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1.
The present study examined the influence of gender and personality on individuals’ use of online social networking websites such as Facebook and MySpace. Participants were 238 undergraduate students who reported being members of Facebook, MySpace, or both. Based on prior research examining online behavior, we expected that gender and scores on the Big Five personality scale would moderate online social networking behavior. The results supported our predictions. Specifically, men reported using social networking sites for forming new relationships while women reported using them more for relationship maintenance. Furthermore, women low in agreeableness reported using instant messaging features of social networking sites more often than women high in agreeableness, whereas men low in openness reported playing more games on social networking sites compared to men high in openness. Overall, these results indicate the importance of examining individual differences in online behavior.  相似文献   

2.
Social network sites provide people a unique opportunity for self-presentation. Due to various reasons, people may build an online identity that is partly or even completely different from their identity in the real world. Adopting social role theory as the theoretical foundation, the current study investigated gender differences in the motivations for virtual identity reconstruction on QQ, a social network site based in China. A total of 418 respondents participated in the study. As hypothesized, the results showed that men and women are motivated differently when reconstructing their identity – while women focus more on physical vanity, men emphasize achievement vanity. The authors also identified gender differences in other motivations for online identity reconstruction: bridging social capital, disinhibition, and privacy concerns. The results, which suggest that men and women behave in gender-specific ways, are in line with the propositions made in social role theory.  相似文献   

3.
The current landscape of communication technologies is characterized by a wide variety of choices. As each medium provides different affordances, each may occupy a different niche and be used in different relationships. Drawing on the theory of the niche, we did a meta‐analysis involving 27 effect sizes from 22 independent samples to test the correlation between media selection/use and friendship closeness. Results showed that the 5 communication channels filled 2 different friendship closeness niches. Mobile phone calls and texting had stronger positive correlations with friendship closeness than instant messaging, social network sites, and online gaming. Culture, but not gender, moderated some of these correlations: Friendship closeness had a stronger positive association with SNS use and online gaming in collectivist cultures.  相似文献   

4.
This study examined teens’ use of socially interactive technologies (SITs), such as online social sites, cell phones/text messaging, and instant messaging (IM), and the role that social anxiety plays on how teens communicate with others (technologically or face-to-face). Participants included 280 high school students from a large western city. On average, 35–40% of teens reported using cell phones/text messaging and online social sites between 1 and 4 h daily, 24% reported using IMs 1–4 h daily and only 8% reported using email between 1 and 4 h daily. Females tended to use cell phones/text messaging and online social sites more so than did males. In assessing social anxiety, analyses revealed a positive relationship between social anxiety (not comfortable talking with others face-to-face) and (1) talking with others online and (2) talking with others via text messaging. In contrast, there was a positive relationship between the lack of social anxiety (feeling “comfortable” talking with others) and making friends online. Assessing gender differences and social anxiety also revealed significant differences. Results revealed females reported more social anxiety (not comfortable talking with others in person) than did males. In addition, females, more than males, reported feeling more comfortable using SITs (text messaging and online social sites only) rather than talking with others face-to-face.  相似文献   

5.
Previous studies have shown a relationship between the use of communications technology and well-being, particularly mediated through its effect on personal relationships. However, there is some debate over whether this effect is positive or negative. The present study explored this issue further, examining whether the effect varies depending on the type of communications technology, and the nature of the personal relationship. An online survey was conducted with 3421 participants in three countries (Australia, UK and US). It examined the use of ten communication methods, overall satisfaction with life and satisfaction with four different kinds of relationships (close and extended family, and close and distant friends).Results indicate that richer communication methods, which include non-verbal cues, were positively associated with both overall satisfaction with life and satisfaction with relationships. These methods included face-to-face communication, and phone and video calls. Conversely, more restricted methods, such as text messaging and instant messaging, were negatively associated with both variables. Social networking was negatively associated with overall satisfaction, but not with satisfaction with relationships. The strength of the association between a communications method and satisfaction with a relationship varied depending on the type of relationship, but whether it was positive or negative did not change.  相似文献   

6.
Gender differences among university students in attitudes toward and involvement with computers were examined. Males were found to have taken more computer science courses, to be more knowledgeable about computer languages, to be more likely to want to major in computer science, and to have played video games more than females. There were no gender differences in reported nonvideo-game computer use or in exposure to computers in noncomputer science courses. Males and females did not differ on their reported personal interest in and enjoyment of computers. Consistent with previous research, however, males reported more comfort and confidence with computers and more positive attitudes toward mathematics than did females. Women believed more strongly than men that females should learn and are as capable of learning about computers and science as are males. It appears that these university women were as intrigued by computers as the men were. However, they were apparently somewhat inhibited from the pursuit of specialized training and careers in computer science. This inhibition may be linked to their anxiety about their own skills and to the communication, by male peers, of the attitude that women are less capable than men of learning about computers.  相似文献   

7.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   

8.
Millions of adults currently use instant messaging (IM) in the workplace, and yet there is very little research examining how use and perceptions of this new medium affect intra-organizational communication. While one of the characteristics of instant messaging is the ability to exchange real-time communication, what truly distinguishes instant messaging from other widely adopted forms of mediated communication is the integration of presence technology, which allows parties to detect if others are online and available to communicate. In this paper, we propose a theory of productivity benefits of presence-aware communication technology, building upon past research. Based on this model, we use a quasi-experimental longitudinal research design to test how providing instant messaging to selected workgroups at a Fortune 500 company impacts employees' attitudes and work behavior.

Results suggest that IM use had a positive effect on improving productivity with participants citing reductions in voice mail and phone tag, improvements to how easy it was to see if colleagues were online and available to communicate as well as increased productivity served by back-channel communications conducted via IM. Results and future research directions are discussed.  相似文献   

9.
On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games. This article reports two studies that investigated the dislikes of German females with regard to video games. Study 1 applied conjoint analysis to female respondents' ( N = 317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey ( N = 795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences. These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design.  相似文献   

10.
The use of Snapchat – a time-limited instant messaging service – has been rapidly rising amongst adolescents. However, the exact nature of Snapchat use remains difficult to examine due to the self-destructive nature of content sent and received via this service. We report an online survey conducted with the use of a memory sampling method to enquire about the specific details of the very last image or video each participant sent and received via Snapchat. We found that users mainly share ‘selfies’, typically embed text and ‘doodles’ with photos they share, use it mostly at home, and primarily for communication with close friends and family as an ‘easier and funnier’ alternative to other instant messaging services. We also found that high intensity of Snapchat use was more associated with bonding rather than bridging social capital. We discuss those findings in the context of existing studies on the use of instant messaging services and social networking sites.  相似文献   

11.
This study focuses on gender differences in the influence of online communication on e-commerce purchase decision strategies. From the literature, we deduce a new theoretical model based on three foundational theories and design a 2 1 2 mixed factorial experiment to test the influence of online communication in cases with and without online communication. This involves analyzing screen-recording data to check the effect of shopping behavior initiation, and using questionnaire research to test differences in the user experience before and after such communication. Finally, we concluded that the influence of online communication differs between men and women, and the influence is largely positive to both males and females.  相似文献   

12.
Gender differences between participation in face-to-face and web-based classroom discussions were examined, by comparing the men–women actual participation ratio to the men–women attendance (or login) ratio. It was found that men over-proportionally spoke at the face-to-face classroom whereas women over-proportionally posted messages in the web-based conference. Two alternative explanations are discussed. It is suggested that either women prefer written communication more than men do, or that women prefer written communication over spoken communication. Nonetheless, despite some advantages of virtual discussions, especially for women, the online environment is apparently not attractive enough for either gender.  相似文献   

13.
This study investigates the relationship between personality traits, user motivations, relationship quality, and attraction to online social support in a sample of young adults (N = 278) in Greece who use Facebook. Self-report questionnaires on personality, motives, relationship quality, online social support, and sociodemographic factors were administered. According to the results, men in contrast to women were significantly more attracted to online social support. Predictors of online relationship quality were the existence of close relationships, entertainment, and conscientiousness. Motives, personality, relationship quality, and gender were good predictors of attraction to online social support. Implications for psychologists and future research are discussed.  相似文献   

14.
Abstract This paper considers gender differences in online contexts and examines current trends in women's performance, access and experience of online courses. It uses supportive case study examples and specific research into students' academic engagement, conceptions and perceptions of learning support in online environments. The analysis shows that women studying online are confident independent learners who may outperform their male counterparts. They do not have reduced computer and Internet access compared with men, nor are they disinclined to enrol on online courses. They attach greater value to the pastoral aspect of tutoring and have different interaction styles from men, which may have implications for online tutoring support. The gender debate needs to move on from access and performance to the differences and similarities in the degree of importance that men and women place on different interaction and tutoring styles online.  相似文献   

15.
随着电脑的普及和因特网(Internet)的快速发展和运用,在我们的生活中,产生了一种新的重要的交流手段——网上在线聊天。现实中流传着"网络无性别"的观点。该文针对这一观点,对网上在线聊天语言进行了初步的分析,从而发现在网上依然存在性别话语差异。男女性不同的在线会话风格,是他们面对面交际会话性别差异的延伸。  相似文献   

16.
17.
This article asks whether blogging in the United Kingdom, which started later than in the United States, reproduces the gender differences in blogging behavior and the gender inequalities in recognition that have been observed in studies based largely on U.S. bloggers. A sample of 48 female and male British bloggers answered a questionnaire about their blogging practices and attitudes; data were also collected from their blogs and by means of online tools. For both sexes, blogging is mainly a leisure activity, and men and women find the same range of satisfactions in blogging. However, more women use blogging as an outlet for creative work, whether as a hobby or as a livelihood. The results support several reasons advanced in previous research for the lower public profile of women bloggers.  相似文献   

18.
Based on theory and previous research, we examined relationships among gender, social anxiety, self-disclosure, quality of real-world friendships and online communication by Chinese adolescent Internet users. Results indicated that online communication and self-disclosure are not related to quality of friendship, and online communication is positively related to self-disclosure. For adolescent boys and adolescents with high social anxiety, online communication can explain more variance in users’ self-disclosure, indicating that gender and social anxiety moderate the relationship between online communication and online self-disclosure.  相似文献   

19.
This is a study of social facilitation effects in online auctions. We focus on the growth in online auctions, and the emergence of instant messaging and communication availability technologies. These two trends merge to provide a collaborative online social framework in which computer mediated communication may affect the behaviour of participants in online auctions. The interaction between buyers and sellers in traditional, face-to-face markets creates phenomena such as social facilitation, where the presence of others impacts behaviour and performance. In this study we attempt to replicate and measure social facilitation effects under the conditions of virtual presence. Does social facilitation apply to online auctions, and if so, how can it influence the design of online settings? We developed and used a simulated, Java-based Internet Dutch auction. Our findings indicate that social facilitation does indeed occur. In an experimental examination, participants improve their results and stay longer in the auction under conditions of higher virtual presence. Participants also indicate a preference for auction arrangements with higher degrees of virtual presence. Theoretically, this study contributes to the study of social facilitation, adding evidence of the effect when the presence is virtual.  相似文献   

20.
The present study examined whether traditional gender role expectations (Eagly, 1987) influence behaviors in non-traditional contexts such as online virtual environments. Participants were 352 Second Life users who reported their activities and experiences in Second Life. Results indicated that men and women differed in the types of activities they engaged in a manner predicted by social role theory. Specifically, as compared to women, men were more likely to report building things (e.g. objects), to own and work on their own virtual property, and were less likely to change their avatar’s appearance. Women, as compared to men, were more likely to meet people, shop, regularly change their avatar’s appearance, and buy clothes/objects for their avatar. The present study adds to our understanding of how traditional gender role expectations may carry over to online virtual worlds and influence online behavior.  相似文献   

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