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1.
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   

2.
The present study merges the fields of attachment and friendships and compares these in online and offline environments. Although currently we know a great deal about the importance of friendships and attachments for healthy development, there is no research to guide our understanding of how attachment style and friendship characteristics are evidenced in online contexts. Participants completed surveys to assess attachment style, friendships (online and offline), as well as interactions with friends and friendship quality. The extent to which individuals sought out online friends did not differ as a function of attachment style. Friendship quality differed as function of attachment style, while differences among attachment styles for other friendship characteristics resulted only when context (online versus offline) was simultaneously considered.  相似文献   

3.
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   

4.
This study examined the motivation of young people in internet gaming using the dualistic model of passion. Path analysis was used to examine the relationships between the two types of passion: obsessive and harmonious passion, behavioral regulations, and flow. A total of 1074 male secondary school students from Singapore took part in the study. The results of the path analysis showed that external, introjected, and identified regulations positively predicted obsessive passion, while harmonious passion was predicted by identified and intrinsic regulations. Flow in digital gaming was predicted directly by harmonious passion, as well as indirectly through intrinsic regulation. This study supports the proposed dualistic model of passion in explaining young people’s motivation in internet gaming.  相似文献   

5.
The negative impact of online gaming on adolescents has received much attention. The question of how to reduce their pathological use of online gaming is a critical issue. Based on the concept of external justification in dissonance theory, this experimental study aimed to examine whether severity of threat and justification of effort would impact adolescent players’ attitude change toward online gaming and their subjective estimations of online gaming addiction. The results echoed predictions from classic studies in dissonance theory. When participants engaged in attitude–discrepant behavior, i.e., persuading other adolescents that an apparently interesting online game is not fun at all, their attitudes toward online gaming shifted more dramatically to the negative side in the context of a low level of threat rather than a high level of threat. Additionally, the magnitude of attitude change was more prominent when participants exerted more rather than less effort to engage in attitude–discrepant behavior. Moreover, a similar pattern of participants’ evaluations of the likelihood of online gaming addiction was also observed. The findings show that dissonance theory has the potential to be useful for inducing adolescent players to disengage in online gaming.  相似文献   

6.
This paper examined the emotional impact that engaging in or witnessing Symbolic Taboo Activities (STAs), as represented in MMORPGs (massively multiplayer online role-playing game), such as killing, torture and rape, has on adults. We focused our study on two games: World of Warcraft and Sociolotron. The study employed Interpretative Phenomenological Analysis (IPA), which was chosen because of its emphasis on ‘lived experienced’ and how participants make sense of their experiences. Five participants, all over the age of 18 years, were interviewed via Instant Messenger, four of which were men. Most of our participants felt they could easily separate gamespace from the real world; however, when asked to examine specific actions in-depth, we found this was not the case for all STAs. Activities that did not have a sanctioned equivalence (e.g., rape) were found by most to be more difficult to separate, especially emotionally. However, this was not the case for all participants. The findings suggest that not all individuals can psychologically cope with engaging in and/or witnessing certain STAs in MMORPGs. The results, we believe are important for game designers, censoring bodies of video games and psychologists.  相似文献   

7.
Empirical evidence suggests that computer self-efficacy plays an important role in one’s acceptance and use of new information technology. Little is however known about the antecedents of computer self-efficacy. This paper reports on a study of 143 non-users of a self-checkout library system available at a large Canadian university which was conducted to investigate the relationships between stable personality traits and gender with computer self-efficacy. Results indicate that four of the five stable personality traits, as measured by the Big-5 factors of personality, contribute to explain computer self-efficacy. Taking gender into account, results show that the traits of neuroticism, extraversion, and agreeableness are significantly related to computer self-efficacy for women but not for men. Implications for research and practice are discussed.  相似文献   

8.
Multi-agent simulation is applied to explore how different types of task variety cause workgroups to change their task allocation accordingly. We studied two groups, generalists and specialists. We hypothesised that the performance of the specialists would decrease when task variety increases. The generalists, on the other hand, would perform better in a high task variety condition. The results show that these hypotheses were only partly supported because both learning and motivational effects changed the task allocation process in a much more complex way. We conclude that although no task variety leads to specialisation and high task variety leads to generalisation, in general, performance is better when task variety is low. Further, in case of no task variety, specialists outperform generalists. In case of moderate variety the opposite is true. With high task variety, since there is no space for any expertise and motivational development, the behaviour of specialists and generalists becomes more similar, and, consequently also their performance.  相似文献   

9.
Shaw and his colleagues [Shaw, B., Han, J., Kim, E., Gustafson, D., Hawkins, R., Cleary, C., et al. (2007). Effects of prayer and religious expression within computer support groups on women with breast cancer. Psycho-oncology, 16(7), 676–687] examined religious expression in breast cancer (BC) online support groups (OSG). Using Pennebaker’s LIWC text analysis to assess religious expression, they found that the more frequent the expression of words related to religion the lower the levels of negative emotions and the higher the levels of health self-efficacy and functional well-being. Our study goal was to replicate their findings. Specifically, we tested their central hypothesis that the percentage of religious words written by members of BC OSG’s are associated with improvement in psychological outcomes. Five BC OSG’s from our previous work [Lieberman, M. A., & Goldstein, B. (2005a). Not all negative emotions are equal: The role of emotional expression in online support groups for women with breast cancer. Psycho-oncology. 15, 160–168; Lieberman, M. A., & Goldstein, B. (2005b). Self-help online: An outcome evaluation of breast cancer bulletin boards. Journal of Health Psychology, 10(6), 855–862] studied 91 participants at baseline and 6 months post. Significant changes in depression and quality of life was found over time. In the current study linear regressions examined the relationship between religious statements and outcomes. The results did not support the hypotheses of a positive relationship between religious expression and positive outcome in both OSG samples. Reviews of studies examining the role of religion in health outcomes report equivocal results on the benefits of religious expression.  相似文献   

10.
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   

11.
12.
Participants carried out a visual pattern-matching task on a computer while communicating with a confederate either via instant messaging (IM) or online voice chat. Communicating with a confederate led to a 50% drop in visual pattern-matching performance in the IM condition and a 30% drop in the voice condition. Visual fixations on pattern-matching were fewer and shorter during the communication task and a greater loss of fixations was found in the IM condition than the voice condition. The results, examined within a threaded cognition framework, suggest that distributing the work between the audio and visual channels reduces performance degradation. Implications for media literacy and distracted-driving are discussed.  相似文献   

13.
When quality in an organisational context includes more employee-oriented arrangements and systems, the introduction of a new relationship pattern between employers and employees can rightly be considered a quality program. In this article we describe the shifting roles of HRM and 'people management' in general within a changing environmental and organisational context. We present an original 'FIT' organisational model, in which the role of HRM as 'partner-champion' is highlighted, and which was implemented during the 1990s in a multinational company. More specifically, we describe the company background, the motives for this new approach, the basic principles and the main phases of implementation of this new 'social contract'.  相似文献   

14.
Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants.  相似文献   

15.
Excessive use of the Internet and social media has been associated with behavioural addiction, which sparked the researchers’ interest in gaining a better understanding of this global phenomenon. The aim of this study was to fill a gap in knowledge by using just one sample to identify similarities and differences in relationships between technology addictions and personality characteristics, especially traits, self-esteem, and self-construal. The sample consisted of 512 undergraduate students. The results showed that Internet addiction and social media addiction shared many more similarities than differences. Agreeableness, conscientiousness, openness to experiences, emotional stability, self-esteem, the frequency of checking account, and Internet usage were predictors of both Internet addiction and social media addiction. Age, satisfaction with life, and interdependent self-construal did not predict Internet addiction or social media addiction, whereas real self and extraversion predicted Internet addiction only, and gender, posting updates, a number of friends, and independent self-construal predicted social media addiction only. These results provide some basis for an understanding of Internet and social media addiction profiles.  相似文献   

16.
Online games represent a burgeoning market sector with growth potential. The distinctive entertainment-oriented features of such games provide experiential motives for users. However, most previous studies have focused on the single dimensional affective motive of online game use. The multi-dimensional affective motivational aspects of entertainment technologies have been relatively neglected. In addition, previous studies report inconsistent relationships between motives and online game usage. To fill these gaps in the literature, the present study proposes five experiential motives such as concentration, enjoyment, escape, epistemic curiosity, and social affiliation as predictors of intention to play online games. External locus of control is also introduced as a moderator in the links between experiential motives and intention. The model was tested with the data from 576 current online game players who answered online survey. Structural equation model analysis confirmed that three experiential motives with the exception of concentration and epistemic curiosity have a positive effect on intention. χ2 difference test confirmed that the coefficients linking experiential motives such as concentration, enjoyment, and escape to intention are higher for people with external locus of control than for people with internal locus of control. Implications are discussed in conclusion.  相似文献   

17.
With more than three billion “Netizens” worldwide, online social support obtained through social networking sites (SNS) has a pervasive influence on their users’ affective experiences. Social support generally fosters affective well-being, but such support can also threaten some recipients’ self-esteem that compromises their affective well-being. However, little is known of whether (a) this self-esteem threat varied by the mode (i.e., online vs. offline) of supportive interactions, and (b) such variations were explained by public self-consciousness across distinct modes of supportive interactions. A moderated mediation model was formulated to test these hypothesized personality and contextual differences using a quasi-experimental design. The results revealed that the mode of supportive interactions moderated the relationship between self-esteem and public self-consciousness, indicating that individuals higher in self-esteem are less likely to feel exposed to the potentially unfavorable evaluations in online (vs. offline) supportive interactions. Moreover, the results showed that the heightened levels of public self-consciousness explained the positive link between self-esteem and negative affect in offline but not online supportive interactions, providing further evidence that social support obtained through SNS is likely superior to that obtained through face-to-face interactions.  相似文献   

18.
The Internet and Web technologies have originally been developed assuming an ideal world where all users are honorable. However, the dark side has emerged and bedeviled the world. This includes spam, malware, hacking, phishing, denial of service attacks, click fraud, invasion of privacy, defamation, frauds, violation of digital property rights, etc. The responses to the dark side of the Internet have included technologies, legislation, law enforcement, litigation, public awareness efforts, etc. In this paper, we explore and provide taxonomies of the causes and costs of the attacks, and types of responses to the attacks.  相似文献   

19.
Electronic networks of practice are computer-mediated social spaces where individuals working on similar problems self-organize to help each other and share knowledge, advice, and perspectives about their occupational practice or common interests. These interactions occur through message postings to produce an on-line public good of knowledge, where all participants in the network can then access this knowledge, regardless of their active participation in the network. Using theories and concepts of collective action and public goods, five hypotheses are developed regarding the structural and social characteristics that support the online provision and maintenance of knowledge in an electronic network of practice. Using social network analysis, we examine the structure of message contributions that produce and sustain the public good. We then combine the results from network analysis with survey results to examine the underlying pattern of exchange, the role of the critical mass, the quality of the ties sustaining participation, the heterogeneity of resources and interests of participants, and changes in membership that impact the structural characteristics of the network. Our results suggest that the electronic network of practice chosen for this study is sustained through generalized exchange, is supported by a critical mass of active members, and that members develop strong ties with the community as a whole rather than develop interpersonal relationships. Knowledge contribution is significantly related to an individual's tenure in the occupation, expertise, availability of local resources and a desire to enhance one's reputation, and those in the critical mass are primarily responsible for creating and sustaining the public good of knowledge. Finally, we find that this structure of generalized exchange is stable over time although there is a high proportion of member churn in the network.  相似文献   

20.
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   

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