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1.
This study conducted a stratified and cluster sampling on Chinese college students (N = 654) to investigate how SNS usages and social capital elicit impact on civic engagement. The results of path regression model shows that using SNS to meet new people is positively correlated with bonding and bridging social capital in the virtual world, using SNS to contact existing friends contributes to both bonding and bridging social capital in the real world. Online bonding and bridging social capital are positively related to online civic involvement, but not significantly related to offline civic behaviors. Offline bonding and bridging social capital are positively associated with offline civic participation, but not significantly related to online civic participation. The direct effect of using SNS to meet new social ties on civic engagement is partially mediated by social capital, whilst the effect of using SNS to connect friends on civic participation is completely mediated by social capital.  相似文献   

2.
Online gaming has gained millions of users around the globe, which have been shown to virtually connect, to befriend, and to accumulate online social capital. Today, as online gaming has become a major leisure time activity, it seems worthwhile asking for the underlying factors of online social capital acquisition and whether online social capital increases offline social support. In the present study, we proposed that the online game players’ physical and social proximity as well as their mutual familiarity influence bridging and bonding social capital. Physical proximity was predicted to positively influence bonding social capital online. Social proximity and familiarity were hypothesized to foster both online bridging and bonding social capital. Additionally, we hypothesized that both social capital dimensions are positively related to offline social support. The hypotheses were tested with regard to members of e-sports clans. In an online survey, participants (N = 811) were recruited via the online portal of the Electronic Sports League (ESL) in several countries. The data confirmed all hypotheses, with the path model exhibiting an excellent fit. The results complement existing research by showing that online gaming may result in strong social ties, if gamers engage in online activities that continue beyond the game and extend these with offline activities.  相似文献   

3.
We use ethnographic, interview, and survey data to examine problematic play within the popular online game, World of Warcraft, or ‘WoW’ for short. Research shows that players drawn to the interpersonal dimensions of online games are more prone to experience negative outcomes associated with their computer use. Our study suggests that it is not only whether online gamers seek meaningful social interactions that determine if WoW play becomes problematic, but exactly how players interact with others in online game-worlds. Specifically, levels of problematic WoW play depend on the extent gamers play with offline or ‘real-life’ friends and relations. Our survey data reveals both a direct relationship between playing WoW with offline friends and problematic online gaming and also an indirect one mediated by ‘immersion’ (defined as the extent that players feel like they are in a virtual world and in some cases actually their character). Interpreting these results through ethnographic and interview data, we suggest that playing WoW with real-life-friends allows gamers to transfer in-game accomplishments and experiences into offline social networks. Rather than competing and conflicting with the world outside of the game, WoW played in this way tends to enhance gamers’ offline lives. Further, by keeping gamers in touch with perspectives outside of WoW, playing with real-life-friends instills critical distance and greater awareness of how excessive play can damage offline commitments and relationships, allowing gamers to better monitor, evaluate, and ultimately regulate excessive game-play.  相似文献   

4.
The general aim of this study was to test the hypothesis that students belonging to a school online community would show higher levels of both offline bridging and bonding social capital than a control group of students, not using the online community. We further hypothesized that the more students used the online community the higher their level of their offline bonding and bridging social capital. Participants were 264 high school boys and girls, 126, (62 males and 64 females) who had joined the community online Spallanzani shout and 138, (62 males and 76 females) who did not. ANOVAs analysis showed that levels of bridging and bonding social capitals were significantly higher for members. Instead intensity of use was significantly related only to bridging but not to bonding social capital. Implications of the findings and directions for future research are discussed.  相似文献   

5.
The long-term development of social networking sites (SNSs) relies on their users’ continuance of use. This paper tested the role of perceived social capital and flow experience in driving users to continue using SNSs based on the expectation–confirmation model of information systems continuance. Using data from online surveys of social networking sites users in China, the proposed model was tested by using the Partial Least Squares (PLSs) technique. The results show that perceived bridging and bonding social capital have different role in building users’ satisfaction and continuance intention: perceived bridging social capital has remarkable influence on users’ satisfaction and continuance intention, but perceived bonding social capital has none. Flow experience has influence on users’ satisfaction but none on continuance intention. In addition, gender has impact on users’ continuance intention.  相似文献   

6.
The increasing popularity of online and multiplayer games has meant that for many, social interaction and cooperation are vital components of the gaming experience. Previous research has suggested that not only has this made gaming more attractive to socially oriented people but also that it may be socially beneficial in terms of social capital and prosocial behaviors. However, for problematic video game players (those showing signs of compulsive or detrimental video game use), this may not be the case, and a number of theories hold deficiencies in socializing in real life as central to the development of this issue. In the present study, an online questionnaire completed by 416 participants assessed problematic video game use, extraversion, trait empathy, online and offline social capital and prosocial tendencies. Contrary to hypotheses, non-problematic, problematic and non-gamers did not differ in empathy, extraversion or prosocial tendencies. Problematic video game play was, however, associated with significantly higher online social capital and lower offline social capital whereas non-problematic players demonstrated only higher online capital than non-players. This highlights the importance of social support but suggests personality is not an influential factor.  相似文献   

7.
Massively multiple online role-playing games (MMORPGs) are very popular among students. Educational MMORPGs, however, are very rare, as are studies on gamers’ behavioral patterns during such games. The current study is an empirical observation and analysis of the behavioral patterns of 100 gamers participating in an educational MMORPG called Talking Island©. In our study, we recorded and summarized the gaming behaviors demonstrated by these participants over 335 days of observation from December 2009 to October 2010. We coded the recorded behaviors and conducted a frequency analysis, sequential analysis and cluster analysis to explore the behavioral distributions, behavioral-frequency transition and behavior-cluster patterns in the MMORPG. Gender differences in behavioral patterns were also compared and discussed. Based on the results, we discuss the potential and limitations of the game and provide suggestions for future research on and the development of educational MMORPGs.  相似文献   

8.
This paper examines the role of trait emotional intelligence (trait EI) in gamers’ preferences for play and frequency of gaming in a sample of 1051 young adult US/European gamers, who play frequently the online massively multiplayer game, World of Warcraft (WoW). Trait EI was shown to predict social and achievement preferences for play as well as frequency of gaming. In particular, trait EI was positively correlated to a preference for social practices per se and negatively correlated to a preference for achievement-oriented, instrumental practices. These findings advocate that gamers’ preferences for play are in accordance with their emotion-related personality characteristics. Trait EI was also negatively associated with frequency of gaming suggesting that lower scorers on trait EI are more likely associated with more frequent game use.  相似文献   

9.
Drawing on attachment theory, the present study examines the attachment styles of individuals relative to two ways of building social capital – bonding social capital and bridging social capital. In trying to relate attachment theory to the use of SNS, the present study argues that bonding social capital is reflected in the use of SNS for forming attachment bonds from trust-based strong ties, while bridging social capital is reflected in the use of SNS for causal affiliations among more socially distant people. The conceptual model was validated through an online survey completed by 368 Facebook users. Two hierarchical multiple regression analyses indicated several results. First, avoidance attachment was significant and negatively predictive of both bonding social and bridging social capital. Second, both bonding social capital and bridging social capital reported by respondents appeared to be greatest under conditions of low anxiety attachment coupled with low avoidance attachment. Third, levels of Facebook usage were significant and independently predictive of bridging social capital.  相似文献   

10.
Recent research suggests that social interactions in video games may lead to the development of community bonding and prosocial attitudes. Building on this line of research, a national survey of U.S. adults finds that gamers who develop ties with a community of fellow gamers possess gaming social capital, a new gaming‐related community construct that is shown to be a positive antecedent in predicting both face‐to‐face social capital and civic participation.  相似文献   

11.
Recently, scholars tested how digital media use for informational purposes similarly contributes to foster democratic processes and the creation of social capital. Nevertheless, in the context of today's socially‐networked‐society and the rise of social media applications (i.e., Facebook) new perspectives need to be considered. Based on U.S. national data, results show that after controlling for demographic variables, traditional media use offline and online, political constructs (knowledge and efficacy), and frequency and size of political discussion networks, seeking information via social network sites is a positive and significant predictor of people's social capital and civic and political participatory behaviors, online and offline.  相似文献   

12.
Online social networking has deeply penetrated university campuses, influencing multiple aspects of student life. We investigate the impacts of individual online social networking engagement (e.g., on Facebook) from a pedagogical standpoint. Based on social learning theory, we argue that two socialization processes, social acceptance and acculturation, bridge individual online social networking engagement with three domains of social learning outcomes. Results from a survey accompanied by focus group discussions demonstrate the substantial impacts of university student online social networking engagement on social learning processes and outcomes. Online social networking not only directly influences university students’ learning outcomes, but also helps the students attain social acceptance from others and adapt to university culture, both of which play prominent roles in improving their learning outcomes.  相似文献   

13.
This study views social capital as a precursor of SNS (Social Network Service) use, which departs from the previous thoughts that considered social capital as the outcome of SNS activities. Drawing upon the theoretical premises regarding network-based social capital, this study examines the roles of subjective well-being and social identity in terms of their moderating as well as mediating influences on SNS use. This study sought to sub-categorize social capital and SNS use with a view to providing more refined theoretical and practical implications. The study’s main objectives are three-fold: First, the study verifies whether social capital, categorized into bridging and bonding capital, influences one’s SNS use as measured by qualitative use and quantitative use. Second, the study aims to confirm whether subjective well-being mediates between social capital and SNS use. Third, it examines whether social identity moderates the relationship between social capital and SNS use.The study result indicates that bridging capital only had a significant impact on qualitative use. However, subjective well-being did not mediate the relationship between social capital and SNS use. Finally, the cognitive identity caused significant difference in the effect of social capital on quantitative SNS use, whereas cognitive and affective identities caused significant differences in regards to the effects of bridging capital on qualitative SNS use.  相似文献   

14.
The motivation to share members’ knowledge is critical to an online community’s survival and success. Previous research has established that knowledge sharing intentions are based on group cohesion. Several studies also suggested that social loafing behavior will seriously corrode group cohesion. Therefore, social loafing is a key obstacle to fostering online community development. Although substantial studies have been performed on the critical factors that affect social loafing in the learning group, those on online communities are still lacking. By integrating two perspectives, social capital and perceived risk, a richer understanding of social loafing behavior can be gained. In the research model, social ties and perceived risk have been driven by anonymity, offline activities, knowledge quality, and media richness. Social ties and perceived risk are hypothesized to affect social loafing in the online community, which, in turn, is hypothesized as negatively affecting group cohesion. Data collected from 323 online users in online communities provide support for the proposed model. The study shows that social loafing is a significant negative predictor of the users’ group cohesion. The study also shows that social ties and perceived risk are important components of social loafing. Anonymity, offline activities, knowledge quality, and media richness all have strong effects on social ties and perceived risk in the online community. Implications for theory and practice and suggestions for future research are discussed.  相似文献   

15.
Following the fast growth of social network sites (SNSs) such as Twitter, LinkedIn, and Facebook in the cyber world, social commerce has become an important emerging issue in these SNS. The study aims to comprehend the antecedents for SNS users’ social commerce intentions (SCI). This study applied SNS behavior and social capital theory to investigate how these factors influence SCI. Each of the three constructs was further decomposed into two first-order constructs, participating and browsing for SNS behavior, bonding and bridging social capital for social capital, and giving and receiving for SCI. The results, which were based on 970 effective samples of Facebook users, supported several findings. Both SNS behavior and social capital affect SCI, while the relationship between SNS behavior and SCI is partially mediated by the bonding and bridging social capital. In addition, browsing and participating behaviors have significantly positive relationships with bonding and bridging social capitals, respectively. All of the relationships between first-order constructs tested significant, with the single exception that browsing of SNS behavior did not lead to the giving of SCI. This study also applied post hoc analysis for better understanding SCI on SNSs. The results showed that browsing of SNS behavior has a stronger impact than participating of SNS behavior on either bonding or bridging social capital. In addition, bridging social capital has a stronger influence than bonding social capital on the giving intention of social commerce. Theoretical contributions and managerial implications are also discussed to provide several future research directions and suggestions for scholars and SNS operators, respectively.  相似文献   

16.
The user community has been an important external source of a firm’s product or service innovation. Users’ innovation-conducive knowledge sharing enables the community to work as a vital source of innovation. But, traditional economic theories of innovation seem to provide few explanations about why such knowledge sharing takes place for free in the user community. Therefore, this study investigates what drives community users to freely share their innovation-conducive knowledge, using the theory of planned behavior. Based on an empirical analysis of the data from 1244 members of a South Korean online game user community, it reveals that intrinsic motivation, shared goals, and social trust are salient factors in promoting users’ innovation-conducive knowledge sharing. Extrinsic motivation and social tie, however, were found to affect such sharing adversely, contingent upon whether a user is an innovator or a non-innovator. The study illustrates how social capital, in addition to individual motivations, forms and influences users’ innovation-conducive knowledge sharing in the online gaming context.  相似文献   

17.
The present study investigates the influence of Twitter use and the number of followers and followees on perceived bridging and bonding online social capital. Data from a convenience sample of Twitter users (N = 264) indicate that bonding social capital is associated with the number of followers whereas bridging social capital is influenced by the number of followees. Thus, the directed friendship model on Twitter affects different forms of social capital differently. In addition, the study found a negative curvilinear effect of the number of followees on bridging and the number of followers on bonding online social capital. This indicates that the number of followees/followers has positive effects on online bridging/bonding social capital, but only to a certain point. The paper concludes with a discussion of the results in light of theoretical considerations and of implications for future research on the effects of Twitter on social capital.  相似文献   

18.
This paper applies the social capital theory to construct a model for investigating the factors that influence online civic engagement behaviour on Facebook. While there is promising evidence that people are making concerted efforts to adopt Facebook to address social issues, research on their civic behaviour from a social capital viewpoint in the social media context remains limited. This study introduces new insights into how Facebook is shaping the landscape of civic engagement by examining three dimensions of social capital – social interaction ties (structural), trust (relational), and shared languages and vision (cognitive). The study contends that these dimensions will influence individuals’ online civic engagement behaviour on Facebook. We also argue that social interaction ties can engender trust, and shared languages and vision among its members, and that shared languages and vision can increase trust among Facebook members. Empirical data collected from 1233 Facebook users provide support for the proposed model. The results help in identifying the motivation underlying the online civic engagement behaviour of individuals in a public virtual community. The implications for theory and practice and future research directions are discussed.  相似文献   

19.
Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared gaming spaces. On the surface participation within these environments may seem socially beneficial, as these highly social, playful spaces allow players to connect, interact with, and learn from others. However, there is a growing concern that increased participation within online gaming environments comes with a wide variety of social consequences, contributing to numerous losses in ‘offline’ sociability. While considerable research has examined these claims, consistent relationships between social competence and online video game involvement have yet to be established. The current work (N = 515) aimed to examine the extent to which online video game involvement may support, or undermine, the development and maintenance of traditional social skills. The results indicate that there are unique relationships between social skills and video game involvement within online gaming populations. However, among online video game players, these links were not as negative or broad as hypothesized. The results of this assessment dispute the anecdotal attribution of a global level of social ineptitude amongst online video game players and provide insight into the potential effects of online video game play on skill development and maintenance.  相似文献   

20.
The popularity of online social networking has heightened academic interest in social capital. However, few studies have investigated the role of social capital in online learning. Using exploratory and confirmatory factor analyses of data from online MIS classes, we find that online learning facilitates social capital formation mostly in terms of the dimensions of community, trust, collective action and cooperation, communication, and sociability and inclusion, depending on the media-based human interaction forms of online learning employed. Structural equation modeling confirms a causal effect of social capital on student satisfaction. Social capital is also found to positively affect learning outcomes as measured by students’ group project scores but not class scores. The study's contribution to the literature and practice are discussed.  相似文献   

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