共查询到11条相似文献,搜索用时 0 毫秒
1.
Homero Gil de Zúñiga Nakwon Jung Sebastián Valenzuela 《Journal of Computer-Mediated Communication》2012,17(3):319-336
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
2.
Matthew S.S. Johnson Author Vitae 《Computers and Composition》2008,25(3):270-283
Although recent composition scholarship has focused on public writing and civic participation, classroom practices do not (yet) seem to match the theory. This trend should not indicate, though, that public writing is not being done—rather that we may have to look beyond the classroom to see our students participating in it. “Public Writing in Gaming Spaces” argues that the writing computer gamers do in and for their online communities is not only directed to clearly definable audiences and with specific purposes, but also has the potential to institute real, measurable change within gaming communities and the larger gaming industry. What is more, unlike conventional academic spaces and workspaces, the playspace in which gamers write is comprised of textual exchange that is self-motivated; the writers themselves collaboratively construct them. “Gamer-authors” ultimately discover that they are agents who have the power, through writing, to shape the electronic worlds—games and other online spaces—they regularly inhabit, putting into sharp relief how writing does, in fact, matter. It can institute change. 相似文献
3.
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
4.
Robert J. Moore Nicolas Ducheneaut Eric Nickell 《Computer Supported Cooperative Work (CSCW)》2007,16(3):265-305
To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in
the genre of Massively Multiplayer Online Role Playing Games (MMORPG). Game developers have made great strides in achieving
game worlds that look and feel increasingly realistic. However, despite these achievements in the visual realism of virtual
game worlds, they are much less sophisticated when it comes to modeling face-to-face interaction. In face-to-face, ordinary
social activities are “accountable,” that is, people use a variety of kinds of observational information about what others
are doing in order to make sense of others’ actions and to tightly coordinate their own actions with others. Such information
includes: (1) the real-time unfolding of turns-at-talk; (2) the observability of embodied activities; and (3) the direction
of eye gaze for the purpose of gesturing. But despite the fact that today’s games provide virtual bodies, or “avatars,” for
players to control, these avatars display much less information about players’ current state than real bodies do. In this
paper, we discuss the impact of the lack of each type of information on players’ ability to tightly coordinate their activities
and offer guidelines for improving coordination and, ultimately, the players’ social experience.
“They come here to talk turkey with suits from around the world, and they consider it just as good as a face-to-face. They
more or less ignore what is being said—a lot gets lost in translation, after all. They pay attention to the facial expressions
and body language of the people they are talking to. And that’s how they know what’s going on inside a person’s head—by condensing
fact from the vapor of nuance.” —Neal Stephenson, Snow Crash, 1992 相似文献
5.
Serious Games (SGs) are increasingly being used in formal educational settings and it is almost universally acknowledged that they have strong potential for bringing innovation to education and for enhancing learning, this way also contributing to the development of Human Capital. This paper proposes some reflections on the usefulness and effectiveness of SGs when used in formal learning contexts. The considerations are derived from a set of SG-based educational experiences carried out in three European countries: Italy, Spain and Romania. The paper briefly summarizes the key aspects of the three research experiences and, by referring to the main lessons learnt, it also draws some general conclusions as to the potential of SGs to support the development of Human Capital both from the cognitive and from the affective/behavioural standpoint. 相似文献
6.
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
7.
Research into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing [PVP] Scale. The objectives of the study were to (i) examine its psychometric properties in two European countries, (ii) estimate the prevalence of potential pathological gaming among adolescents in both countries, and (iii) assess the classification accuracy of the PVP Scale based on its symptomatology as a way of exploring its relationship with both the behavioural component model of addiction and the proposed Internet Gaming Disorder. The data were collected via a survey administered to 2356 adolescents aged between 11 and 18 years from Spain (n = 1132) and Great Britain (n = 1224). Results indicated that the reliability of both versions was adequate, and the factorial and construct validity were good. Findings also showed that the prevalence of pathological gamers estimated with a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The scale showed adequate sensitivity, specificity and classification accuracy in both countries, and was able to differentiate between social and potential pathological gamers, and from their addictive symptomatology. The implications of these findings are discussed. 相似文献
8.
Political Expression and Action on Social Media: Exploring the Relationship Between Lower‐ and Higher‐Threshold Political Activities Among Twitter Users in Italy 下载免费PDF全文
Cristian Vaccari Augusto Valeriani Pablo Barberá Rich Bonneau John T. Jost Jonathan Nagler Joshua A. Tucker 《Journal of Computer-Mediated Communication》2015,20(2):221-239
Scholars and commentators have debated whether lower‐threshold forms of political engagement on social media should be treated as being conducive to higher‐threshold modes of political participation or a diversion from them. Drawing on an original survey of a representative sample of Italians who discussed the 2013 election on Twitter, we demonstrate that the more respondents acquire political information via social media and express themselves politically on these platforms, the more they are likely to contact politicians via e‐mail, campaign for parties and candidates using social media, and attend offline events to which they were invited online. These results suggest that lower‐threshold forms of political engagement on social media do not distract from higher‐threshold activities, but are strongly associated with them. 相似文献
9.
Differential Use,Differential Effects: Investigating the Roles of Different Modes of News Use in Promoting Political Participation 下载免费PDF全文
Jihyang Choi 《Journal of Computer-Mediated Communication》2016,21(6):436-450
The present study clarifies the role of the informational use of media in facilitating citizens' political participation by focusing on three distinctive modes of news experience (i.e., news reading, posting, and endorsing) within the context of online social networking sites (SNSs). The findings show that news posting contributes to greater participation in politics by positively mediating the relationship between the use of SNSs and participatory activities. In contrast, news reading and endorsing were not significantly associated with political participation. In addition, the study found that the indirect effects of SNS use on participation via news posting are highest among those with a high degree of network political expertise and lower among those with an average level of such expertise. 相似文献
10.
Social Media and Symbolic Action: Exploring Participation in the Facebook Red Equal Sign Profile Picture Campaign 下载免费PDF全文
Joel Penney 《Journal of Computer-Mediated Communication》2015,20(1):52-66
This study investigates symbolic action on popular social media platforms by empirically exploring the subjective experiences and motivations of participants in an exemplary campaign. Previous debates regarding the relationship between symbolic action and more traditional forms of political participation suggest a binary between up‐the‐ladder “civic culture” engagement and down‐the‐ladder “slacktivism.” Interviews with participants in the Facebook red equal sign profile picture campaign for marriage equality provide some evidence to support the former (particularly in terms of building an identity‐focused political movement), and comparatively little to support the latter. However, a third model suggests how sympathetic citizens who would not otherwise take on organizational commitments are brought into the circle of participation by contributing to aggregate projects of mediated public advocacy. 相似文献
11.
Exploring the Role of Transportation in Fostering Social Exclusion: The Use of GIS to Support Qualitative Data 总被引:1,自引:0,他引:1
Travel behavior data collection methodologies have not captured the why of demand nor unsatisfied demand. This has left a gap in the development of methodology that can adequately address the role
that transport plays in fostering social exclusion. This paper presents one innovative technique that utilizes GIS to organize
and analyze data taken from focus groups and the self-mapping of individual space. Implications for transportation planning
include redefining how networks are conceived to include not just road and bus networks, but also the spatio-temporal networks
constructed by low-income people as they organize their activities. 相似文献