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1.
Social network sites (SNSs) and mobile phones are becoming increasingly important in teenagers’ lives. Using data collected from a nationally representative survey (N = 800), this study explores the variation of social capital by SNS adoption, different SNS activities, and mobile personal talk among teenagers. The results indicate that SNS adoption and mobile personal talk can not only enhance teenagers’ close ties with friends, but also jointly promote teenagers’ civic engagement. Among SNS users, mobile personal talk also increase teens’ network capital. Different SNS activities such as commenting on friend’s Facebook pictures and joining Facebook groups have different relationships with social capital, and such relationships are moderated by mobile personal talk.  相似文献   

2.
U.S. teens are spending substantial time on social networking sites (SNSs). Yet, only a few studies have documented teens’ privacy-protecting behaviors on SNSs. Using data of Facebook teen users and their parents in the U.S. from the Pew Internet’s Teens & Privacy Management Survey (N = 622), this study investigated the socialization agents of teens’ level of online privacy concern, and the relationship between teens’ level of online privacy concern and their privacy-protecting behaviors on SNSs. Based on path analysis results, this study identified parents and SNS use as the two significant socialization agents. In particular, this study revealed the role of parents’ privacy concern and the role of SNS use in motivating teens to increase online privacy concern, which, in turn, drives teens to adopt various privacy-setting strategies on SNSs and to set their Facebook profiles to private. Implications for policymakers and educators were discussed.  相似文献   

3.
In offline settings, authentic behavior has frequently been linked to increased well-being. Social network sites (SNSs) provide a new venue for authenticity, yet the effects of online authenticity are largely unknown. The present study investigated the reciprocal effects of authenticity on SNSs and the psychological well-being of SNS users in a two-wave longitudinal study (N = 374). The results demonstrate that online authenticity had a positive longitudinal effect on three indicators of subjective well-being. The data further illustrate that this beneficial effect of SNS use is not equally accessible to all users: participants with low levels of well-being were less likely to feel authentic on SNSs and to benefit from authenticity. We propose that the results can be explained in light of a “positivity bias in SNS communication” that favors positive forms of authenticity over negative ones.  相似文献   

4.
Online social networking sites (SNS) are a ubiquitous platform for communication. However, SNS can provide opportunities for abuse and harassment, typically referred to as cyberbullying. The current study examined adolescent victims’ understanding of cyberbullying, the specific types of cyberbullying events experienced in SNS and the impact of these events. Twenty-five adolescents (15–24 years old) who responded to an invitation for participants with previous negative experiences in SNS took part in individual semi-structured interviews. Results showed that the basic criteria for the definition of cyberbullying published in previous research were either not referenced by participants, or they were more complex than initially anticipated. The most referenced criterion was the extent to which the experience had an impact on the victim, which is not a current definitional criterion. It was also found that 68% of victims reported experiencing a combined emotional, social and behavioural impact for each cyberbullying experience, and 12% reported no impact at all. These findings will contribute to the measurement of cyberbullying from the perspective of victims, and will also aid the development of intervention strategies based on the most common impact areas.  相似文献   

5.
The popularity of social networking sites (SNS) changed to a great extent not only media environment, but also everyday life activities of modern humans. Despite their obvious benefits in terms of communication, there is evidence of addictive tendencies in SNS use. The study examined psychological and socio-demographic predictors of these addictive tendencies in Serbian SNS users drawn from a representative sample (N = 2014), having in mind that Serbia has Facebook penetration rate over European average. Results indicate a low incidence of self-reported addictive tendencies, with some individual differences worth addressing. We developed and tested exhaustive model that included three sets of predictors (socio-demographic, psychological and exposure to traditional media), as well as restrictive models that systematically excluded group by group. Path analysis revealed that psychological traits were stronger predictors than socio-demographic ones: people with lower self-esteem, lower general self-efficacy and higher introversion were more likely to report addictive SNS use. Although our results in general support the so called “social compensation hypothesis”, it can be due to the focus on addictive tendencies instead of other indicators of SNS use.  相似文献   

6.
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   

7.
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   

8.
Social Sharing of Emotion (SSE) occurs when one person shares an emotional experience with another and is considered potentially beneficial. Though social sharing has been shown prevalent in interpersonal communication, research on its occurrence and communication structure in online social networks is lacking. Based on a content analysis of blog posts (n = 540) in a blog social network site (Live Journal), we assess the occurrence of social sharing in blog posts, characterize different types of online SSE, and present a theoretical model of online SSE. A large proportion of initiation expressions were found to conform to full SSE, with negative emotion posts outnumbering bivalent and positive posts. Full emotional SSE posts were found to prevail, compared to partial feelings or situation posts. Furthermore, affective feedback predominated to cognitive and provided emotional support, empathy and admiration. The study found evidence that the process of social sharing occurs in Live Journal, replicating some features of face to face SSE. Instead of a superficial view of online social sharing, our results support a prosocial and beneficial character to online SSE.  相似文献   

9.
Thermal bimaterial structures made of Ni and Ni-diamond nanocomposite for sensor and actuator application are proposed, fabricated, and tested. Two deflection types of thermal bimaterial structures, including upward and downward bending types, can be easily fabricated by controlling electroplating sequence of Ni and Ni-diamond nanocomposite. According to thermal performance measurement, the tip deflection of upward and downward types can reach about 82.5 μm and ?22.5 μm for a temperature change of 200 °C, respectively. In the condition, the thermomechanical sensitivity and output force are 412.5 nm/K and 97.0 μN for upward type thermal bimaterial structure; and ?112.5 nm/K and ?26.5 μN for downward type one. Due to the low electroplating process temperature (~50 °C) for both Ni-based layers, diminutive pre-deformation of as-fabricated structure and strong interlaminar bonding strength are verified by SEM and vibrational test. The resonant frequency of the structure remains unchanged after 109 cycles.  相似文献   

10.
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   

11.
This study examined relationships among daily stress (i.e., school- and family-related stress), social support seeking through Facebook, perceived social support through Facebook, and depressed mood among adolescents (N = 910). Structural equation modeling showed that daily stress positively predicted adolescents’ seeking of social support through Facebook. In addition, when social support was sought on Facebook and subsequently perceived, social support seeking through Facebook decreased adolescents’ depressed mood. However, when social support was sought on Facebook, but not perceived, social support seeking through Facebook increased adolescents’ depressed mood. When comparing these relationships with similar relationships in a traditional social support context, results showed that the exacerbating impact of social support seeking on depressed mood exclusively transpires in a social networking site context. The discussion focuses on the understanding and explanation of these findings, and directions for future research.  相似文献   

12.
The present research investigated how individual, interpersonal, and cultural variables influence positive self-presentation in online social networking. In particular, we examined the role of self-consciousness, actual-to-total Friends ratio, and culture in positive self-presentation on Facebook. A cross-sectional survey was conducted with college-age participants in the United States (n = 183) and South Korea (n = 137). Results showed that self-consciousness (public vs. private) and actual-to-total Friends ratio were not significantly associated with positive self-presentation on Facebook; however, culture showed a statistically significant association with positive self-presentation on Facebook, with the U.S. participants engaging in positive self-presentation on Facebook to a greater extent than the South Korean participants. More interestingly, culture significantly moderated the relationship between public self-consciousness and positive self-presentation as well as the relationship between actual-to-total Friends ratio and positive self-presentation. Specifically, positive self-presentation showed a significant positive association with public self-consciousness and a significant negative association with actual-to-total Friends ratio only among the South Korean participants and not among the U.S. participants. Theoretical and practical implications for understanding cross-cultural differences in self-presentation behaviors on social network sites were discussed.  相似文献   

13.
Young adults (18–25 years old) spend a majority of their waking hours with technology and young adulthood is an important developmental time period for establishing lasting health behaviors. Considering the relevance of technology and health during young adulthood the current study explored young adults (N = 34) perceptions of social media’s (e.g., social networking) influence on their health behaviors (i.e., diet and exercise) using a social ecological framework. Data was collected through eight focus groups and four individual interviews. Three themes were identified through phenomenological qualitative analysis. Young adults perceived that technology could be both a barrier and a motivator for exercise. Social media was also credited with expanding food choices through creating access to a variety of recipes, providing a venue for showcasing the food young adults eat or prepare, and distracting young adults from making positive food choices. Participants also reported that it is common to post statuses or pictures relating to exercise practices on social media during young adulthood. Young adults indicated that these posts could be inspirational or misused, depending on the context. Results are discussed in terms of theory and preliminary implications.  相似文献   

14.
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   

15.
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   

16.
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   

17.
This paper uses a mixed-methods approach to examine the relation between online academic disclosure and academic performance. A multi-ethnic sample of college students (N = 261; male = 66; female = 195; M age ≈ 22 years) responded to open-ended questions about their Facebook use. Thematic analysis revealed that over 14% of the Facebook wall posts/status updates (N = 714) contained academic themes; positive states were more frequent than negative and neutral states and students with lower GPAs expressed negative states more often. A path analysis suggested that academic performance may determine college students’ Facebook use, rather than the reverse. Implications for student support services are discussed.  相似文献   

18.
This study extends the uses and gratification theory and examines SNS use in a specific context, namely product communication, among Hispanic and non-Hispanic whites, two important consumer segments in the U.S. market. It tests the relationships between motivations, attitudes, and usage outcomes that are unique to SNSs in an integrative model. Structural equation modeling analysis of the results obtained from an Internet-based survey (N = 595) demonstrates that the information motivation predicts favorable attitudes and various usage outcomes in both groups. However, the motivation to socialize positively predicts attitudes and usage outcomes among Hispanics only, while the entertainment motivation emerges as a determining factor for whites only. Results from this study provide theoretical and managerial implications for the development of effective marketing communication in the area of social networking sites.  相似文献   

19.
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   

20.
Two experiments were designed to replicate and extend [Lindgaard et al.'s, 2006. Attention web designers: you have 50 ms to make a good first impression! Behaviour and Information Technology 25(2), 115–126] findings that users can form immediate aesthetic impression of web pages, and that these impressions are highly stable. Using explicit (subjective evaluations) and implicit (response latency) measures, the experiments demonstrated that, averaged over users, immediate aesthetic impressions of web pages are remarkably consistent. In Experiment 1, 40 participants evaluated 50 web pages in two phases. The average attractiveness ratings of web pages after a very short exposure of 500 ms were highly correlated with average attractiveness ratings after an exposure of 10 s. Extreme attractiveness evaluations (both positive and negative) were faster than moderate evaluations, landing convergent evidence to the hypothesis of immediate impression. The findings also suggest considerable individual differences in evaluations and in the consistency of those evaluations. In Experiment 2, 24 of the 50 web pages from Experiment 1 were evaluated again for their attractiveness after 500 ms exposure. Subsequently, users evaluated the design of the web pages on the dimensions of classical and expressive aesthetics. The results showed high correlation between attractiveness ratings from Experiments 1 and 2. In addition, it appears that low attractiveness is associated mainly with very low ratings of expressive aesthetics. Overall, the results provide direct evidence in support of the premise that aesthetic impressions of web pages are formed quickly. Indirectly, these results also suggest that visual aesthetics plays an important role in users’ evaluations of the IT artifact and in their attitudes toward interactive systems.  相似文献   

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