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1.
Machiavellianism is a personality trait characterized by cynicism, emotional detachment and a willingness to manipulate others. Research investigating the behavior of Machiavellian men and women has focused on its influence in offline relationships. The popularity of social networking sites suggests that it is also important to consider the interactions of Machiavellian men and women in this context as well. Men (N = 54) and women (N = 189) completed questionnaires assessing Machiavellianism, self-monitoring, self-promotion and relational aggression. Analyses revealed that women who were high in Machiavellianism engaged in more dishonest self-promotion and relational aggression towards a close friend on Facebook whilst males with high levels of Machiavellianism engaged in more self-promoting behavior. In addition, both men and women high in Machiavellianism engaged in more self-monitoring. The findings demonstrate the importance of considering the influence of personality on online behavior and associated gender differences.  相似文献   

2.
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   

3.
With adolescents’ frequent use of social media, electronic bullying has emerged as a powerful platform for peer victimization. The present two studies explore how adolescents perceive electronic vs. traditional bullying in emotional impact and strategic responses. In Study 1, 97 adolescents (mean age = 15) viewed hypothetical peer victimization scenarios, in parallel electronic and traditional forms, with female characters experiencing indirect relational aggression and direct verbal aggression. In Study 2, 47 adolescents (mean age = 14) viewed the direct verbal aggression scenario from Study 1, and a new scenario, involving male characters in the context of direct verbal aggression. Participants were asked to imagine themselves as the victim in all scenarios and then rate their emotional reactions, strategic responses, and goals for the outcome. Adolescents reported significant negative emotions and disruptions in typical daily activities as the victim across divergent bullying scenarios. In both studies few differences emerged when comparing electronic to traditional bullying, suggesting that online and off-line bullying are subtypes of peer victimization. There were expected differences in strategic responses that fit the medium of the bullying. Results also suggested that embarrassment is a common and highly relevant negative experience in both indirect relational and direct verbal aggression among adolescents.  相似文献   

4.
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   

5.
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   

6.
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   

7.
《Applied ergonomics》2011,42(1):71-75
The amount of sleep obtained between shifts is influenced by numerous factors including the length of work and rest periods, the timing of the rest period relative to the endogenous circadian cycle and personal choices about the use of non-work time. The current study utilised a real-world live-in mining environment to examine the amount of sleep obtained when access to normal domestic, family and social activities was restricted. Participants were 29 mining operators (26 male, average age 37.4 ± 6.8 years) who recorded sleep, work and fatigue information and wore an activity monitor for a cycle of seven day shifts and seven night shifts (both 12 h) followed by either seven or fourteen days off. During the two weeks of work participants lived on-site. Total sleep time was significantly less (p < 0.01) while on-site on both day (6.1 ± 1.0 h) and night shifts (5.7 ± 1.5 h) than days off (7.4 ± 1.4 h). Further, night shift sleep was significantly shorter than day-shift sleep (p < 0.01). Assessment of subjective fatigue ratings showed that the sleep associated with both days off and night shifts had a greater recovery value than sleep associated with day shifts (p < 0.01). While on-site, participants obtained only 6 h of sleep indicating that the absence of competing domestic, family and social activities did not convert to more sleep. Factors including shift start times and circadian influences appear to have been more important.  相似文献   

8.
This study examined the relationship between the evaluation of risk, trust and disclosure of personal information in young peoples’ online interactions. A series of 18 focus groups were conducted with young people aged 9–19 years old. The results suggested that the majority of young people have a high level of awareness of the risks and potential outcomes associated with their online behaviour. Participants perceived disclosure of personal information to be important for the development of online relationships, and discussed associated strategies for evaluating trust and verifying identity. The study suggests that the perceived benefits associated with the disclosure of personal information and interacting with ‘strangers’ online may outweigh the perceived risks associated with these behaviours as the result of the importance of peer relationships and the exploration of identity during adolescence. Identified age-related differences and similarities in relation to the themes are explored, and areas for future research discussed.  相似文献   

9.
ObjectiveThe purpose of this study was to assess associations between depression and problematic internet use (PIU) among female college students, and determine whether Internet use time moderates this relationship.MethodThis cross-sectional survey included 265 female college students from four U.S. universities. Students completed the Patient Health Questionnaire-9 (PHQ-9), the Problematic and Risky Internet Use Screening Scale (PRIUSS) and self-reported daily Internet use. Analyses included multivariate analysis of variance and Poisson regression.ResultsParticipants reported mean age of 20.2 years (SD = 1.7) and were 84.9% Caucasian. The mean PHQ-9 score was 5.4 (SD = 4.6); the mean PRIUSS score was 16.4 (SD = 11.1). Participants’ risk for PIU increased by 27% with each additional 30 min spent online using a computer (RR = 1.27, 95% CI: 1.14–1.42, p < .0001). Risk for PIU was significantly increased among those who met criteria for severe depression (RR = 8.16 95% CI: 4.27–15.6, p < .0001). The PHQ-9 items describing trouble concentrating, psychomotor dysregulation and suicidal ideation were most strongly associated with PIU risk.ConclusionsThe positive relationship between depression and PIU among female college students supports screening for both conditions, particularly among students reporting particular depression symptoms.  相似文献   

10.
Building online trust and understanding its relationship to online customer purchase decision making is important to e-commerce companies. We decided to investigate the moderating role of uncertainty avoidance on the relationship between subjective norms and online trust (integrity, ability, and benevolence) as well as purchase intention on a model we had developed. We generated a questionnaire and first pilot tested it (n = 116), and then modified it before performing the main test of our model (n = 209). Specifically, trust (cognition and affect based) was adapted to better understand social and cultural factors in online customer behavior. Uncertainty avoidance was found to moderate the relationships between subjective norms and two dimensions of cognition-based trust, (integrity and ability). Benevolence, however, was not found to have any relationship to cultural values or purchase intention. Normative influence on ability belief about the website was significant only when the online consumer had a high sense of uncertainty avoidance. Theoretical and practical implications of these findings are discussed.  相似文献   

11.
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   

12.
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   

13.
Avatar creation has become common for people to participate and interact in virtual worlds. Using an online survey (N = 244), we investigated both the behavioral characteristics and major motivations for avatar creation in virtual worlds. Our results suggest that a majority of the participants had multiple avatars; these avatars’ appearance did not merely resemble the human players; and their personality did not necessarily mirror the player’s real personality. Furthermore, participants on average spent over 20 h per week and often interacting with others in the virtual worlds. Our exploratory factor analysis yielded four major motivations: virtual exploration, social navigation, contextual adaptation, and identity representation.  相似文献   

14.
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   

15.
《Computers & Education》2009,52(4):1589-1598
The social cognitive perspective of self-regulated learning suggests that effective learning is determined by the interactions among personal, behavioral, and environmental influences; particularly, high self-regulated learners hold higher motivation (personal), apply better learning strategies (behavioral) and respond to environmental demand more appropriately (environmental). The study thus uses the social cognitive perspective to explore the role of self-efficacy (personal), student feedback behavior, use of learning strategies (behavioral), performance and receiving feedback (environmental) in Web-based learning. There were 76 university students participated in this study. Both quantitative and qualitative methods were applied for data analysis. The results supported that self-efficacy predicted student use of learning strategies and related to elaborated feedback behavior (personal  behavioral). High self-efficacy students applied more high-level learning strategies, such as elaborative strategy and critical thinking. Students who provided elaborated feedback also had higher self-efficacy than those who did not. Moreover, receiving elaborative feedback significantly promoted student self-efficacy (environmental  personal), while receiving knowledge of correct response improved student performance. However, the results indicated that feedback behaviors did not predict academic performance, which may be interfered by modeling effects.  相似文献   

16.
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   

17.
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   

18.
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   

19.
Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N = 301) who were players of networked video games were invited to participate in an anonymous online survey. Social dominance orientation and conformity to some types of masculine norms (desire for power over women and the need for heterosexual self-presentation) predicted higher scores on the Video Game Sexism Scale (i.e., greater sexist beliefs about women and gaming). Implications for the social gaming environment and female gamers are discussed.  相似文献   

20.
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   

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