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1.
Although previous research has investigated widespread use of social media, especially Facebook, by youth attending college, the conditions under which these media foster adjustment to college remain unclear. This study tested a model illuminating pathways linking social competence to college adjustment via students’ perceptions about the usefulness of Facebook and ways in which they used the medium. Self-report survey data from 321 college students (M age = 20.09; 58% female; 84% Caucasian) attending a major Midwestern university supported the proposed model, indicating that higher social competence could foster or impede college adjustment, depending upon how it was related to beliefs about the usefulness of different Facebook functions and how these perceptions, in turn, were associated with patterns of Facebook use. Findings underscore the importance of considering connections among personal attributes, perception of media effectiveness, and media behaviors in assessing the implications of social media for users’ psychosocial well-being.  相似文献   

2.
Culture is a set of values that influences attitudes and social behavior. Despite the role of culture in shaping attitudes and motivations, most of the extensive research literature on the determinants and patterns of social media use has focused on psychological and social factors. The purpose of this study is to fill this gap by investigating the role of cultural values in perceptions of privacy, trust and motivations for using Facebook among young Palestinians in Israel. We relied on Hall’s concept of high and low communication contexts and three of Hofstede’s cultural dimensions: collectivism, power distance and uncertainty avoidance. Data from a survey of Arab high school students (N = 567) established that variations in the adoption of cultural values are associated with the motivation for using Facebook through their effect on trust and on privacy concerns. We discuss the findings and their implications.  相似文献   

3.
Social networking sites (SNSs) are important tools for college students to maintain and develop social capital. Yet, few studies on the social implications of using SNSs have focused on international students and their use of different social media platforms for social capital. This study aims to fill this gap by examining the implications of using host country and home country SNSs for social capital among Chinese international students in the United States. A survey of Chinese international students at a large public university (N = 210) reveals that both Facebook and Renren use are positively associated with bridging social capital but not with bonding social capital. Facebook use has a stronger relationship with bridging social capital than does Renren use. Yet, only Renren use has a significant and positive relationship with maintaining home country social capital. These results have practical implications for international students to develop different types of social capital through different social media platforms.  相似文献   

4.
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   

5.
Although an increasing number of organizations implement social media as means to enhance internal knowledge exchange, employees are in many cases not motivated to make use of new technologies. Therefore, the purpose of this study is to identify antecedents of employees’ intentions to adopt social media for knowledge exchange. Measured factors were derived from expectancy theory and technology acceptance model. To identify factors influencing the willingness to seek and contribute knowledge using social media, in this study N = 315 employees within one organization were surveyed. The results clearly support the predictions: the interplay between the importance and deficits concerning knowledge exchange, perceived usefulness of social media for knowledge exchange, and experience in social media use jointly affected the intention to apply social media for knowledge exchange after their implementation.  相似文献   

6.
Acknowledging the lack of studies examining both visual and linguistic anthropomorphic cues and the underlying mechanisms of their effects, we investigated how the different modalities of anthropomorphic cues in a health website influenced information disclosure. In a 2 (visual cues: human vs. non-human image) × 2 (linguistic cues: conversational vs. impersonal language) × 2 (question type: less vs. more sensitive questions) between-subjects experiment (N = 254), participants registered with a mock-up health website. We assessed a behavioral outcome of not disclosing personal information and psychological outcomes of social perception and self-awareness as potential mediators. Results revealed distinctive effects of the two modalities of the anthropomorphic cues. Anthropomorphic images, on one hand, increased public and private self-awareness, and public self-awareness in turn led to less information disclosure. Anthropomorphic language, on the other hand, heightened social perception and promoted information disclosure, but social perception did not predict the disclosure. These results indicate unique underlying mechanisms of the effects of anthropomorphism: priming effect of visual cues, and communicative effects of linguistic cues.  相似文献   

7.
Positive health behaviour by eating nutritious foods and performing physical activity has been shown to have significant benefit. Furthermore, theoretical models show that social factors contribute to health behaviour. However, social technology for health behaviour has provided limited social interaction. This paper presents an online social network for health behaviour change called VivoSpace that was designed from a theoretical foundation. The results from a field study (n = 35) are presented that include participants from both clinical and non-clinical settings. The results show that there was a significant change in some of the individual determinants for health behaviour change; however, social determinants did not change. Furthermore, the social features such as commenting were under utilized. Two follow-up focus groups (n = 7 and 8) were conducted to determine how the design should be iterated to increase socialization on VivoSpace. The results suggest that the posts need to add interest through system intelligence and allowing the user to add photos and other information to the post.  相似文献   

8.
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   

9.
Problematic Internet Use (PIU) is a growing health concern among adolescents and young adults. The purpose of this mixed-methods study was to develop and refine a theoretically-grounded and psychometrically-validated assessment instrument for PIU specifically tailored to adolescents and young adults. An item pool was developed using concept mapping and a review of the literature, and administered to 714 students from two universities between 18 and 25 years of age. Exploratory and confirmatory factor analyses were used in a development subsample (n = 500) to construct the scale. A cross-validation sample (n = 214) was used to confirm the scale’s reliability. The Problematic and Risky Internet Use Screening Scale (PRIUSS) is an 18-item scale with three subscales: Social Impairment, Emotional Impairment, and Risky/Impulsive Internet Use. Based on its strong theoretical foundation and promising psychometric performance, the PRIUSS may be a valuable tool for screening and prevention efforts in this population.  相似文献   

10.
The explosive growth of social media has intrigued many scholars to inquire into why people willingly share information with others. However, relatively little attention has been devoted to how people determine which information they share in the networked environment. In this study, a 2 (network density – dense vs. sparse) × 2 (knowledge – expert vs. novice) × 3 (information valence – negative vs. neutral vs. positive) online experiment was performed to examine how the three factors interact and cross over in shaping individuals’ perceptions of the value of information for themselves and for others in the network. Results show that individuals’ perceptions of information value are influenced not just by their level of knowledge, but also by how the network environment is structured. Implications for the findings are discussed.  相似文献   

11.
As companies move increasingly toward text-based computer-mediated communications (CMC) for providing customer service, they tend to lose out on the social presence of a live agent interacting in person or via the telephone. Given the importance of social presence for maintaining healthy customer relations, how can companies counter the relative lack of social presence in CMC? Increasing the synchronicity of communications is one solution, but it is not always possible to provide instant responses to customers. In such cases, can a richer modality (e.g., picture of the customer-service agent) make up for diminished synchronicity and thereby enhance social presence? We addressed these questions with a 3 [synchronicity: high (no delay in response time) vs. medium (1-h delay) vs. low (6-h delay)] × 3 [modality: text-only vs. text+picture vs. text+emoticon] ful factorial, between-subjects experiment in which participants (N = 108) interacted with a customer service agent in a mobile e-commerce context. Data reveal that participants in high synchronicity and text+emoticon conditions felt higher social presence and perceived the customer service agent more positively than those in other conditions. Social presence and task impression mediated the relationship between each independent variable and their evaluations of the customer service agent.  相似文献   

12.
Collaborative virtual environments (CVEs) hold the immense potential of enhancing social inclusion and social support not only in younger but especially also in older people. However, there is still considerably little knowledge about the experiences of elderly when using CVEs. Additionally, there is reason to assume that men and women regardless of their age might also differ in their perceptions of CVEs, with this difference very likely being mediated by empathic abilities. Consequently, the main objective of the current study was to evaluate gender specific experiences of social and physical presence in a group of older (N = 62) and younger adults (N = 62) with respect to possible mediating influences of empathy. Results indicate no differences in physical and social presence between the two age groups, yet they support past findings that men experience more spatial presence, involvement and a higher sense of being there than women. Also, the empathy scale Fantasy considerably mediated gender differences in spatial presence, thus strengthening the theoretical assumption of a relationship between presence and empathy. Implications and future directions of these findings are discussed in detail.  相似文献   

13.
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   

14.
Research indicates that people with body image dissatisfaction (BID) are not benefited from exercising in group contexts. The current study tested whether exercise video games (exergames) can provide unique opportunities for exercise interventions through the use of avatars. An experiment was conducted using a 2 (BID: High vs. Low) × 2 (Exercise context: Solitary vs. Group) between-subjects design. Results demonstrated that individuals with high BID reported similar or more favorable exergame experiences compared to individuals with low BID. Further, individuals’ social physique anxiety was significantly reduced during exergame play. Self-presence mediated the relationship between exercise context and exergame experiences.  相似文献   

15.
Snapchat is a social media platform that allows users to send images, videos, and text with a specified amount of time for the receiver(s) to view the content before it becomes permanently inaccessible to the receiver. Using focus group methodology and in-depth interviews, the current study sought to understand young adult (18–23 years old; n = 34) perceptions of how Snapchat behaviors influenced their interpersonal relationships (family, friends, and romantic). Young adults indicated that Snapchat served as a double-edged sword—a communication modality that could lead to relational challenges, but also facilitate more congruent communication within young adult interpersonal relationships.  相似文献   

16.
Social networking sites (SNS) provide opportunities for mood management through selective exposure. This study tested the prediction that negative mood fosters self-enhancing social comparisons to SNS profiles. Participants were induced into positive or negative moods and then browsed manipulated profiles on an experimental SNS. Profiles varied in a 2 × 2 within-subjects design along two dimensions, ratings of career success and attractiveness, allowing for upward comparisons (high ratings) and downward comparisons (low ratings). Selective exposure was measured in seconds spent viewing profiles. Negative mood led to less exposure to upward comparisons and more to downward comparisons than positive mood. The comparison dimension did not influence selective exposure. Thus, in a negative mood, SNS users prefer self-enhancing social comparisons to manage their mood.  相似文献   

17.
Relationship research and theory recognizes that individuals continue to monitor the availability of their romantic/sexual prospects whether or not they are already in a committed relationship. We use the term back burner to describe a desired potential or continuing romantic/sexual partner with whom one communicates, but to whom one is not exclusively committed. Although communication with back burners is not new, modern technology affords novel channels (e.g., social networking applications and text messaging) that individuals are using to connect with back burners. A survey study (N = 374) explored whether people used technology to communicate with back burners, as well as relationships between back burner contacts and investment model variables (Rusbult, 1980). Results indicated that back burner activity through electronic channels was common, men reported more back burners than women, and that number of back burners associated positively with quality of alternatives. For those in committed relationships, no relationships were observed between back burner activity and commitment to or investment in the relationship. Implications and limitations are discussed.  相似文献   

18.
Online gaming addiction has been increasingly recognized as a mental disorder. However, the predictive factors that lead to online gaming addiction are not well established. The aim of this study was to identify factors that may influence the development of online gaming addiction. A total of 263 patients with problematic online gaming addiction (255 males (97%) and 8 females (3%), age: mean = 20.4 ± 5.8 years) and153 healthy comparison subjects (118 males (77%) and 35 females (23%), age: 21.2 ± 5.5 years, range) were recruited for participation in the current study. Hierarchical logistic regression analyses among each set of variables were conducted. Individual factors (sex and age), cognitive factors (IQ and perseverative errors), psychopathological conditions (ADHD, depression, anxiety, and impulsivity), and social interaction factors (family environment, social anxiety, and self-esteem) were evaluated in a stepwise fashion. All four factors were associated with online gaming addiction, with psychopathological conditions being the strongest risk factors for the addiction. Individual factors, psychological factors, and social interactions were associated with the development of pure online gaming addiction. As before, psychological factors (attention, mood, anxiety and impulsivity) were the strongest risk factors for online gaming addiction in patients with pure online gaming addiction. Psychopathologies, including ADHD and depression, were the strongest factors associated with the development of online gaming addiction in individuals.  相似文献   

19.
Social networking sites such as Facebook provide new ways of sharing news stories that allow users to act as opinion leaders in their networks, encourage discussion, and potentially increase their involvement in current events. This study identifies the particular features of Facebook that facilitate the discussion of news and tests their effects on involvement and feelings of influence. Participants (N = 265) in a 3 (Broadcast level: news feed vs. wall post vs. direct message) × 3 (Elaboration: opinion vs. question vs. no comment) × 2 (Involving-friends: tag vs. no tag) between-subjects factorial experiment were randomly assigned to share a story from a news website on Facebook. Results show that user involvement in the news content depends on the social affordances of the site, particularly those that allow for audience customization and those that drive network feedback. Asking the network’s opinions and targeting specific friends led to greater involvement in the news content. Discussion through comments led to a greater sense of influence and greater involvement for those sharing the news story. These findings highlight the importance of encouraging individuals to act as sources of information in their networks to drive engagement in current events in the changing news landscape.  相似文献   

20.
Social media, such as Facebook and Twitter, have become extremely popular. Facebook, for example, has more than a billion registered users and thousands of millions of units of information are shared every day, including short phrases, articles, photos, and audio and video clips. However, only a tiny proportion of these sharing units trigger any type of knowledge exchange that is ultimately beneficial to the users. This study draws on the theory of belonging and the intrinsic motivation of altruism to explore the factors contributing to knowledge sharing behavior. Using a survey of 299 high school students applying for university after the release of the public examination results, we find that perceived online attachment motivation (β = 0.31, p < 0.001) and perceived online relationship commitment (β = 0.49, p < 0.001) have positive, direct, and significant effects on online knowledge sharing (R2 0.568). Moreover, when introduced into the model, altruism has a direct and significant effect on online knowledge sharing (β = 0.46, p < 0.001) and the total variance explained by the extended model increases to 64.9%. The implications of the findings are discussed.  相似文献   

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