolutionary linkages are pretty easy to understand. But our love of violence presents more of a mystery.

It’s More than Good vs Bad

As I wrote before in a previous post, we have pretty simply formulas for a successful narrative – the good guys are supposed to triumph and the bad guys are supposed to be defeated. Action thrillers wrap themselves around this central truth, with the good guys routinely dispatching the bad guys (The Bauer/Bad Guy Kill Ratio certainly reinforces this psychological truth). Every so often, just to keep things interesting, someone close to Bauer meets an untimely end. Those thinking Jack Bauer in romantic terms would do well to reconsider. Bauer’s wives and love interests also have a habit of dying. Losing a sympathetic character hieightens the dramatic impact of the narrative. But if we have this inherent connection with stories, why do we need violence? Would we be just as satisfied if Jack Bauer soundly trounced his enemies in a good game of backgammon? I suspect not.

So it’s not just the good against evil archetype that we look for in an action thriller – it’s the violence itself. And this comes from the same mental circuit that we explored when we looked at why we laugh, our danger detection circuit.

The Sensational High

The human body responds in a unique way to signals of danger. The brain readies the body for fleeing or fighting. And it does so by a sudden release of neuro-chemicals, including the hormone cortisol and both adrenaline and noradrenaline. These chemicals not only ready us for action, they also cause us to believe that we can overcome opposition. Confidence in threatening situations provides an evolutionary advantage, as long as it leave the door open to a rapid exit of the odds are too heavily stacked against us.  Fear, danger and violence all provide us with a natural high that makes us feel more powerful, more positive and more confident. Also, dopamine, the fuel of our reward center, is released as we encounter novel situations. These chemicals, acting together, create a feeling of satisfaction for us.

Psychologists call this need for stimulation sensation seeking. Like most human traits, it’s not universally present or consistent. We have a normal distribution curve of sensation seeking throughout the human population. Marvin Zuckerman created the sensation seeking scale in the 70s. Some of us have an addictive need for sensational stimulation. Some of us avoid it at all costs. Most of us lie somewhere in between. And, not surprisingly, males are more likely to seek sensation through aggressive physical activity and by watching on-screen violence. Televised sports, especially high contact sports like boxing, wrestling, football and hockey all cater to the male need for physical, often violent stimulation.

Studies have found strong links between sensation seeking and addictive personalities. Those that constantly seek sensation are most likely to become addicted to cocaine (which provides a similar high by fooling the same circuits of the brain), alcohol and even gambling. In one interesting twist, some Parkinson’s patients who receive L-dopa, a therapy to replace dopamine, typically lacking in Parkinson’s, suddenly developed a powerful appetite for gambling. By altering the brain chemistry to lessen the adverse affects of their patient’s condition, the doctors unwittingly upped their need to seek sensation.

Hollywood as the Pusher

If danger provides us with a natural high, Hollywood has learned to push this hardwired hot button repeatedly and often. The action thriller is a distillation of sensation. In 60 to 120 minutes, we are treated to a buffet of sensation, all signaling our brain that it should deliver another hit. In our normal lives, few of us are in situations that necessitate the release of these neuro-chemicals more than a few times each year. There is more danger packed into a half hour of primetime TV than most of us encounter in our entire lives.

Given the condensed nature of these threatening stimuli, the brain can’t respond as fully as it would in real life situations. Because our cortex is running governor on all this, continually letting us know that this is all make-believe, the hits are dramatically modulated, providing a minor buzz of stimulation. Still, those with a need for stimulation get what they’re looking for from the average thriller. At the end of the show they feel entertained.

There is increasing concern over the long term effects of this constant stimulation. Does the violence we see of TV lead to increased violence in real life? Academic opinion is divided on this, but the balance seems to be tilted to the “yes” side. If we take a normal distribution of violent, anti-social tendencies amongst the human population (typically, these studies look at the effect of televised violence amongst children) we would have the typical bell curve, with some decidedly anti-violent and pacific, some pathologically violent and the most of us somewhere in the middle. There is mounting evidence that the flood of violent stimuli delivered through the TV set and other entertainment mediums shifts this curve to the violent side. TV violence won’t make a peaceful child suddenly violent, but it can make the child prone to violence more apt to play out their tendencies. TV seems to shift the odds in favour of violence. There is also a self-reinforcing loop here. Violent people seek out violent entertainment. Peaceful people tend to avoid it. Our choice of entertainment reinforces our natural tendencies.

Pure Violence is Not Enough for Long Term Connections

Now, if the action thriller is literally delivering a chemical high to our brain, this would seem to indicate that they would be almost irresistible entertainment choices. Fortunately, it seems that humans have slightly more complex needs than just a never ending high. If we look at thrillers in terms of long term viewer loyalty, violence alone is not enough. While a action block buster might be enough to keep us enthralled for the short term, we need more from our shows to keep us coming back season after season. Mere sensory stimulation catches our attention, but deeper connections with characters are required for emotional bonding over longer periods of time.

The entertainment industry has a long and dubious history of gratifying our sensation seeking needs. But recently, an even more potent sensation “fix” has been discovered. In a violent TV action show, we can watch but we can’t participate. This helps the brain maintain it’s cognitive balance, understanding that this is all a show, that it doesn’t represent reality. This allows us to modify the release of natural hormones and neuro-transmitters. But what happens when we have the ability to interact with these violent, imaginary scenarios? Video games up the ante by adding the very powerful element of control. I’ll explore that in the next post.

The Psychology of Entertainment: How American Idol, Survivor and Dallas Hooked Us

In this series of posts, I’ve covered off at some length why we find some things inherently funny. We’ve also talked about the importance of connecting with characters in developing a long term loyalty to the show that separates the long running hits from the one season wonders. But obviously, there is more than just comedy on TV. There’s drama, Reality TV and Action Thrillers, all dealing with the same basic elements of characterization and narrative (even Reality TV, which is really unscripted drama). With this, let’s look at how some different shows have approached the challenge of long term loyalty.

What Made Some Show Hits?

Survivor

survivor logoSurvivor was the most successful summer replacement in history. It rocketed to popularity in 2000 and was responsible for the flood of reality TV we’re still saddled with. The popularity of Survivor, however, has dropped dramatically over the past few years. One possible reason is that Survivor forces you to reestablish connections every single season. The situation is more important than the characters in Survivor. Just as we start to care about a character, they get voted off the island. We watch Survivor like an anthropologist would, intrigued by the challenge and how the human cast reacts to it, but unable to form connections that endure from season to season. The producers realized this and started to bring back past favourites for an “All Star” survivor, hoping to re-establish past connections, but by then it was too late. Our interests had moved on. The connections had been discarded. Survivor had “jumped the shark.” Other reality shows, such as Big Brother and the Apprentice have faced this same inherent “shelf life” problem. In terms of gaining long term loyalty, characters we connect with will always trump intriguing situations, for reasons I explored a few posts back.

West Wing

WestwingMy personal favorite. But as I said in an earlier post, even my degree of connection with West Wing suffered after the third season. Writer Aaron Sorkin’s scripts demanded a high degree of investment on the part of the viewer. The byzantine tangle of situations, delivered through machine gun quick, impossibly clever dialogues, was more like intellectual gymnastics than a relaxing hour in front of the tube. Earlier this week, I talked about the psychological attraction of wit. We all wish we were wittier and the characters on West Wing, thanks to Sorkin, were impossibly clever and witty. It left you breathless just trying to keep up. However, Sorkin continually delivered huge returns on that investment. For me at least, West Wing hit highs I haven’t seen since. After four seasons, Sorkin moved on. Also, the inevitable cast churn started. Perhaps we were just worn out from trying to keep up, but in it’s last 3 seasons, West Wing continually lost steam.

Other long running dramas, including ER and Dallas (technically the most successful show in history, if you look at global syndication as a measure), relied on various formulas of social connectedness. ER wrapped in our preoccupation with health (another inherently wired hot button in humans) with rich characterizations. Dallas took the soap opera primetime, offering a shallower but undeniably fascinating tangle of greed, betrayal, sex, love and occasional redemption through the actions of more sympathetic characters. Dallas was like junk food for our brains, playing to our lowest psychological denominators. It’s a path many shows have followed.

American Idol

AmericanIdolSo, in the examples above, it appears we need an ongoing narrative to keep us engaged, right? Then how do I explain the success of American Idol? There is no narrative. And just like Survivor, the cast of characters changes each season. So why is American Idol the most popular TV show in recent memory? Well, it turns out that American Idol does rely on a narrative. It relies on our narrative.

If our connection with characters provides the glue that keeps us tuning in week after week, how would I explain the success of American Idol? While we might start identifying with one particular contestant, there is no real narrative that drives American Idol. It’s a talent show. And it’s not the only online success. America’s Got Talent, Dancing with the Stars, the Susan Boyle phenomenon. What is the mechanism at play here that entertains us? Again, it seems to come down to narrative, but in this case, it’s our narrative, not the characters, that proves to be the glue.

TV Provides a Reference Point for Ourselves

Our connectedness to characters seems to rely not so much on their situations, but on our own. Somewhere deep inside, we project their fantasy on our reality. The narrative of our favorite characters have to have some hooks or bearing points that we can anchor in on. There has to be some degree of affinity. We can relate to the situation (med students watching Grey’s Anatomy) or we can relate to a character’s qualities (I’d like to be Chandler Bing’s friend). We can fantasize about being in a character’s shoes (being Jack Bauer in 24) and we can care about a character’s well being (Will Schuester has to dump his wife and hook up with Emma Pillsbury). A TV show has to give us a reason to want to live our lives vicariously through it’s characters and situations. The formula for American Idol relies on the same hooks. We want to be on stage too. It’s the same hook that made Rock Band and Guitar Hero massive best sellers amongst video games.

What connection do we have with the contestants on these massively popular talent shows? Why are talent shows inherently appealing to us? Let’s return to Susan Boyle and Britain’s Got Talent. Why did we get a chill down our spine when this frumpy Scottish spinster suddenly opened her mouth and belted it out? Why was it so deliciously satisfying when the smirk was wiped from Simon Cowell’s face? Well, it’s because we humans travel in herds. Seriously.

Monkey See, Monkey Aspire to Do

Television Britain's Got TalentWe admired Susan Boyle. We admire talent when we see it. And we especially admire talent when it’s undiscovered. Why?

Joseph Henrich and Francisco Gil-White have a theory about that. They believe admiration is like a short cut to success. And unlike other species, where social prestige comes primarily through physical aggression, humans can take many paths up the social ladder. The examples of humans achieving social status through talent or intellectual ability far outnumber those succeed through physical domination. Our brain is our greatest asset and human society has evolved to recognize our unique advantage.

When we see someone suddenly winning a crowd over, we can’t help but feel chills of admiration going down our spine. (Here’s a link to the video on YouTube, just in case you’ve forgotten the sensation. It’s been viewed almost 90 million times) Their success could be our success. They provide a new potential path in our own personal narrative, a road to prestige that we to could go down. And the appeal of the talent show format is that these are undiscovered talents. Their current social status is not so different from our own. In fact, as in Susan Boyle’s case, based on appearance alone, we initially put ourselves several rungs up the social ladder. So, if Susan could suddenly soar up in social value, our odds must be even better (ignoring for the moment that we can’t sing like her). We measure our chances against the yardstick provided by Ms. Boyle. We can readily imagine ourselves in her no-nonsense leather shoes. It’s why we are predisposed to root for the underdog. And the more “under” the dog, the bigger the cheers.

What is the Darwinian logic to this behavior? It’s not so difficult to understand. The path to social success, and all the evolutionary advantages that accrue to one who attains it, is easier if you follow in someone else’s footsteps. We are a social animal and one of the advantages of that is that we can advance faster if we learn from other’s failures and triumphs. We are hardwired to both admire, criticize and topple fallen idols (a la Tiger Woods). Reality talent shows like American Idol and America’s Got Talent take full advantage of these behavioral traits.

So, we’ve covered the required elements of the drama, the comedy and Reality TV. But so far, I still haven’t touched one genre of TV entertainment, the action show. More on that next week.