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1.
Using a 2 × 3 mixed between-within subjects experiment (N = 102), we tested how the presence of online comments affects self-other differences and perceptions of media bias, as well as factors predicting subjects’ likelihood of commenting on an online news story. We found that (a) presence of comments lowers self-other differences and consequently attenuates the third-person effect, and (b) perceptions of media bias significantly predict likelihood of commenting. Additionally, we found that subjects were more likely to comment on stories they found biased against their position as a form of corrective action, and that subjects were more likely to share and like stories they found biased in favor of their position as a form of promotional action.  相似文献   

2.
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   

3.
Using online comments posted on news stories as the context, this study aimed to examine the interplay between the third-person perception (TPP) – that people believe media message have a greater effect on changing the attitudes of others compared with themselves – and online incivility. It also examined whether people's agreement with the content of the comments would influence the TPP. Results of an experiment (N = 301) showed incivility muted the persuasive effect of online comments, so only civil comments produced a TPP, whereby people felt comments had greater persuasive power over others compared with themselves. However, counter to predictions, whether people agreed with the comments did not influence the TPP. Findings also supported the TPP social distance corollary such that subjects perceived comments as having the largest third-person perceptual gap between the self and those who disagreed with them. Results are discussed in relation to TPP and face and politeness theories.  相似文献   

4.
We developed a model for intranet quality and acceptance; it was applied to data collected by the sales and marketing division of an international manufacturing company obtained via a Web survey (n = 131) and tested using partial least squares path modeling. A strong explanation of behavioral intentions was revealed. The results showed that intranet quality (composed of usability, design, and information quality) was a significant factor in determining behavioral intention to use, although it was less important than perceived usefulness and social influence. Comments collected from respondents were analyzed via content analysis and further used to illustrate the findings.  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.
Recently with widely available access, the web has emerged as a medium for new interventions. However, as yet, little is known about what makes some websites more effective than others. This study investigated an approach to developing websites that utilized two media characteristics – media richness and interactivity – to promote physical activity among college students. Four forms of websites were developed and tested in a 2 × 2 between-subject experiment (high vs. low richness; high vs. low interactivity) that was conducted among 205 participants. Overall, media richness had a significant main effect on college students’ intention to visit the fitness center while interactivity influenced the likelihood they would recommend it. Although media richness did not have a significant main effect on recommendation, a significant interaction effect was observed that rich media led to higher recommendation intention when interactivity level was low. In addition, knowledge, attitude and trustworthiness of the fitness center mediated the effects of media richness and interactivity on behavioral intentions. These findings support the efficacy of utilizing these media characteristics to design web-based health interventions promoting college students’ physical activity.  相似文献   

7.
Among various interface cues, expertise, identity, and bandwagon cues have been consistently found to have significant effects on media users’ perceptions of online news content. To examine the effects of these three types of heuristic cues in the context of online news consumption, the current study involved a 2 (expertise cue: low vs. high) × 2 (identity cue: in-group vs. out-group) × 2 (bandwagon cue: low vs. high) online experiment. A total of 121 undergraduate students participated in the study. Significant two-way interaction effects between the expertise and bandwagon cues on perceived credibility suggested the positive combined effect of these two cues. Moreover, significant three-way interaction effects among expertise, identity and bandwagon cues indicated that the interaction effects between expertise and bandwagon cues tend to work as a function of the identity cue. While confirming the importance of the identity cue in users’ perceptions of online news, three-way interaction effects confirmed the co-occurrence of heuristic and systematic processing. The interaction effects also suggested that people process news systematically when the recommenders are out-group members, whereas they process news heuristically when the recommenders are in-group members. Theoretical as well as practical implications have also been discussed in this article.  相似文献   

8.
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   

9.
This study examined the effect of the presence of an artificial individual in a purchase environment on purchase intention for products with fair-trade labels among Japanese consumers. By manipulating the presence of an artificial individual, we assessed consumers’ intentions to purchase fair-trade products under two different experimental unmanned purchase environments: the agent condition, in which task instructions were given by a female clerk-like computer graphic agent throughout the task (N = 118), and the control condition in which task instructions were given through a text box (N = 106). Results demonstrated that participants under the agent condition valuated fair trade higher than those under the control condition, although participants in both the agent and the control conditions were instructed that their responses would remain anonymous. These findings suggest that the implication of the presence of an artificial individual, such as a clerk-like agent in an unmanned purchase environment, enhances the ethicality of purchase intentions as with manned purchase environments.  相似文献   

10.
We explore the effect of behavioral realism and reciprocal self-disclosure from computer interviewers on the social responses of human users in simulated psychotherapeutic counseling interactions. To investigate this subject, we designed a 3 × 3 factorial between-subjects experiment involving three conditions of behavioral realism: high realism, low realism, and audio-only (displaying no behavior at all) and three conditions of reciprocal self-disclosure: high disclosure, low disclosure, and no disclosure. We measured users’ feelings of social presence (Copresence, Social Attraction, and Emotional Credibility), rapport, perception of the quality of users’ own responses (Embarrassment and Self-Performance), emotional state (PANAS), perception of an interaction partner (Person Perception), self-reported self-disclosure, speech fluency (Pause Fillers and Incomplete Words), and Verbal Self-Disclosure. We observed some contradictory outcomes in users’ subjective reports. However, the results of objective data analysis demonstrated that users disclosed greater Verbal Self-Disclosure (medium level of intimacy) when interacting with computer interviewers that displayed high behavioral realism and high self-disclosure. Users also delivered more fluent speech when interacting with computer interviewers that displayed high behavioral realism.  相似文献   

11.
Second-screen viewing—the use of smartphones, tablets, and laptops while watching television—has increased dramatically in the last few years. Using multiple resource theory and threaded cognition theory, this study investigated the effects of second-screen viewing on cognitive load, factual recall and comprehension of news. Second, we examined the effects of relevant (i.e., looking up information related to the news story) and irrelevant (i.e., looking up information unrelated to the story) second-screen viewing on learning from news. Results from an experiment (N = 85) showed that second-screen viewing led to lower factual recall and comprehension of news content than single-screen viewing. These effects were mediated by cognitive load: second-screen viewing led to a higher cognitive load than single-screen viewing, with higher cognitive load, in turn, leading towards lower factual recall and comprehension of news content. Contrary to our expectations, we found no statistically significant differences between effects of relevant and irrelevant second-screen viewing.  相似文献   

12.
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   

13.
This study introduces the concept of emotional bandwidth to describe a communicator’s ability to use technological features to disclose personal affect online. Strategic use of emotional bandwidth was expected to correspond with interpersonal rewards, specifically the willingness of others to provide social support. Participants (N = 84) viewed hypothetical Facebook profiles that contained manipulated levels of emotional bandwidth and were asked how much support they would provide to the person in the profile. Participants who viewed profiles portraying high emotional bandwidth were less willing to provide social support; however, this finding was qualified by personal qualities. Females, people who perceived a sense of community, and people who had a preference for online social interaction indicated a greater willingness to provide support in the high emotional bandwidth condition. Implications for designing affective affordances in technologies and their psychological effects are discussed.  相似文献   

14.
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   

15.
This research seeks to understand how people perceive and respond to structural factors and different types of disclosure on Facebook when evaluating the profile of someone they have never met offline. Using a 2 × 3 × 2 between-subjects experimental design, this research explored the relationship between friend adding (add; no add), levels of self-disclosure (low, medium, high), and sex of the Facebook profile owner (male; female) on feelings of interpersonal liking, future behavioral intentions to interact, and homophily. Results indicated that friend adding and higher levels of self-disclosure led to greater feelings of interpersonal liking and homophily amongst both male and female participants. In addition, males tended to view other male profiles with moderate amounts of disclosure and female profiles with the highest amount of disclosure most favorably. Theoretical and practical implications are discussed.  相似文献   

16.
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   

17.
This research investigated the influence of parent–adolescent communication quality, as perceived by the adolescents, on the relationship between adolescents’ Internet use and verbal aggression. Adolescents (N = 363, age range 10–16, MT1 = 12.84, SD = 1.93) were examined twice with a six-month delay. Controlling for social support in general terms, moderated regression analyses showed that Internet-related communication quality with parents determined whether Internet use is associated with an increase or a decrease in adolescents’ verbal aggression scores over time. A three way interaction indicated that high Internet-related communication quality with peers can have disadvantageous effects if the communication quality with parents is low. Implications on resources and risk factors related to the effects of Internet use are discussed.  相似文献   

18.
《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   

19.
During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would confirm such expectations. To this end, this paper reports the results of a 2 year (1 + 1 year – between-group) field experiment in gamifying a service by implementing a game mechanic called ‘badges’. During the experiment a pre-implementation group (N = 1410) was monitored for 1 year. After the implementation, the post-implementation (the gamified condition) group (N = 1579) was monitored for another full year. Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.  相似文献   

20.
Online syndicated text-based advertising is ubiquitous on news sites, blogs, personal websites, and on search result pages. Until recently, a common distinguishing feature of these text-based advertisements has been their background color. Following intervention by the Federal Trade Commission (FTC), the format of these advertisements has undergone a subtle change in their design and presentation. Using three empirical experiments, we investigate the effect of industry-standard advertising practices on click rates, and demonstrate changes in user behavior when this familiar differentiator is modified. Using three large-scale experiments (N1 = 101, N2 = 84, N3 = 176) we find that displaying advertisement and content results with a differentiated background results in significantly lower click rates. Our results demonstrate the strong link between background color differentiation and advertising, and reveal how alternative differentiation techniques influence user behavior.  相似文献   

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