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1.
Recent research has established online social lives as a significant aspect of adolescents' lives and development. The current study considered the relationship between adolescents' offline (i.e., ‘real life’) and online social worlds and their self-concept, which is a broad indicator of well-being during adolescence. In this quantitative study, 733 adolescents between the ages of 10 and 18 (M = 15, SD = 2.33) were surveyed about their online and offline social worlds and self-concept. Regression analysis revealed the moderating effect of online socializing in the relationship between offline social life and general self-concept, consistent with a ‘Rich Get Richer’ hypothesis of online use.  相似文献   

2.
Psychological distress and experiences of peer victimization and social rejection are common among adolescents. Nevertheless, the growing popularity of online Social Network Sites (SNS) among adolescents offers an unprecedented opportunity for early detection of adolescents' distress. This study examined the scope of, and the individual differences that may be associated with, distress sharing on SNS. A total of 413 adolescents (mean age = 15.42, 53.8% girls) completed three questionnaires assessing (a) social media usage, (b) distress sharing on SNS, and (c) feelings of social rejection. More than 15% of the sample shared personal distress and searched for help on SNS. Distress sharing did not differ between genders. Social rejection predicted distress sharing on SNS. Notably, social rejection and distress sharing were only associated among individuals with high social media use scores. Implications are discussed for early identification of adolescents' distress.  相似文献   

3.
Receiving negative peer feedback in social media may have negative consequences for adolescents’ psychosocial development and well-being. Therefore, the first aim of this study was to investigate online behavior (i.e., online social exploration, risky online self-presentation) that predicts receiving negative online peer feedback. The second aim was to examine three types of precursors that may predict this online behavior and, indirectly, negative feedback: (a) developmental (i.e., sex, age), (b) dispositional (i.e., sensation seeking, inhibitory control), and (c) social precursors (i.e., peer problems, family conflict). We collected survey data among 785 Dutch adolescents (10–15 years old). Our results showed that adolescents who engaged in online social exploration and risky online self-presentation more often, were more likely to receive negative peer feedback. Online social exploration was more prevalent among the older adolescents and adolescents characterized by higher sensation seeking and more family conflict. In addition, risky online self-presentation was more prevalent among adolescents high in sensation seeking. Consequently, these adolescents’ online behavior, indirectly, made them more at risk of receiving negative peer feedback in social media.  相似文献   

4.
In recent years, news media have been hugely disrupted by news promotion, commentary and sharing in online, social media (e.g., Twitter, Facebook, and Reddit). This disruption has been the subject of a significant literature that has largely used AI techniques – machine learning, text analytics and network models – to both (i) understand the factors underlying audience attention and news dissemination on social media (e.g., effects of popularity, type of day) and (ii) provide new tools/guidelines for journalists to better disseminate their news via these social media. This paper provides an integrative review of the literature on the professional reporting of news on Twitter; focusing on how journalists and news outlets use Twitter as a platform to disseminate news, and on the factors that impact readers’ attention and engagement with that news on Twitter. Using the precise definition of a news-tweet (i.e., divided into user, content and context features), the survey structures the literature to reveal the main findings on features affecting audience attention to news and its dissemination on Twitter. From this analysis, it then considers the most effective guidelines for digital journalists to better disseminate news in the future.  相似文献   

5.
Sexism and sexual harassment are not uncommon in online environments such as social networking sites, forums, and video games. This experiment investigated whether users’ anonymity and level of interactivity with sexist content on social media influenced sexist attitudes and offline behavior. Participants (N = 172) used a Twitter account that was anonymous or had personally identifying details. They were asked to share (i.e., retweet) or write posts incorporating a sexist hashtag. After exposure, participants completed two purportedly unrelated tasks, a survey and a job hiring simulation in which they evaluated male and female candidates’ resumés. Anonymous participants reported greater hostile sexism after tweeting than nonanonymous participants. Participants who composed sexist tweets reported greater hostile sexism and ranked female job candidates as less competent than those who retweeted, although this did not significantly affect their likelihood to hire.  相似文献   

6.
《Computers & Education》2013,60(4):1339-1349
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged 17 on average, was conducted. Hierarchical regression analyses showed that an increase in time spent playing games on a PC/Mac was related to higher scores on practical and theoretical computer knowledge. Moreover, practical computer knowledge was higher for adolescents who liked playing shooters, fantasy games, or Facebook-games. Frequency of social media use was associated with higher scores in practical computer knowledge. A bootstrap analysis indicated that this relationship was mediated by a decrease in computer anxiety, not by more positive attitudes toward the computer. Gender yielded substantial main effects on the media literacy variables but the associations between the computer and Internet activities and the literacy aspects were similar for boys and girls. This study is expected to encourage future longitudinal research on adolescents' incidental learning during leisure time computer and Internet activities.  相似文献   

7.
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged 17 on average, was conducted. Hierarchical regression analyses showed that an increase in time spent playing games on a PC/Mac was related to higher scores on practical and theoretical computer knowledge. Moreover, practical computer knowledge was higher for adolescents who liked playing shooters, fantasy games, or Facebook-games. Frequency of social media use was associated with higher scores in practical computer knowledge. A bootstrap analysis indicated that this relationship was mediated by a decrease in computer anxiety, not by more positive attitudes toward the computer. Gender yielded substantial main effects on the media literacy variables but the associations between the computer and Internet activities and the literacy aspects were similar for boys and girls. This study is expected to encourage future longitudinal research on adolescents' incidental learning during leisure time computer and Internet activities.  相似文献   

8.
The present study investigated the role of social media metrics (i.e., number of shares and comments) displayed alongside online news stories in shaping users’ perceptions of the content and its influence. In a web-based experiment (N = 144), participants first read a cancer news story that displayed either a high or a low level of social media metrics, then reported their perceived story influence on the self and others, as well as their behavioral intentions. In the low social media metrics condition, the general story influence was perceived to be stronger for others than for the self, indicative of the “third-person effect.” This effect, however, was diminished to insignificant levels in the high social media metrics condition. Further, social media metrics had an ultimate indirect effect on behavioral intentions via the third-person effect. Theoretical and practical implications of these findings are provided in the end.  相似文献   

9.
In this study, we explored how social media, particularly social networking sites, serve as informal learning environments for lesbian, gay, bisexual, transgender, questioning, and otherwise-identified (LGBTQ) individuals during formative stages of their evolving LGBTQ identity. We conducted semi-structured interviews (N = 33) probing LGBTQ individuals’ use of social media and identified three educational uses tied to online information seeking: traditional learning (e.g., information seeking about LGBTQ-related issues), social learning (e.g., observing role models or other LGBTQ individuals’ behavior and experiences), and experiential learning (e.g., experimenting with online dating sites and dating apps). These experiences were especially common during the coming out process. Participants also reported a fourth educational function, teaching (e.g., sharing information with others about their experiences as an LGBTQ individual). Teaching was more common among individuals who were out and those with less common identities (e.g., asexual and transgender). Several affordances of social media, including visibility, association, persistence, anonymity, and interactivity enabled these learning experiences.  相似文献   

10.
This study investigated the role of parents and the Internet in adolescents' online privacy concerns and information disclosing behaviors. Specifically, instructive and restrictive parental mediation, adolescents' self-disclosure to parents about their Internet experiences, time spent on the Internet, and participation in online communication activities were examined as factors that may impact adolescents' concerns about online privacy, willingness to disclose personally identifiable information, and actual disclosure of personal information online. A survey conducted in Singapore with 746 adolescents aged 12–18 revealed that instructive parental mediation based on parent-adolescent communication was more effective than restrictive parental mediation based on rule-making and controlling in reducing information disclosure among adolescents. Adolescents' self-disclosure to parents about their Internet experiences was found to be positively associated with their privacy concerns but did not foster privacy protection behaviors. While online chatting had a positive relationship with privacy concerns, excessive use of the Internet and frequent participation in social networking and online gaming resulted in increased information disclosure.  相似文献   

11.
While video games have been widely investigated from the perspective of play, an emerging online media phenomenon is the spectating of video game play, captivating millions of users daily. This study investigates the relationship of video game genres, content type and viewer gratification in the context of live gaming. To study this phenomenon, we employ an online questionnaire study (N = 1097) to investigate six categories of gratifications: affective, information seeking, learning to play, personal integrative, social integrative & tension release motivations and their relationship with game genres and stream types. The results of this study demonstrate that “the medium is the message”, highlight the importance of archetypal structure (i.e. the type of streamed content) over content topic (i.e. the genre of games being streamed), and help to build a better understanding of user generated content and the democratization of media.  相似文献   

12.
BackgroundLittle research exists on social media (e.g., Facebook, Twitter, etc.) use among individuals with serious mental illnesses (SMI). One particular question of interest is the extent to which online social media use is associated with these individuals' community participation, civic engagement and psychosocial outcomes.MethodsTwo-hundred and thirty-two individuals with SMI receiving services at 18 mental health organizations throughout the continental U.S. completed questionnaires on their community participation, civic engagement, quality of life, loneliness, and psychiatric symptoms. They were also asked which social media sites they used; the duration, frequency and importance of, and reasons for, social media use; and the number of contacts they had on social media.ResultsApproximately a third of the sample reported having at least one social media account. Greater frequency, intensity and longevity of social media were associated with higher levels of community participation, and greater intensity of social media use was positively associated with civic engagement. For instance, those who used social media at least 30 min a day had 16.4 more days of participation and voting rates that were higher by 17.4%. Social media use was not found to be significantly associated with loneliness, psychiatric symptoms or quality of life.Discussion and implicationsGreater social media use appears to be associated with greater community engagement without negative repercussions on loneliness, symptoms, or quality of life. Interventions that support social media use among individuals with SMI could have important community integration benefits.  相似文献   

13.
This study attempts to investigate the online expressive behavior of social media users in China. Specifically, we combine machine learning-based textual analysis with social network analysis to examine the structure and content of the discussion network which formed around the political aspects of food safety issues on China's Twitter-like Weibo. The findings suggest that Weibo-mediated communication space does not serve as an effective forum for deliberative discussion because people of like mind tend to cluster and the factor of emotion predominates. Further statistical analyses of a hand-coded sample show that emotional discussions influence people more than cognitive discussions, with distinct emotions (e.g., anger, fear and sadness) having different effects. A poster's status is also found to matter. We contend that this kind of online civic talk underlines an expressive form of rationality that transcends the dominant bipolar instrumental-communicative dimension for understanding the use of social media in online political discussion.  相似文献   

14.
ObjectivesThis study explores the interaction between online social networking experiences and wellbeing in 12 young people accessing mental health services.MethodsData from semi-structured interviews was analysed using Grounded Theory methodology.Results“Threats and judgement” and “connection and support” were experienced by adolescents, facilitated by having continuous access to a vast social network. These experiences influenced adolescents' psychological wellbeing, mediated by their responses to threat and judgement and maintaining “safe sharing” with their network. Social network use was conceived as a gamble of balancing its potentially positive and negative impact in a culture in which social network use appears to be unavoidable.ConclusionsThe findings indicate the importance of routine assessment and formulation of social networking use in understanding adolescents' psychological distress. Furthermore, a range of opportunities exist for clinicians to utilise the anonymity and peer support that social networks offer to broaden the range of mental health services offered to young people.  相似文献   

15.
Adolescence is a period of increased risk experience and ever more often these occur online. The current study aims to investigate whether adolescents' online and offline risk experiences are driven by the same general propensity to risks. Data from a representative study of N = 19,406 (50% girls) internet-using 11–16 year olds (M = 13.54, SD = 1.68) youth in Europe were subjected to the current analyses. Three confirmatory factor analyses were applied to measures of offline and online risk experiences (five each). A bi-factor model of a general risk factor and two specific factors of online and offline risks was shown to provide the best theoretical and empirical fit. All risk experiences loaded significantly on the general risk factor while additionally all offline risks loaded significantly on the offline risk factor. However, none of the online risks loaded significantly on the online risk factor. Online risks could not be explained by factors that go beyond a general propensity to experience risks suggesting that new technologies do not bring with them a new type of risk propensity driven by that environment. Interventions should target risk and protective factors that can account for adolescents’ experiences across risk types (online and offline).  相似文献   

16.
This study investigated how celebrities' self-disclosure on personal social media accounts, particularly Twitter, affects fans' perceptions. An online survey was utilized among a sample of 429 celebrity followers on Twitter. Results demonstrated that celebrities' professional self-disclosure (e.g., sharing their work-related life), personal self-disclosure (e.g., sharing their personal life such as friends and family), and fans' retweeting behavior, enhanced fans’ feeling of social presence, thereby positively affecting parasocial interaction with celebrities. Further, the study found that the effects of self-disclosure and retweeting on parasocial interaction were mediated by social presence. Implications and future research directions are provided.  相似文献   

17.
There are public and governmental concerns that social media may encourage risky behavior in the offline environment. Using international survey data from 412 young adults aged between 18 and 25 years of age (M = 21.20 years, SD = 2.31 years), this study demonstrates that there is a relationship between exposure to online content depicting risky behavior and users’ own offline risky behavior. This relationship was found for six behaviors: drug use, excessive alcohol use, disordered eating, self-harm, violence to others, and dangerous pranks. A borderline effect was found for two further behaviors: unprotected sex and sex with a stranger. The relationship between content depicting disordered eating and offline behavior was only significant for females; suggesting that female users may be more vulnerable to effects of viewing content depicting disordered eating habits, and/or use social media content to find material related to their existing behavior. No other gender moderation effects were found. The findings provide preliminary evidence that social media use may influence offline risky behavior in young adults.  相似文献   

18.
This research examined adolescents' written text messages with sexual content to investigate how sexting relates to sexual activity and borderline personality features. Participants (N = 181, 85 girls) completed a measure of borderline personality features prior to 10th grade and were subsequently given smartphones configured to capture the content of their text messages. Four days of text messaging were micro-coded for content related to sex. Following 12th grade, participants reported on their sexual activity and again completed a measure of borderline personality features. Results showed that engaging in sexting at age 16 was associated with reporting an early sexual debut, having sexual intercourse experience, having multiple sex partners, and engaging in drug use in combination with sexual activity two years later. Girls engaging in sex talk were more likely to have had sexual intercourse by age 18. Text messaging about hypothetical sex in grade 10 also predicted borderline personality features at age 18. These findings suggest that sending text messages with sexual content poses risks for adolescents. Programs to prevent risky sexual activity and to promote psychological health could be enhanced by teaching adolescents to use digital communication responsibly.  相似文献   

19.
Mobile phone is popular among residents in rural areas of China, especially among the adolescents. The aim of the present research was to investigate how the attitude towards mobile phone as a social status symbol affected life satisfaction of adolescents living in rural areas of China. Teacher-student relationship and student-student relationship as important interpersonal relationship indicators of adolescents were included as mediator variables. Participants were 656 adolescents (316 girls, Mage = 14.43 ± 1.67 years), and they were surveyed on the attitude towards mobile phone as a social status symbol, teacher-student relationship, student-student relationship, and life satisfaction in the present research. Results showed that the attitude towards mobile phone as a social status symbol reduced life satisfaction. What's more, attitude towards mobile phone as a social status symbol could reduce life satisfaction via teacher-student relationship, as well as via teacher-student relationship and student-student relationship in sequence. We concluded that the attitude towards mobile phone as a social status symbol is a new risk factor of adolescents' development.  相似文献   

20.
In the social media era, a growing number of corporate crises are entwined with salient social issues. To address such crises, publics may demand their government take action with regulations, legislation or public policy remediation. Through two online experiments in China, this study investigates how social media bandwagon cues contribute to public demand for regulatory intervention during corporate crises. This study finds that a social media post collecting a great number of likes, comments and shares (i.e., high levels of bandwagon cues) can directly lead to increased public demand. This study also reveals significant mediating roles of perceived crisis severity and publics' responsibility attributions to dual agents—an in-crisis company and social systems wherein the company operates. When publics are exposed to a post with high levels of bandwagon cues, they perceive greater crisis severity, which in turn increases their responsibility attribution to the company and to social systems. The heightened responsibility attribution then spills over to public demand. Moreover, crisis blame frames of the post content moderated the effects of bandwagon cues on publics' attribution to social systems and subsequent public demand.  相似文献   

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