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1.
Smartphone-based social networking service (SNS) is widely used as a key social platform that promotes users to build and maintain interpersonal relationships. However, little is known about the main characteristics of smartphone-based SNS that strengthen social relationships. By combining studies of mediated-communication namely, media richness and social presence with the social capital theory, this study proposes that the advanced media capabilities of smartphone-based SNS enable users to develop bridging and bonding social capital. Moreover, the study suggests that advanced media richness increases social presence referring to the feeling of being connected with others in virtual environments. As a key outcome of social capital in the context of smartphone-based SNS use, user satisfaction is considered. The results indicate that first, media richness and social presence, which represent media capabilities of smartphone-based SNS, greatly increase bridging and bonding social capital. Second, media richness enhances social presence in the context of smartphone-based SNS use. Finally, bridging and bonding social capital are key determinants of user satisfaction with smartphone-based SNS. Discussion and implications on the results are presented.  相似文献   

2.
The current article examines user satisfaction with instant messaging in building and maintaining social relationships with friends, family members, and others. The research model integrates motivation theory with media capacity theories to explain how the attributes of media capacity (e.g., social presence and media richness) and users' intrinsic and extrinsic motivations toward using instant messaging influence user satisfaction. Data were collected from a sample of 247 Chinese university students via an online survey. The results suggest that perceived enjoyment, perceived social presence, and perceived usefulness are key to user satisfaction. Perceived social presence and perceived media richness are positively associated with perceived enjoyment. It was also found that perceived enjoyment, perceived social presence, and perceived media richness have significant effects on perceived usefulness. Of interest, perceived enjoyment and perceived social presence have stronger effects on user satisfaction than perceived usefulness.  相似文献   

3.
While individuals are solicited by a growing number of online networks and virtual communities, human cognitive resources are still limited in terms of the number of fruitful interactions a given individual can sustain. With a high degree of competition for attention, affiliation with the community and communication between its members are central for the survival of virtual communities. A particular virtual community could shed a new light on these phenomena. Indeed, beside the conventional communities based on human-like land-dwelling avatars, a merfolk community spontaneously emerged in the seas of the virtual world of Second Life. The fact that merfolk avatars characteristics strongly restrain their interactions with others and their ability to simultaneously join other communities obviously impacts the structuring and communication within the merfolk community. In order not to become isolated, the members have to develop optimal strategies to keep strong bonds, which in turn reinforce the immersion process. The Second Life merfolk community therefore provides an ideal model to study how members of a virtual community can compensate for ultra-specialization by increasing the quality of the internal communication processes within the community. Furthermore, the observation of the merfolk virtual community demonstrates how optimizing communication, even in a community with a wide repartition and low actual density within the virtual world, can reinforce social density.  相似文献   

4.
This is a study of social facilitation effects in online auctions. We focus on the growth in online auctions, and the emergence of instant messaging and communication availability technologies. These two trends merge to provide a collaborative online social framework in which computer mediated communication may affect the behaviour of participants in online auctions. The interaction between buyers and sellers in traditional, face-to-face markets creates phenomena such as social facilitation, where the presence of others impacts behaviour and performance. In this study we attempt to replicate and measure social facilitation effects under the conditions of virtual presence. Does social facilitation apply to online auctions, and if so, how can it influence the design of online settings? We developed and used a simulated, Java-based Internet Dutch auction. Our findings indicate that social facilitation does indeed occur. In an experimental examination, participants improve their results and stay longer in the auction under conditions of higher virtual presence. Participants also indicate a preference for auction arrangements with higher degrees of virtual presence. Theoretically, this study contributes to the study of social facilitation, adding evidence of the effect when the presence is virtual.  相似文献   

5.
The question of whether computer-mediated communication can support the formation of genuine social systems is addressed in this paper. Our hypothesis, that technology creates new forms of social systems beyond real-life milieus, includes the idea that the technology itself may influence how social binding emerges within online environments. In real-life communities, a precondition for social coherence is the existence of social conventions. By observing interaction in virtual environments, we found the use of a range of social conventions. These results were analysed to determine how the use and emergence of conventions might be influenced by the technology. One factor contributing to the coherence of online social systems, but not the only one, appears to be the degree of social presence mediated by the technology. We suggest that social systems can emerge by computer-mediated communication and are shaped by the media of the specific environment.  相似文献   

6.
By performing tasks traditionally fulfilled by service personnel and having a humanlike appearance, virtual customer service agents bring classical service elements to the web, which may positively influence customer satisfaction through eliciting social responses and feelings of personalization. This paper sheds light on these dynamics by proposing and testing a model drawing upon the theories of implicit personality, social response, emotional contagion, and social interaction. The model proposes friendliness, expertise, and smile as determinants of social presence, personalization, and online service encounter satisfaction. An empirical study confirms the cross‐channel applicability of friendliness and expertise as determinants of social presence and personalization. Overall, the study underlines that integration between technology and personal aspects may lead to more social online service encounters.  相似文献   

7.
The rapid development and expansion of the Internet and the social–based services comprised by the common Web 2.0 idea provokes the creation of the new area of research interests, i.e. social networks on the Internet called also virtual or online communities. Social networks can be either maintained and presented by social networking sites like MySpace, LinkedIn or indirectly extracted from the data about user interaction, activities or achievements such as emails, chats, blogs, homepages connected by hyperlinks, commented photos in multimedia sharing system, etc. A social network is the set of human beings or rather their digital representations that refer to the registered users who are linked by relationships extracted from the data about their activities, common communication or direct links gathered in the internet–based systems. Both digital representations named in the paper internet identities as well as their relationships can be characterized in many different ways. Such diversity yields for building a comprehensive and coherent view onto the concept of internet–based social networks. This survey provides in–depth analysis and classification of social networks existing on the Internet together with studies on selected examples of different virtual communities.  相似文献   

8.
Loneliness has been associated with increased Internet use. Lonely individuals may be drawn online because of the increased potential for companionship, the changed social interaction patterns online, and as a way to modulate negative moods associated with loneliness. Online, social presence and intimacy levels can be controlled; users can remain invisible as they observe others’ interactions, and can control the amount and timing of their interactions. Anonymity and lack of face-to-face communication online may decrease self-consciousness and social anxiety, which could facilitate pro-social behavior and enhance online friendship formation. Support for this model was found in a survey of 277 undergraduate Internet users that was used to assess differences between lonely and not-lonely individuals in patterns of Internet use. Loneliness was assessed on the UCLA Loneliness Scale; students in the highest 20% (Lonely) were compared with all other students (Non-lonely). Lonely individuals used the Internet and e-mail more and were more likely to use the Internet for emotional support than others. Social behavior of lonely individuals consistently was enhanced online, and lonely individuals were more likely to report making online friends and heightened satisfaction with their online friends. The lonely were more likely to use the Internet to modulate negative moods, and to report that their Internet use was causing disturbances in their daily functioning.  相似文献   

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11.
In online social networks, users tend to select information that adhere to their system of beliefs and to form polarized groups of like minded people. Polarization as well as its effects on online social interactions have been extensively investigated. Still, the relation between group formation and personality traits remains unclear. A better understanding of the cognitive and psychological determinants of online social dynamics might help to design more efficient communication strategies and to challenge the digital misinformation threat. In this work, we focus on users commenting posts published by US Facebook pages supporting scientific and conspiracy-like narratives, and we classify the personality traits of those users according to their online behavior. We show that different and conflicting communities are populated by users showing similar psychological profiles, and that the dominant personality model is the same in both scientific and conspiracy echo chambers. Moreover, we observe that the permanence within echo chambers slightly shapes users' psychological profiles. Our results suggest that the presence of specific personality traits in individuals lead to their considerable involvement in supporting narratives inside virtual echo chambers.  相似文献   

12.
The virtual world has become a new channel in which people can contact with others, and organizations can provide service to their customers. Selling symbolic virtual goods has also emerged as a new economy in the virtual world. Such symbolic goods cannot facilitate people to accomplish any specific tasks; people buy them simply to decorate their avatars. This study is based on the theories of symbolic consumption, self-presentation, and computer-mediated environment, to investigate why people buy decorative symbolic goods in the virtual world. The results show that people buy symbolic virtual goods for both emotional and social values. While user perceived social presence and telepresence affect both social and emotional value of symbolic goods, individual self-presentation motivation affects only social value. Besides, anonymous users in the virtual world show behaviors that differ with non-anonymous ones.  相似文献   

13.
Social media greatly facilitate online social interaction among friends, and user behavior in social interaction may be influenced by interpersonal relationships. While individuals sometimes do enjoy the content shared by friends, they may also feel that they have a moral obligation to like what their friends share. Drawing on the stimulus-organism-response model, this paper examines whether the characteristics of interpersonal relationships are associated with moral obligation as well as whether moral obligation is associated with “like” intention. By using data from 348 users of WeChat Moments, we provide empirical evidence that the stimuli of interpersonal relationships (perceived authority, perceived closeness, and peer referent) are positively associated with the sense of moral obligation, which in turn, is positively associated with user intention to click the Like button on their friends’ postings on social media. Theoretical and practical implications of the findings are discussed.  相似文献   

14.
ABSTRACT

The anonymity of cyberspace enables people to express themselves more freely than in the physical world. Thus, when interacting with others online, some people choose to reconstruct a virtual identity that is partly or even totally different from their physical identity. Using the advanced self-discrepancy theory and the framework of psychological well-being, the current study theoretically modelled the expression of three domains of the self (the ought self, the ideal self and the negative true self) that affects the fulfilment of autonomy and self-acceptance, further influencing people’s overall satisfaction in an anonymous online environment. The data (n?=?837) were collected from QQ, an anonymous social networking platform from China. The results suggested that virtual identity reconstruction in the online world was significantly associated with the fulfilment of autonomy and self-acceptance. Additionally, autonomy and self-acceptance played important roles in shaping user satisfaction.  相似文献   

15.
The purpose of this study is to examine the factors that influence social presence and user satisfaction with Mobile Instant Messaging (mIM). The proposed research model integrates channel expansion, social influence, social presence and media richness theories, to explain how user experience, social influence, and medium richness influence social presence and user satisfaction with mIM. A total of 239 students from a state university in the US participated in this study. Data was collected via a web-based survey. The results suggest that user experience, social influence, and perceived richness are important drivers for social presence and user satisfaction in mIM. The implications of the study findings are discussed in the paper.  相似文献   

16.
Integrating social presence theory and social identity theory, this study brings system design and social influence aspects together to explain their joint effects on knowledge contribution in virtual communities (VCs). Different from most prior information systems (IS) research that adopts a uni-dimensional approach and restricts social presence to be the subjective nature of media, we developed and empirically tested a model explaining the effects of multi-dimensional social presence on social identification processes and knowledge contribution. An online survey was conducted with four different VCs of interest. The results showed the difference in relative contribution of social presence dimensions on social identity as well as knowledge contribution. Both practical and theoretical implications are discussed.  相似文献   

17.
Empathy online     
Members of online support communities help each other by empathising about common problems and exchanging information about symptoms and treatments. Results from two studies indicate that: empathy occurs in most online textual communities; empathetic communication is influenced by the topic being discussed; the presence of women tends to encourage empathy; and the presence of moderators not only reduces hostility but also appears to encourage empathy. The paper explores how empathy may be affected by pace of interaction, mode of expression and the way people reveal themselves in synchronous and asynchronous communities. As we advance towards technically better computer virtual environments, it is timely to pay greater attention to social issues such as empathetic communication.  相似文献   

18.
Communities of practice are nowadays an important concept in the healthcare sector. Particularly, the intensive use of ICT has allowed their creation into a virtual environment – Virtual Communities of Practice (VCoPs) developing optimal conditions to make possible the collaborative learning process. The VCoPs antecedents can be situated on social network phenomenon, where individuals with different traits but a common interest/objective are linked, use ICT potency (especially social media) to interchange information, experiences and contents among them. And as a result, people create and share knowledge, and learn collaboratively. VCoP users have a higher satisfaction level in the collaborative learning process when they can: (1) Achieve benefits related to patient diagnosis and treatment (cost reductions, faster management, quality and accuracy of diagnosis, etc.); (2) Increase the share capital of participants and creating networks of trusted individuals. Given the interest in this topic, the objective of this work is to identify the factors that determine user satisfaction in relation to Community Practice (CoP) and the process of building shared knowledge. For this, a sample of 130 Spanish health professionals participating in an online community, and developed in a virtual community of practice, is discussed. The results obtained from an analysis of logistic regression show evidence of the perception of efficiency and effectiveness in collaboration with the members of the VCoP as positively influencing the perceived satisfaction with the CoP. Also, the degree of individual participation in the community affects the degree of perceived satisfaction. The conclusions provide interesting strategic recommendations in the management process of the CoP.  相似文献   

19.
ABSTRACT

People often strive to “externalize” memories for long-term saving or sharing with others using different forms of media. We devised a new interactive photograph system, I-Portrait, which enables interactive experiences with figures in a photograph. I-Portrait comprises short video clips that are recorded and played upon user interactions such as touch, voice, gestures, and facial expressions, providing users with the virtual experience of interaction with the figure. We evaluated the system by surveying 40 university students (age 20–29 years) on the level of social presence of the photograph (mutual awareness, emotional connectedness, and awareness of co-location) and users’ satisfaction, and comparing these measures between the I-Portrait system and traditional portraits. We found significant differences in all aspects of social presence suggesting that the interactivity of the I-Portrait system may significantly increase the social presence of physically distant others.  相似文献   

20.
A central feature of the online social networking system, Facebook, is the connection to and links among friends. The sum of the number of one's friends is a feature displayed on users' profiles as a vestige of the friend connections a user has accrued. In contrast to offline social networks, individuals in online network systems frequently accrue friends numbering several hundred. The uncertain meaning of friend status in these systems raises questions about whether and how sociometric popularity conveys attractiveness in non-traditional, non-linear ways. An experiment examined the relationship between the number of friends a Facebook profile featured and observers' ratings of attractiveness and extraversion. A curvilinear effect of sociometric popularity and social attractiveness emerged, as did a quartic relationship between friend count and perceived extraversion. These results suggest that an overabundance of friend connections raises doubts about Facebook users' popularity and desirability.  相似文献   

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