Browsing by Subject "psychology, social"
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Item Being Bad in a Video Game can Make Us Morally Sensitive(2014-08) Grizzard, Matthew; Tamborini, Ron; Lewis, Robert J.; Wang, Lu; Prabhu, Sujay; Lewis, Robert J.Several researchers have demonstrated that the virtual behaviors committed in a video game can elicit feelings of guilt. Researchers have proposed that such guilt could have prosocial consequences. However, this proposition has not been supported with empirical evidence. The current study examined this issue in a 2 2 (video game play vs. real world recollection guilt vs. control) experiment. Participants were first randomly assigned to either play a video game or complete a memory recall task. Next, participants were randomly assigned to either a guilt-inducing condition (game play as a terrorist/recall of acts that induce guilt) or a control condition (game play as a UN soldier/recall of acts that do not induce guilt). Results of the study indicate several important findings. First, the current results replicate previous research indicating that immoral virtual behaviors are capable of eliciting guilt. Second, and more importantly, the guilt elicited by game play led to intuition-specific increases in the salience of violated moral foundations. These findings indicate that committing "immoral" virtual behaviors in a video game can lead to increased moral sensitivity of the player. The potential prosocial benefits of these findings are discussed.Item Contingencies of Self-Worth and Social-Networking-Site Behavior(2011-02) Stefanone, Michael A.; Lackaff, Derek; Rosen, Devan; Lackaff, DerekSocial-networking sites like Facebook enable people to share a range of personal information with expansive groups of "friends." With the growing popularity of media sharing online, many questions remain regarding antecedent conditions for this behavior. Contingencies of self-worth afford a more nuanced approach to variable traits that affect self-esteem, and may help explain online behavior. A total of 311 participants completed an online survey measuring such contingencies and typical behaviors on Facebook. First, exploratory factor analyses revealed an underlying structure to the seven dimensions of self-worth. Public-based contingencies explained online photo sharing (beta = 0.158, p < 0.01), while private-based contingencies demonstrated a negative relationship with time online (beta = -0.186, p < 0.001). Finally, the appearance contingency for self-worth had the strongest relationship with the intensity of online photo sharing (beta = 0.242), although no relationship was evident for time spent managing profiles.Item Couldn't or Wouldn't? the Influence of Privacy Concerns and Self-Efficacy in Privacy Management on Privacy Protection(2015-01) Chen, Hsuan-Ting; Chen, Wenhong; Chen, WenhongSampling 515 college students, this study investigates how privacy protection, including profile visibility, self-disclosure, and friending, are influenced by privacy concerns and efficacy regarding one's own ability to manage privacy settings, a factor that researchers have yet to give a great deal of attention to in the context of social networking sites (SNSs). The results of this study indicate an inconsistency in adopting strategies to protect privacy, a disconnect from limiting profile visibility and friending to self-disclosure. More specifically, privacy concerns lead SNS users to limit their profile visibility and discourage them from expanding their network. However, they do not constrain self-disclosure. Similarly, while self-efficacy in privacy management encourages SNS users to limit their profile visibility, it facilitates self-disclosure. This suggests that if users are limiting their profile visibility and constraining their friending behaviors, it does not necessarily mean they will reduce self-disclosure on SNSs because these behaviors are predicted by different factors. In addition, the study finds an interaction effect between privacy concerns and self-efficacy in privacy management on friending. It points to the potential problem of increased risk-taking behaviors resulting from high self-efficacy in privacy management and low privacy concerns.Item Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games(2015-06) Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E.; Mercado, Rebecca; Bernhardt, Jay M.; Bernhardt, Jay M.Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.Item Do Violent Video Games Impair the Effectiveness of In-Game Advertisements? The Impact of Gaming Environment on Brand Recall, Brand Attitude, and Purchase Intention(2011-07) Yoo, Seung-Chul; Pena, Jorge; Yoo, Seung-Chul; Pena, JorgeThe present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.Item Exploring Psychosocial Support Online: A Content Analysis of Messages in an Adolescent and Young Adult Cancer Community(2012-10) Love, Brad; Crook, Brittani; Thompson, Charee M.; Zaitchik, Sarah; Knapp, Jessica; LeFebvre, LeFebvre; Jones, Barbara; Donovan-Kicken, Erin; Eargle, Emily; Rechis, Ruth; Love, Brad; Crook, Brittani; Thompson, Charee M.; Zaitchik, Sarah; Knapp, Jessica; LeFebvre, LeFebvre; Jones, Barbara; Donovan-Kicken, Erin; Eargle, Emily; Rechis, RuthThe increased usage of online cancer support groups as a resource for health-related information and social support has sparked numerous discussions about the role of online support in healthcare. However, little is known about the role of social-networking groups focused on supporting adolescents and young adults (AYAs) dealing with cancer. The current investigation report findings from a content analysis designed to explore how AYAs use an online support group to meet their psychosocial needs. Overall, members of the community focused on exchanging emotional and informational support, coping with difficult emotions through expression, describing experiences of being an AYA dealing with cancer through language (metaphors), enacting identity through evaluations of the new normal (life with and after cancer), and communicating membership as an AYA with cancer. This study highlights the unique needs of the AYA cancer community and offers a preliminary roadmap for practitioners, and network members, such as family and friends, to attempt to meet the needs of this unique community.Item In-Person Contact Begets Calling and Texting: Interpersonal Motives for Cell Phone Use, Face-to-Face interaction, and Loneliness(2010-12) Jin, Borae; Park, Namkee; Jin, BoraeThis study examined how cell-phone use is related to interpersonal motives for using cell phones, face-to-face communication, and loneliness. A survey of 232 college students who owned a cell phone revealed that affection and inclusion were relatively strong motivations for using voice calls and text messaging, and that interpersonal motives were positively related to the amount of cell-phone use, including calling and texting. The amount of face-to-face interaction was positively associated with the participants' cell-phone use and their interpersonal motives for using cell phones: the more the participants engaged in face-to-face interaction with other people, the higher their motives were and the more frequent cell-phone use was. Loneliness did not have a direct relation to cell-phone use. Instead, the participants with higher levels of loneliness were less likely to engage in face-to-face social interaction, which led them to use cell phones less and to be less motivated to use cell phones for interpersonal purposes.Item The Mainstreaming of Verbally Aggressive Online Political Behaviors(2015-05) Cicchirillo, Vincent; Hmielowski, Jay; Hutchens, Myiah; Cicchirillo, Vincent; Hmielowski, JayThe purpose of this paper was to investigate the relationship between verbal aggression and uncivil media attention on political flaming. More specifically, this paper examines whether the use of uncivil media programming is associated with the perceived acceptability and intention to engage in aggressive online discussions (i.e., online political flaming) and whether this relationship varies by verbal aggression. The results show that individuals less inclined to engage in aggressive communication tactics (i.e., low in verbal aggression) become more accepting of flaming and show greater intention to flame as their attention to uncivil media increases. By contrast, those with comparatively higher levels of verbal aggression show a decrease in acceptance and intention to flame as their attention to these same media increases.Item Manifestations of Personality in Online Social Networks: Self-Reported Facebook-Related Behaviors and Observable Profile Information(2011-09) Gosling, Samuel D.; Augustine, Adam A.; Vazire, Simine; Holtzman, Nicholas; Gaddis, Sam; Gosling, Samuel D.; Gaddis, SamDespite the enormous popularity of Online Social Networking sites (OSNs; e.g., Facebook and Myspace), little research in psychology has been done on them. Two studies examining how personality is reflected in OSNs revealed several connections between the Big Five personality traits and self-reported Facebook-related behaviors and observable profile information. For example, extraversion predicted not only frequency of Facebook usage (Study 1), but also engagement in the site, with extraverts (vs. introverts) showing traces of higher levels of Facebook activity (Study 2). As in offline contexts, extraverts seek out virtual social engagement, which leaves behind a behavioral residue in the form of friends lists and picture postings. Results suggest that, rather than escaping from or compensating for their offline personality, OSN users appear to extend their offline personalities into the domains of OSNs.Item Networking for Philanthropy: Increasing Volunteer Behavior via Social Networking Sites(2014-03) Kim, Yoojung; Lee, Wei-Na; Lee, Wei-NaSocial networking sites (SNSs) provide a unique social venue to engage the young generation in philanthropy through their networking capabilities. An integrated model that incorporates social capital into the Theory of Reasoned Action is developed to explain volunteer behavior through social networks. As expected, volunteer behavior was predicted by volunteer intention, which was influenced by attitudes and subjective norms. In addition, social capital, an outcome of the extensive use of SNSs, was as an important driver of users' attitude and subjective norms toward volunteering via SNSs.Item News and the Overloaded Consumer: Factors Influencing Information Overload Among News Consumers(2012-11) Holton, Avery E.; Chyi, Hsiang Iris; Holton, Avery E.; Chyi, Hsiang IrisNews producers continue to increase their volume of production and delivery platforms in an effort to reach and maintain news consumers. However, consumers may not necessarily find more news desirable. Previous studies have suggested that information surplus can lead to negative outcomes for consumers, but research of outcomes related to news production and consumption has been scant. This study explores novel areas of news surplus and overload, empirically examining factors associated with the degree of perceived overload across a broad spectrum of news delivery platforms. The findings reveal that the majority of today's news consumers feel overloaded with the amount of news they are confronted with. Gender, news interest, and the use of specific news platforms and outlets predict the degree of that overload. News access through platforms and outlets such as computers, e-readers, and Facebook is positively associated with overload, whereas other platforms such as television and the iPhone are negatively associated with overload. Implications for media psychology and news consumption are discussed.Item Personality Profiles Associated with Different Motivations for Playing World of Warcraft(2013-03) Graham, Lindsay T.; Gosling, Samuel D.; Graham, Lindsay T.; Gosling, Samuel D.Gamers play massively multiplayer online role-playing games (MMORPGs) for a variety of reasons. For example, some gamers play primarily as a form of socialization, whereas others play to gain a sense of achievement. Past studies have shown that these motives are associated with individual differences such as gender and number of years spent playing online games. What other individual differences might affect why people play MMORPGs? Personality is known to be associated with in-game behaviors, raising the possibility of link between personality and gaming motives. The present study examines the relationship between gamers' Big Five personality traits and their motivations for playing World of Warcraft. Results reveal several links between a player's personality and gaming motivations. For instance, individuals playing to socialize tend to be high on extraversion, agreeableness, neuroticism, and openness, whereas individuals playing to gain a sense of achievement tend to be high on extraversion and neuroticism, but low on agreeableness and conscientiousness. Findings are discussed with respect to previous research on links between personality and motives in other MMORPGs and in terms of how and why the connections between personality and motives may differ across online and offline contexts.Item Sharing, Liking, Commenting, and Distressed? The Pathway Between Facebook Interaction and Psychological Distress(2013-10) Chen, Wenhong; Lee, Kye-Hyoung; Chen, Wenhong; Lee, Kye-HyoungStudies on the mental health implications of social media have generated mixed results. Drawing on a survey of college students (N=513), this research uses structural equation modeling to assess the relationship between Facebook interaction and psychological distress and two underlying mechanisms: communication overload and self-esteem. It is the first study, to our knowledge, that examines how communication overload mediates the mental health implications of social media. Frequent Facebook interaction is associated with greater distress directly and indirectly via a two-step pathway that increases communication overload and reduces self-esteem. The research sheds light on new directions for understanding psychological well-being in an increasingly mediated social world as users share, like, and comment more and more.