Communication Research Reports Vol. 36, No. 3, 2019, pp. 191–200 Audio-Only Character Narration Overcoming Resistance to Narrative Persuasion Shane M. Semmler & Travis Loof Using an entertainment overcoming resistance framework, a posttest-only randomized experimental design demonstrated that, compared to no audio-only character narration (n = 57), audio-only character narration (n = 71) elicited more identification with the narrating character, and identification initiated a process of overcoming counterarguing against a subjectively perceived narrative lesson embedded in an episode of The Wonder Years (1998–1993). Although reduced counterarguing did not significantly influence favorable evaluations of the narrative lesson, it significantly increased the importance of those evaluations. Results are discussed in terms of the influence of audio-only character narration on identification, self-reports of a narrative lesson, and the relative influence of entertainment on attitude favorability versus attitude importance. Keywords: Audio-Only Character Narration; Entertainment; Identification; Narrative Persuasion; Soliloquy Ong (1982) observed that early humans used oral storytelling “to store, organize, and communicate much of what they know” (p. 137). Today, most stories are audiovisual, but even as they entertain, stories continue preserving, promoting, and disseminating knowledge vital to cultural maintenance and change (Singhal & Rogers, 1999). Although extant entertainment education research demonstrates the pro-social potential of narrative persuasion (Brown & Singhal, 1999; Moyer-Gusé, Shane M. Semmler (PhD, University of Oklahoma, 2010) is an associate professor in the Department of Communication Studies at the University of South Dakota. Travis Loof (PhD, Texas Tech University, 2017) is an assistant professor in the Department of Media and Journalism at the University of South Dakota. Correspondence: Shane M. Semmler, Department of Communication Studies, University of South Dakota, Dakota Hall #337, Vermillion, SD 57069; E-mail: shane.semmler@usd.edu ISSN 0882-4096 (print)/ISSN 1746-4099 (online) © 2019 Eastern Communication Association DOI: https://doi.org/10.1080/08824096.2019.1598855 192 S. M. Semmler & T. Loof Chung, & Jain, 2011) and entertainment researchers continue investigating explanations for entertainment (Semmler, Loof, & Berke, 2015; Tsay-Vogel & Oliver, 2014), this study united these two pursuits to experimentally investigate how narratives elicit the entertainment that overcomes resistance to narrative persuasion. More specifically, we investigated how audio-only character narration by the virtuous protagonist of a sitcom (Vorhaus, 2012) elicits identification (Tal-Or & Cohen, 2010), and how identification reduces counterarguing against narrative persuasion (EORM; Moyer-Gusé, 2008). Audio-Only Character Narration Audio-only character narration is a form of soliloquy, defined as any theatrical passage depicting a character verbally addressing the audience outside the perceptual range of other characters (Hirsh, 2003). Soliloquy elegantly provides character exposition within the events of a narrative. Although there are several types of soliloquy, audio-only character narration is an audiovisual adaptation of the interior monologue aside (Hirsh, 2003). Semmler et al. (2015) defined audio-only character narration as subtle breaks in the fourth wall with verbal but not visual direct address. In contrast, audiovisual direct address is an audiovisual adaptation of audience-addressed soliloquy (Hirsh, 2003) in which characters vividly break the fourth wall with both eye contact and speech (Cohen, Oliver, & Bilandzic, 2019). Audiovisual storytellers use both forms of address, but audio-only character narration is far more common. The Influence of Audio-Only Character Narration on Identification Character identification is a form of media entertainment (see Moyer-Gusé, 2008) in which a spectator’s subjectivity becomes absorbed into a narrative character’s perspective (Cohen, 2001). Identification is cognitive (i.e., sharing a character’s thoughts), empathic (i.e., feeling a character’s emotions), motivational (i.e., adopting a character’s goals), and absorbing (i.e., losing self-awareness). Depending on the narrating character’s level of virtue, the cognitive, empathic, and motivational exposition provided by narration might elicit identification. Tal-Or and Cohen (2010) found pre-viewing exposure to written information about a character’s virtuous deeds elicited significantly more identification than previewing exposure to a character’s unvirtuous deeds. Referencing those findings, Semmler et al. (2015) reasoned that identification with a narrating antihero was blocked by the character’s murderous thoughts and actions. Cohen et al. (2019) similarly observed that an unvirtuous character’s direct addresses failed to elicit identification. To eliminate the potentially confounding influence of an unvirtuous narrator, we tested the influence of audio-only character narration with the traditional hero of a sitcom, a genre known for reinforcing conventional morality (Vorhaus, 2012). We therefore expected results similar to Tsay-Vogel and Oliver’s (2014) study of reality Communication Research Reports 193 television contestants showing that audiovisual character-to-viewer self-disclosures elicited more identification than character-to-character self-disclosures. That study also showed that more intimate self-disclosures predicted more identification, suggesting that the more audiences know about a character the more they identify with that character. Given that audio-only narration unobtrusively provides the cognitive, empathic, and motivational prerequisites for identification, we proposed the following hypothesis: H1: Compared to no audio-only character narration, audio-only character narration elicits more identification with the narrating character. Entertainment Overcoming Resistance to Persuasion The entertainment overcoming resistance model, or EORM (Moyer-Gusé, 2008), explains how narratives overcome resistance by eliciting entertainment; reducing resistance to a narrative message; and ultimately, increasing narrative-consistent persuasion. Because different narratives entertain and overcome resistance differently, EORM studies should consider the particular qualities of the entertainment vehicle under investigation (MoyerGusé & Nabi, 2010). Therefore, this study focused on propositions of the EORM regarding identification and overcoming counterarguing to a narrative lesson embedded in a moralistic situation comedy featuring a virtuous character providing audio-only character narration. This approach to the EORM is justified by the aforementioned theorizing regarding identification, the demonstrated capacity of identification to reduce counterarguing (Moyer-Gusé & Nabi, 2010), and the negative relationship between counterarguing and narrative persuasion (Moyer-Gusé et al., 2011). Because persuasion includes modifying attitude favorability and/or attitude importance (Krosnick & Petty, 1995), Appel and Richter (2010) measured importance as a proxy for long-term narrative influence. Additionally, Moyer-Gusé et al. (2011) included proxies of attitude importance (i.e., persistence and attitudebehavior consistency) in a study of how identification with sitcom characters reduced counterarguing and increased persuasion. Modeling these approaches, we defined the persuasiveness of audio-only character narration in terms of narrativeconsistent modifications of attitude favorability and/or importance. Hypothesis 2 articulates the theoretical model depicted in Figure 1: + Identification Counterarguing Narration - Persuasion Method Figure 1 Theoretical model showing the process of narration’s influence on persuasion. 194 S. M. Semmler & T. Loof H2: Identification and counterarguing serially mediate the relationship between audio-only character narration and favorable evaluations of the narrative lesson (H2a) and/or the importance of those evaluations (H2b). Method This posttest-only randomized experimental design manipulated an episode of the ABCproduced situation comedy The Wonder Years (1988–1993) to create a no-narration and a yes-narration condition. The hero of The Wonder Years is Kevin Arnold, a teenager coming of age in the 1960s United States. As a 30-something person, Kevin’s narrations nostalgically reflect on the events, people, and lessons of his adolescence. Because Kevin is a likeably virtuous character, and each episode typically involves a moral lesson, The Wonder Years was ideal for examining the influence of narration on identification and narrative persuasion. In “Nemesis” (Carlson & Stern, 1989), Kevin learns the moral and practical dangers of careless gossip after his vengeful ex-girlfriend reveals how Kevin ridiculed his friends to impress her. The audio-only narration in the episode reinforced, punctuated, and/or repeated Kevin’s perspective on the narrative action. Procedure and Sample Students in a basic communication course earned credit for participating in a “Sitcom Perceptions” study (N = 147). The “no-narration” condition of “Nemesis” (Carlson & Stern, 1989) was created using Audacity 2.0.05 (Mazzoni & Dannenberg, 2000/2013) and Final Cut Pro 7.0.3 (Apple Inc., 2011) to remove Kevin’s 25 instances of audio-only narration, while leaving the musical soundtrack, background sound effects, and other dialogue intact (20 minutes and 57 seconds). The “narration” condition was the original episode (20 minutes and 58 seconds). After viewing the episode, subjects reported their subjective perception of its narrative lesson, previous exposure to The Wonder Years, identification, counterarguing against the self-reported narrative lesson, favorable evaluation of that lesson, and importance of that evaluation. The first author and an undergraduate student coded interpretations of the narrative lesson as correct, incorrect, or no response. Correct interpretations included references to the moral and/or practical dangers of gossip and/or the importance of treating others as one would like to be treated. Cohen’s (1960) chance-adjusted agreement statistic was calculated on the entire sample (N = 147, ΔΈ = .87). Eight respondents reported an inaccurate lesson, and 11 failed to report a lesson. Consequently, 19 respondents were removed from the final sample (N = 128): no-narration (n = 57), narration (n = 71). Ultimately, the conditions did not significantly differ by inaccurate or missing interpretations of the narrative lesson (no-narration: n = 10, 15%; yes-narration: n = 9, 11%; χ2(1, N = 147) = .438, p = .678, V = .055) or previous exposure to The Wonder Years (no-narration: n = 15, 26%; yes-narration: n = 18, 25%; χ2(1, N = 128) = .015, p = .901, Cramer's V = .011). Finally, this data set was uploaded to the Open Science Framework Commons (Loof & Semmler, 2019). Communication Research Reports 195 Measures Identification (Cohen, 2001) and counterarguing (Moyer-Gusé & Nabi, 2010) were measured with 7-point Likert items from 1 (strongly disagree) to 7 (strongly agree). Illustrative identification items were “While viewing this episode of The Wonder Years, I forgot myself and was fully absorbed,” and “When Kevin succeeded, I felt joy, but when he failed, I was sad” (M = 4.54, SD = 1.02, α = .89). The four counterarguing items (Moyer-Gusé & Nabi, 2010) measured responses to participants’ disagreement with their self-reported interpretation of the narrative lesson. Example items were “I found myself actively agreeing with the episode’s narrative lesson” (reverse coded), and “I was looking for flaws in the argument in this episode’s narrative lesson” (M = 2.52, SD = 1.02, α = .73). Attitude favorability (Burgoon, Cohen, Miller, & Montgomery, 1978) and attitude importance (Zaichkowsky, 1985) were measured with 7-point adjective rating scales from 1 (the adjective completely describes the self-reported “narrative lesson” or its importance) to 7 (the adjective does not at all describe the “narrative lesson” or its importance). The six adjectives for attitude favorability (Burgoon et al., 1978) were good, acceptable, right, bad, unacceptable, and wrong, with italicized adjectives reverse coded (M = 5.05, SD = 1.59, α = .92). The eight adjectives for the attitude importance measure (Zaichkowsky, 1985) were important, relevant, significant, means a lot, unimportant, irrelevant, insignificant, and means nothing, with italicized adjectives reverse coded (M = 5.91, SD = 1.06, α = .93). Analysis and Results H1 predicted that, compared to no audio-only character narration, audio-only character narration elicits more identification. An independent sample t-test showed that narration (M = 4.83, SD = .93) elicited significantly more identification than no narration (M = 4.18, SD = 1.01), t(126) = 3.80, p < .001, d = .67. Therefore, H1 was confirmed. H2a and H2b posited that the persuasive influence of audio-only character narration is indirectly routed through more identification and less counterarguing. Table 1 displays results for two OLS regression-based PROCESS Model 6 (Hayes, 2013) analyses testing the influence of audio-only character narration (0 = no narration/1 = yes narration) on attitude favorability and attitude importance through more identification and less counterarguing. Table 1 shows that audio-only character narration elicited significantly more identification; identification elicited significantly less counterarguing; and reduced counterarguing elicited a nonsignificant increase in attitude favorability but a significant increase in attitude importance. Ultimately, the PROCESS Model 6 was not significant for attitude favorability, Adj. R2 = .02, Adj. f2 = .02, R2Δ = .04, f2Δ = .04, FΔ(3, 141) = 2.04, p = .112, but it was significant for attitude importance, Adj. R2 = .21, Adj. f2 = .27, R2Δ = .23, f2Δ = .30, FΔ (3,141) = 13.87, p < .001. The only significant path of persuasive influence was the path ending in attitude importance. Therefore, H2 was confirmed for attitude importance (H2b) but not for attitude favorability (H2a). 196 S. M. Semmler & T. Loof Table 1 Influence of Audio-Only Narration on Entertainment Overcoming Resistance to Persuasion M1 NARRATION a1 .64 (.17) p < .001 M1 (ID) M2 (XARG) Favorability (FAV) M2 a2 d21 −.17 (.18) p = .365 −.27 (.09) p = .003 c’ .04 (.30) p = .896 b1 .08 (.15) p = .594 b2 −.26 (.15) p = .077 Importance (IMP) c’ −.30 (.18) p = .104 b1 .07 (.09) p = .473 b2 −.48 (.09) p < .001 Note. Paths for attitude favorability: NARRATION → ID → FAV [−.1211, .2587]; NARRATION → XARG → FAV [−.0497, .1829]; NARRATION→ ID → XARG → FAV [−.0074, .1151]. Paths for attitude importance: NARRATION → ID → IMP [−.0648, .1725]; NARRATION → XARG → IMP [−.0762, .2823]; NARRATION → ID → XARG → IMP [.0210, .1965]. Discussion An experiment testing the influence of audio-only character narration on identification (Tal-Or & Cohen, 2010) and entertainment overcoming resistance to persuasion (Moyer-Gusé, 2008) confirmed that narration elicited identification, identification reduced counterarguing, and reduced counterarguing increased the persuasive influence of a televised situation comedy warning against the practical and moral dangers of gossip. Consistent with propositions of the EORM (Moyer-Gusé, 2008) regarding the process of narrative persuasion, the influence of audio-only character narration on attitude importance was significantly mediated by more identification and less counterarguing. Despite the lack of findings for persuasion defined as attitude favorability, the significant findings for the influence of audio-only narration on identification and attitude importance have substantial theoretical and practical implications. Audio-Only Character Narration and Identification Although some have equated voice-over narration (i.e., soliloquy) with sloppy storytelling (Keveney, 2005), this study showed that a virtuous character’s audio-only character narration enhances the entertainment value of a story through the absorbing process of identification (Cohen, 2001). This finding is consistent with the critical and popular success of The Wonder Years (1988–1993). In 1989, the show won a Peabody Award (n.d.) for “imaginative use of sound” (para. 1) and for pointing “the way to new modes of storytelling” (para. 1). Now, narration is a common device in television programming (Keveney, 2005). It is prolific in situation comedies, like Sex and the City (1998–2004) and Arrested Development (2003–2006 and 2013), and even critically acclaimed dramatic serials, like A Handmaid’s Tale (2017–present). Because identification is a conceptual form Communication Research Reports 197 of entertainment (see Moyer-Gusé, 2008) and an empirical correlate of subjectively perceived enjoyment (see Tal-Or & Cohen, 2010; Tsay-Vogel & Oliver, 2014), the influence of narration on identification might help explain its proliferation in audiovisual storytelling. Identification represents the unification of a character’s thoughts, feelings, and goals with the subjectivity of the audience (Cohen, 2001). In this study, audio-only character narration exposed audiences to Kevin’s thoughts and goals through his words and to Kevin’s feelings through his vocalic modulations (see Semmler, 2014); however, simply learning more about a character might not be sufficient to elicit the loss of self-awareness (i.e., absorption) central to identification. Cohen (2001) theorized that narration could prevent absorption by making audiences aware of their own subjectivity vis-à-vis the narrating character; however, this study’s findings are more consistent with Cohen’s (2006) later theorizing that audiences drift in and out of identification with a character. On the other hand, a more vivid form of audiovisual soliloquy, like audiovisual direct address, might become so intrusive that it overwhelms the capacity of audiences to become absorbed in a narrative stream. That theorizing is consistent with Cohen et al.’s (2019) finding that audiovisual direct address did not significantly increase identification; however, the authors use of a nonvirtuous character meant their results might not generalize to other narratives. In fact, at least two studies have shown that audiences do not identify with a nonvirtuous character (Semmler et al., 2015; Tal-Or & Cohen, 2010). Our use of a virtuous character allowed us to rule out the potentially confounding influence of a nefarious character on the relationship between narration and identification. Another inconclusive aspect of Cohen et al.’s (2019) study was its reliance on a relatively decontextualized experimental stimulus. Using the audiovisual direct address of the Machiavellian villain (Keller, 2015) in Netflix’s House of Cards (2013–present), Cohen et al. ’s (2019) experimental stimuli consisted of less than three minutes of the program and only two instances of direct address. Such short clips and limited direct address might not have been sufficient to elicit identification. In addition to using a virtuous character, our contextualization of 25 instances of audio-only character narration within a complete story might help explain why our manipulation of audio-only character narration elicited identification, while Cohen et al.’s (2019) manipulation of audiovisual direct address did not elicit identification. Despite the current study’s illuminating findings regarding the influence of soliloquy (i.e., audio-only character narration) on identification, investigating the boundary conditions of the relationship between soliloquy and identification remains a vital area of empirical research beyond the mere conclusion that the exposition provided by soliloquy is necessary and sufficient to elicit identification. Future research should cross manipulations of exposition (i.e., pre-viewing background, audio-only character narration, and audiovisual direct address) with manipulations of a character’s virtue (not virtuous versus virtuous). That being said, the focus of this research was on audio-only character narration’s role within the larger processes of the EORM (Moyer-Gusé, 2008). 198 S. M. Semmler & T. Loof Audio-Only Character Narration and the EORM Responding to Moyer-Gusé and Nabi’s (2010) recommendation that EORM researchers use more nuanced counterarguing measures, the target of our counterarguing measure was the subjects’ self-report of the narrative lesson embedded in the situation comedy. Because our content analysis of those reports showed a common and accurate understanding of the narrative lesson in “Nemesis” (Carlson & Stern, 1989), we could rule out confounds like misinterpreting the narrative lesson or counterarguing against incidental aspects of the narrative (e.g., narrative fidelity or coherence). On the other hand, the participants’ understanding of the “narrative lesson” might help explain the weak effect of narration on attitude favorability and its strong effect on attitude importance. In both the audio-only character narration and no audio-only character narration conditions, favorable attitudes toward the narrative lesson were well above the midpoint of the scale, suggesting a possible ceiling effect for favorable evaluations of the narrative lesson, even if those evaluations might have been relatively weak prior to exposure to the episode. Unfavorable but weak attitudes toward gossip are common among college students (i.e., our subject population). Although 75% of undergraduates in one sample (Baumeister, Zhang, & Vohs, 2004) expressed a negative view of gossip, nearly all initiated or circulated it. Such disconnects between attitudes and behavior are indicative of weak attitudes. In other words, there might have been a ceiling effect for attitude favorability but not for attitude importance; however, testing that claim would have required a pretest of respondents’ attitude favorability and attitude importance toward gossip. While still allowing subjects to arrive at their own interpretation of a narrative lesson, future studies of entertainment research might measure and control for the audiences’ preexisting views. Given that identification is more likely when audiences recognize and agree with the identified character’s perspective (see Tal-Or & Cohen, 2010), the value of entertainment education might be in reinforcement, rather than conversion, of existence attitudes. EORM (Moyer-Gusé, 2008) research typically examines pro-social and relatively noncontroversial attitudes, like avoiding teen pregnancy (Moyer-Gusé & Nabi, 2010) and taking precautions against sexually transmitted diseases (Moyer-Gusé et al., 2011). Similarly, this study examined attitudes against hurtful gossip, another largely uncontroversial attitude (see Baumeister et al., 2004). Future research should investigate how the EORM (Moyer-Gusé, 2008) operates with more controversial persuasive outcomes. Data availability statement The data described in this article are openly available in the Open Science Framework at https://osf.io/dkrmw/ Communication Research Reports 199 Open Scholarship This article has earned the Center for Open science badges for Open Data through Open Practices Disclosure. The materials are openly accessible at https://osf.io/s8z9j/ registrations References Appel, M., & Richter, T. (2010). Transportation and need for affect in narrative persuasion: A mediated moderation model. Media Psychology, 13, 101–135. doi:10.1080/ 15213261003799847 Apple Inc. (2011). Final cut pro, Version 7.0.3. Cupertino, CA: Apple Inc. Baumeister, R. F., Zhang, L., & Vohs, K. D. (2004). Gossip as cultural learning. Review of General Psychology, 8, 111–121. doi:10.1037/1089-2680.8.2.111 Brown, W. J., & Singhal, A. (1999). Entertainment-education media strategies for social change: Promises and problems. In D. P. Demers & K. Viswanath (Eds.), Mass media social control, and social change: A macrosocial perspective (pp. 263–280). Ames: Iowa State University Press. Burgoon, M., Cohen, M., Miller, M. D., & Montgomery, C. L. (1978). An empirical test of resistance to persuasion. Human Communication Research, 41, 999–1023. doi:10.1111/ j.1468-2958.1978.tb00620.x Carlson, M., (Writer), & Stern, D., (Director). (1989). Nemesis [Television series episode]. In ABC (Ed.), The wonder years. Cohen, J. (1960). A coefficient of agreement for nominal scales. Educational and Psychological Measurement, 20, 732-746. doi:10.1177/001316446002000104 Cohen, J. (2001). Defining identification: A theoretical look at identification of audiences with media characters. Mass Communication and Society, 4, 245–264. doi:10.1207/ s15327825mcs0403_01 Cohen, J. (2006). Identification with media characters. In J. Bryant & P. Vorderer (Eds.), Psychology of entertainment (pp. 183-197). London, UK: Routledge. Cohen, J., Oliver, M. B., & Bilandzic, H. (2019). The differential effects of direct address on parasocial experience and identification: Empirical evidence for conceptual difference. Communication Research Reports, 36, 78–83. doi:10.1080/08824096.2018.1530977 Hayes, A. F. (2013). Introduction to mediation, and conditional process analysis. New York, NY: Guilford Press. Hirsh, J. E. (2003). Shakespeare and the history of soliloquies. Cranbury, NJ: Fairleigh Dickinson Univ Press. Keller, J. R. (2015). The vice in vice president: House of cards and the morality tradition. Journal of Popular Film and Television, 43, 111–120. doi:10.1080/01956051.2015.1027649 Keveney, B. (2005, September, 28). Narration is making itself heard on TV. USA Today. Krosnick, J. A., & Petty, R. E. (1995). Attitude strength: An overview. In J. A. Krosnick & R. E. Petty (Eds.), Attitude strength: Antecedents and consequences (pp. 1–25). Mahwah, NJ: Lawrence Erlbaum. Loof, T., & Semmler, S. M. (2019). Open science data for audio-only character narration overcoming resistance to narrative persuasion. Data uploaded to the Open Science Framework web page on March 12, 2019. doi:10.17605/OSF.IO/WY2BA 200 S. M. Semmler & T. Loof Mazzoni, D., & Dannenberg, R. (2000/2013). Audacity version 2. 0.05for Mac. Baltimore, MD: Sourceforge.net. Retrieved from http://audacity.sourceforge.net/download/ Moyer-Gusé, E. (2008). Toward a theory of entertainment persuasion: Explaining the persuasive effects of entertainment education messages. Communication Theory, 18, 407–425. doi:10.1111/j.1468-2885.2008.00328.x Moyer-Gusé, E., Chung, A. H., & Jain, P. (2011). Identification with characters and discussion of taboo topics after exposure to an enterainment narrative about sexual health. Journal of Communication, 61, 387–406. doi:10.1111/j.1460-2466.2011.01551.x Moyer-Gusé, E., & Nabi, R. L. (2010). Explaining the effects of narrative in an entertainment television program: Overcoming resistance to persuasion. Human Communication Research, 36, 26–52. doi:10.1111/j.1468-2958.2009.01367.x Ong, W. (1982). Orality and literacy: The technologizing of the word. New York, NY: Routledge. Peabody Awards. (n.d.). Winner 1989 | ABC Television, Black/Marlens Company, in association with new world television. Retrieved July 15, 2014, from http://www.peabodyawards.com/ award-profile/the-wonder-years Semmler, S. M. (2014). Using video clips to illustrate how paralinguistic communicates emotion. Discourse: the Journal of the Speech Communication Association of South Dakota, 1, 57–61. Semmler, S. M., Loof, T., & Berke, C. (2015). The influence of audio-only narration on character and narrative engagement. Communicatin Research Reports, 32, 54–62. doi:10.1080/ 08824096.2014.989976 Singhal, A., & Rogers, E. M. (1999). Entertainment - education: A communication strategy for social change. Mahwah, NJ: Lawrence Erlbaum. Tal-Or, N., & Cohen, J. (2010). Understanding audience involvement: Conceptualizing and manipulating identification and transportation. Poetics, 38, 402–418. doi:10.1016/j. poetic.2010.05.004 Tsay-Vogel, M., & Oliver, M. B. (2014). Is watching others self-disclosure enjoyable? An examination of the effects of information delivery in entertainment media. Journal of Media Psychology, 26, 111–124. doi:10.1027/1864-1105/a000116 Vorhaus, J. (2012). The little book of sitcoms. Monrovia, CA: Bafflegab Books. Zaichkowsky, J. L. (1985). Measuring the involvement construct. Journal of Consumer Research, 12, 341–352. doi:10.1086/208520 Copyright of Communication Research Reports is the property of Eastern Communication Association and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use.