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Abstract

Purpose The purpose of this paper is to report the development and validation of a scale for measuring “post-series depression” (PSD), a concept that describes the feelings of melancholy and longing that can occur when an individual’s all-consuming film or screen product comes to an end. Although largely ignored by academic research in the arts and leisure (A&L) domain, PSD has received wide coverage in grey literature concerning the termination of certain film or TV series. Design/methodology/approach Exploratory interviews were conducted with fans of a range of A&L products. Questionnaire surveys then examined the relationships between PSD, nostalgia and emptiness, and between PSD, binge-watching and compulsive consumption. Findings A 15-item scale to measure PSD was developed and its reliability demonstrated. Research limitations/implications The study was conducted within an A&L context. It only examined the abovementioned variables and no other potentially relevant psychological and behavioural considerations (e.g. audience involvement, narcissism and social anxiety). Practical implications The scale will be useful for investigating the marketing implications of fanship and its connections with addictive behaviour. It will help marketers when segmenting A&L markets, in understanding how to extend the period during which audiences purchase screen product-related memorabilia and to know how to market binge-watching-related items (e.g. box sets, clothing, books, theatre tickets and film studio visits). Originality/value This paper provides a rigorous examination of the concept of PSD and presents a scale for its measurement.

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... Although there is a lack of academic research and definition based on gray literature, also called fugitive literature, PSD still has great application potential regarding psychological context. From the original paper, PSD is a context-specific mood state, a term used to express the feelings of emptiness, loss, and melancholy of arts and leisure lovers after their favorite screen products, such as movies and TV series, were discontinued (Kottasz et al., 2019). These special feelings for a screen product can result from the fans' parasocial relationship with TV stars (Cohen, 2004). ...
... The emotions that are manifestations of PSD (e.g., emptiness, melancholia) can negatively affect individuals' mental health. Emptiness could make people want to "fill up something missing inside" by excessive use of an addictive substance, television addiction, excessive computer use or internet access, or compulsive use of video or computer games that would lead to significant impairment to the abilities to function effectively in daily life (Kottasz et al., 2019). The concept of melancholia comprises mood disturbance, disturbance in cognition or behavior, and relates to a depressed mood (Tondo et al., 2020). ...
... Moreover, PSD is discussed to correlate with other negative emotions. Kottasz et al. (2019) concluded that individuals with feelings of nostalgia and emptiness were significantly more likely to experience PSD than others. Nostalgia is a mixed emotion (Newman and Sachs, 2020) that happens when a person is craving sentimentally for the past (Cheung et al., 2013) or when they believe that their past was better than their recent life found that nostalgia, along with loneliness was negatively affecting wellbeing. ...
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Vietnam, a middle-income country, has been suffering four waves of the Coronavirus disease 2019 (COVID-19) pandemic and a massive lockdown to suppress the spread of this infectious disease. Consequently, COVID-19 has caused psychological ramifications and affected humankind's life satisfaction. Because of the lockdown period, numerous people had plentiful time. Hence, they found solace in excessive watching of television and movies, which could lead to post-series depression. The purpose of this study is to investigate the relationship between life satisfaction (LS), post-series depression (PSD), and positive mental health (PMH) and inquire about the mediation effect of satisfaction of life and PSD. A total of 2,572 participants who were voluntarily recruited from various media platforms completed self-report questionnaires, including the Satisfaction with life scale, Post-series depression scale, and Positive Mental Health Scale. This study was assessed using the PLS-SEM approach. The findings of this research discovered (i) a significantly positive effect of LS on PMH; (ii) a significantly negative effect of PSD on PMH; (iii) a significantly negative effect of LS on PSD, and (iv) a significant indirect effect of LS on PMH through PSD. The study provided additional evidence to the relationship between life satisfaction and PMH of individuals. Besides, the Frontiers in Psychology 01 frontiersin.org
... Although there is the lack of academic research and definition is built based on grey literature which is also called fugitive literature, PSD still has a great application potential regarding psychological context. From the original paper, PSD is a context-specific mood state, a term used to express the feelings of emptiness, loss, and melancholy of arts and leisure lovers after the favourite screen products such as movies and TV series were discontinued (Kottasz et al., 2019). These special feelings for a screen product can be a result from the fans' parasocial relationship with TVs stars (Cohen, 2004). ...
... The emotions which are manifestations of PSD (e.g: emptiness, melancholia) can lead to negative effects on individuals' mental health. Emptiness could make people want to "fill up something missing inside" by excessive use of an addictive substance, television addiction, excessive computer use or internet access, compulsive use of video or computer games that would lead to significant impairment to the abilities to function effectively in daily life (Kottasz et al., 2019). The concept of melancholia comprises mood disturbance, disturbance in cognition, or behaviour and relates to depressed mood (Tondo et al., 2020). ...
... Moreover, PSD is discussed to have correlation with other negative emotions. Kottasz et al. (2019) concluded that individuals who had the feelings of nostalgia and emptiness were significantly more likely to experience PSD than others. Nostalgia is a mixed emotion ) that happens when a person is craving sentimentally for the past (Cheung et al., 2013) or when they believe that their past was better than their recent life found that nostalgia, along with loneliness were negatively affecting well-being. ...
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Vietnam, a middle-income country has been suffering four waves of Covid-19 pandemic and massive lockdown to suppress the spread of this infectious disease. As a consequence, COVID-19 has caused psychological ramifications and humankind life satisfaction. Because of the lockdown period, numerous people have plentiful time, hence, they found solace in excessive watching television and movies which could lead to post-series depression. The purpose of this study is to investigate the relationship between satisfaction of life (LS), post-series depression (PSD) and positive mental health (PMH), and inquire about the mediation effect of satisfaction of life and post-series depression. A total of 2,572 participants who were voluntarily recruited from various media platforms completed self-report questionnaires including Satisfaction with life scale, Post-series depression scale and Positive Mental Health Scale. This study was assessed by using the PLS-SEM approach. The findings of this research discovered (i) a significantly positive effect of LS on PMH; (ii) a significantly negative effect of PSD on PMH; (iii) a significantly negative effect of LS on PSD and (iv) a significantly indirect effect of LS on MH through PSD. The study provided additional evidence to the relationship between life satisfaction and positive mental health of individuals. Besides, the negative effects of post-series depression, which is a non-clinical term for feeling down that frequently appears after individuals finished their much-loved film and TV series, on individuals' positive mental health is proved, especially in the COVID-19 pandemic context in which Vietnamese people must remain in their current location.
... Furthermore, various studies have suggested depressive symptoms parallel with the post-binge-watching phenomenon. 3,15,32,33 For instance, Kottasz et al 33 measured the "post-series depression" phenomenon and described it as a feeling of longing and melancholy after consuming all the series. Evidence from literature 15 plausibly indicates that binge-watching can intensify depression and anxiety among people. ...
... 63 Interestingly, our findings suggested that when bingewatching is personally not fulfilling, it is associated with loneliness and depression. 15,32,33 One plausible reason can be that the reality of binge-watchers resonates with the reality depicted in the episodes that may give them the impression that other people around them are more content with their lives. This may make them feel depressed due to social isolation. ...
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... But it seems that post-game depression is not noticed in any major research. In fact, post-series depression is quite similar to that which gamers describe as post-game depression on a conceptual level, and is also a niche subject, despite being a part of an experience that is quite common (see Kottasz et al., 2019). ...
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Despite the fact that video games and gaming are one of the main focuses of scholars in the field of cyberpsychology, there are a lot of phenomena that hardly get any scientific cover. One of them is post-game depression, a term coined in the gamers community to express a specific state that some of them experience after playing certain video games. However, as to the authors' knowledge, there has been no research focusing on understanding that state. Based on the findings of narrative psychology, a narrative inquiry approach was chosen for the presented qualitative, exploratory study. Using guidelines from the interpretative phenomenological analysis, the final sample of 35 given narratives of players were analysed, of which 22 described post-game depression and 13 of narrators described reasons why they did not experience it. After comparing the results between the two groups, the general conclusion is that post-game depression is a state of media anhedonia and reminiscing about the game that gave a visceral, insightful, thought-provoking and emotionally driven experience where players had parasocial relationships with in-game characters and/or their avatars/protagonists. Possible buffer factors can be personal growth from the experience and a fulfilling ending for the player. It is important to further understand what other factors, for example, personal traits of the players and specific game mechanics, contribute to that state since it can be a possible cause of serious psychological distress on the one hand, on the other a possible phase of being personally enriched by the experience of playing certain video games.
... The last objective of this research is to determine the relationship between 'escape' motive and binge-watching behaviour among university students, and the regression results show that 'escape' motive does not significantly influence the binge-watching behaviour. This is contradicted by the findings by Kottasz et al., (2019) which demonstrate that individuals usually binge-watch to escape from their realities. Cova et al., (2018) also discovered that an individual's escape is related to the action of avoiding stressors or unwarranted situations, where a common method of release is binge-watching. ...
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In this article I use the concept of genre as a notion to look into the relationship between the production and the audience, especially on the production side. The empirical material of the study is a Japanese television family drama called Wataru seken wa oni bakari or Wataoni. Recently the concept of genre - traditionally known from literary theory and cinema studies - has been found useful especially in studies on (news) journalism. In these studies genre is usually defined as a cultural and social contract between the production and the audience, the rhetorical mode of address inherent in genre being a central notion. The mode of address is seen to recommend audience members certain meanings and viewing patterns. Although the idea of `communicative contract' also includes the production side, empirical studies of the rhetorical force of genre in both production and reception are rare. I propose that it can be useful in an empirical study to look into the ways in which genre addresses both the viewers and the makers. The way the generic mode of address works for each direction may differ, but nevertheless genre also persuades the makers to adopt a certain subject position and meaningful relationship with the programme in question.
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This study examined the responses of television viewers to the potential loss of their favorite television characters. A sample of 381 Israeli adults completed questionnaires, including questions about their relationships with their favorite characters, how they would react if those characters were taken off the air, and their attachment styles. Results showed that viewers expecting to lose their favorite characters anticipate negative reactions similar to those experienced after the dissolution of social relationships. These reactions were related both to the intensity of the parasocial relationship with the favorite character and to the viewers’ attachment style. Anxious–ambivalently attached respondents anticipated the most negative responses. The results are discussed in light of their contribution to attachment research and as evidence of the similarity between parasocial relationships and close social relationships.
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Purpose The paper aims to establish which formally and informally published sources of knowledge were mainly used by executives in the computer service industry to obtain knowledge of current developments in the field of marketing and to examine the purposes for which the knowledge gathered from these sources was employed. Design/methodology/approach Marketing managers in 141 large computer services businesses completed a questionnaire concerning the extents to which they used books, marketing magazines, academic journals, and grey literature (GL) for instrumental, conceptual, and symbolic purposes. Four “motivating factors” (e.g. occupational learning orientation) were examined plus three other influences (e.g. length of time in a marketing role). The possible consequences of the extensive use of various sources were explored. Findings Only 2 per cent of the sample read academic marketing journals, and just 3 per cent looked at marketing textbooks. However, 89 per cent of the sample accessed (mainly internet‐based) grey marketing literature and 62 per cent read marketing magazines. Nearly, one in six of the respondents stated that they had read practitioner “how to do” marketing books. Several hypothesised independent variables exerted positive and significant impacts on the degrees to which magazines; GL and practitioner books were employed to obtain marketing knowledge. Research limitations/implications It was not possible to examine exactly why a particular knowledge source was preferred for a specific purpose. Potential connections between past academic research outputs and the contents of contemporary grey marketing literature and articles in marketing magazines could not be investigated. The results imply that GL must be recognised as a vital source of marketing knowledge. Issues relating to the codification and wider distribution of GL, copyright, the shortage of specialised GL bibliographies in the marketing area, and the long‐term availability of materials in electronic form need to be addressed. Originality/value This was the first empirical study to connect the use of marketing knowledge sources to the purposes (instrumental, conceptual, symbolic) for which the knowledge contained within them was required.
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Here we explore an alternative conceptualization and measurement of parasocial interaction, using data from a qualitative content analysis of audience letters written to an extremely popular television soap opera, Hum Log", in India. Parasocial interaction is the degree to which an audience member develops a perceived interpersonal relationship with a media character. We measure five sub-dimensions of parasocial interaction (affective, cognitive, and behavioral involvement of audience members, and referential and critical involvement) in a qualitative content analysis of listeners' letters. "The actors are all doing such a great job fin portraying an Indian family] that I am convinced that they are all related to each other." (A male audience member from Andhra Pradesh state). "Your program inspired me to do something, so I have started tutoring young children in my locality." (A college student in Calcutta). "Bore, Bore, Bore." (Four students from Bombay who demanded that "Hum Log be discontinued).
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Star Trekkers, hot-rodders, Elvis impersonators and NASCAR nuts all travel in order to indulge their interests, but who are these people and how far will they go to fulfil their fanatical dreams? This study attempts to discover more about this little understood tourist market, their needs and behaviours. The article draws together the disparate literature on fanaticism to present a model from which further analysis can occur. Accordingly, the examination begins with a psycho/social perspective of fanatics that identifies their behaviours generally, and further as consumers. The analysis is followed by melding tourism and recreation literature to establish an enhanced understanding of the leisure fanatic. The examination illuminates the concept of travel as being a function of the fanatic's make-up and, as such, the study points to the types of touristic activities they will undertake. Similarly, the role of special events is discussed as being of high importance to the needs and desires of the fanatic in providing the right environment to pursue their passions. In a final aspect to the study, negative aspects of fanatics are highlighted which may affect their travel behaviours in certain situations. The article examines the implications for those in the fields of tourism and leisure management, where special interest tourism, or niche tourism, is of increasing interest.
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Although images of the relationship between marketing science and practice have been dominant features of past and contemporary marketing thought, surprisingly little research has been conducted on the subject, particularly at the level of the marketing practitioner. This article provides a framework for characterizing and better understanding the ways in which practitioners value and use academic theory, and defines a set of propositions for guiding research into this area. The exercise is intended to urge fellow researchers to refine, test and augment the working hypotheses suggested herein in order to achieve a better understanding of the ways in which marketing practitioners attend to, value and use marketing scientific theories. Managerial implications of this research are discussed.
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Lays the groundwork for a conceptual framework that might be used to study fanatical consumers and consumption. We review literature on fanatics produced by psychologists, sociologists, cultural theorists, political scientists, theologists and marketers and then place their multidisciplinary insights into a consumption context. We identify two familiar features of fanatics – intensity and intolerance – but suggest a third feature – incoherence among thinking, behaviour and goals caused by intensity and/or intolerance might be the conceptual key to understanding fanatical consumers, measuring their fanaticism and interpreting their consumption experiences.
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This study examined reactions to a temporary parasocial breakup situation during the television writers’ strike of 2007–2008 when many television shows stopped airing new episodes. Past research on parasocial breakups and uses and gratifications theory was used to predict emotional and behavioral reactions. Questionnaire results revealed that participants with stronger parasocial relationships experienced greater distress—even after controlling for the number of favorite programs that went off the air. Moreover, those with greater television affinity reported greater distress when their favorite show was disrupted, although television viewing motives also played a role in this process. Finally, when their favorite shows were no longer airing new episodes, viewers primarily replaced television viewing time with other media exposure rather than increasing nonmedia activities such as social interaction. However, a number of these activities varied by gender.
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Marketers frequently evoke personal nostalgia in their advertising. To date, scales have been developed to measure the propensity to get nostalgic but not the actual dimensions of personal nostalgia. Results from four studies show that advertising-evoked personal nostalgia comprises four correlated but distinct dimensions: past imagery, positive emotions, negative emotions, and physiological reactions. This multidimensional scale showed a high level of validity and reliability. Moreover, due to careful choice of sampling frames, the study demonstrates a high level of external generalizability. Evaluating nostalgia-based advertising using the study’s multidimensional scale may provide marketers with strategic insights for developing and fine-tuning advertising aimed at inducing nostalgia among consumers.
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One area of consumption disorders receiving a great deal of attention lately is compulsive buying. Researchers have begun moving from descriptive studies of this phenomenon to attempts to explain some of its causal mechanisms. One possible explanation is that such behavior may serve as a way of self-medicating depression and negative affect for compulsive buyers. This study examines reported mood states prior to and during shopping for 24 compulsive buyers and a matched comparison group. The findings indicated that relative to the comparison group, the compulsive buyers reported feeling most of the mood states more frequently prior to going shopping, especially the more negative moods. Compulsive buyers also more frequently experienced extreme moods (both positive and negative), while shopping than did the comparison group. When within-subject differences were examined for preshopping and shopping moods, compulsive buyers were more likely to move from negative to positive moods, whereas the opposite was true for the comparison group. The findings suggest that compulsive buyers may be using buying behavior to manage undesirable mood states. © 1996 John Wiley & Sons, Inc.
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This article reports on a study of addictive consumption in the UK. Individual depth interviews with 15 women were followed by a mail survey of a further 46 self-identified addictive shoppers. The study suggests that the behaviour serves a variety of functions for the individual and that there is no simple uniform picture of an addictive shopper. Prime functions of the behaviour are to repair mood, and to increase the ability to match perceptions of socially desirable or required appearances. The behaviour is located in the context of postmodern fragmentation, in which personal identity is manifested in a reliance on affect-charged experiences. Links are made with other aspects of consumption pathology. Suchtartiges Kaufverhalten: Funktion und postmoderne Zersplitterung Dieser Beitrag berichtet ber eine Untersuchung suchtartigen Kaufverhaltens in Gro\britannien. Die Daten stammen aus Tiefeninterviews mit 15 Frauen und einer schriftlichen Erhebung bei weiteren 46 Personen, die sich selbst als kaufschtig bezeichnen. Die Befunde legen nahe, da\ kaufschtiges Verhalten einer Vielzahl von individuellen Funktionen dient und da\ es kein einheitliches Bilddes kaufschtigen Verbrauchers gibt. Hauptfunktionen des Verhaltens sind offenbar der Ausgleich stimmungsm\iger Strungen und Hilfe, wenn es darum geht, wahrgenommenen sozialen Wnschen oder Anforderungen an das u\ere Verhalten zu entsprechen. Kaufschtiges Verhalten wird in den Kontext postmoderne Zersplitterung gestellt, in welchem persnliche Identitt sich in einem Vertrauen auf gefhlsbeladene Erfahrungen darstellt. Schlie\lich stellt der Beitrag Bezge zu anderen Aspekten krankhaften Konsumverhaltens her, vor allem zum Ladendiebstahl.