首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Internet connectivity has changed the way video games are played by allowing individuals to connect worldwide in shared gaming spaces. These highly social environments allow players to connect, interact with, and learn from each other. However, there is a growing concern that these social environments also have the potential to displace real-world connections and interactions, contributing to a variety of losses in ‘offline’ sociability. The current study aims to elucidate what users may be gaining or losing (socially) as a result of continued participation in online video game environments, and what potentially underlies these social changes, by examining the associations between social skills and online video game involvement through the perspective of attachment theory. The results challenge the assumption that online video game play is inexorably associated with negative social consequences for the player and indicates the potential for online gaming spaces to serve critical attachment functions by providing a social outlet that promotes a sense of closeness, belonging, and security that satisfies attachment needs for those high in attachment avoidance.  相似文献   

2.
Recent research has established online social lives as a significant aspect of adolescents' lives and development. The current study considered the relationship between adolescents' offline (i.e., ‘real life’) and online social worlds and their self-concept, which is a broad indicator of well-being during adolescence. In this quantitative study, 733 adolescents between the ages of 10 and 18 (M = 15, SD = 2.33) were surveyed about their online and offline social worlds and self-concept. Regression analysis revealed the moderating effect of online socializing in the relationship between offline social life and general self-concept, consistent with a ‘Rich Get Richer’ hypothesis of online use.  相似文献   

3.
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   

4.
Video games are enjoying fast-growing popularity, becoming a major component of young people’s social lives and leisure activities. Many players share information and conduct social interactions in virtual communities (VC). The current study sought to examine the relationships between members and leaders in such video game communities using a number of variables to describe the member (i.e., knowledge sharing, usefulness, enjoyability, off-site interaction, satisfaction, loyalty, and intention to use) and the leader (i.e., leader involvement). Based on a sample of 2227 members and 41 leaders in 30 video game communities, the research demonstrated the use of a two-level hierarchical linear modeling (HLM) to examine the relationships of VC leaders and members, appropriately adjusted for a nested structure. The results indicated that leaders who engage in higher levels of involvement in VC are more likely to have members who agree with and respond to the community. Furthermore, member- and leader-level factors were significantly associated with member satisfaction: knowledge sharing, usefulness, and enjoyability explained within-VC variance while leader involvement explained between-VC variance. Finally, member satisfaction demonstrated positive effects on both member loyalty and intention to use. The study further discussed the implications of these findings, offering direction for future research.  相似文献   

5.
This paper examines social behavior in the online video game World of Warcraft. Specifically focusing on one element of social design: the behavior of players in the first release of Looking-for-Raid (LFR) loot system of World of Warcraft. It uses lens of economic game theory, combined with Williams (2010) mapping principle and a modern theoretical account of human decision-making, to explore how theory about individual interactions in well-defined contexts (games) can explain collective behavior. It provides some support for this theoretical approach with an examination of data collected as part of an ethnographic study, through focus groups, and a survey distributed to 333 World of Warcraft players. It concludes with a discussion of the results and some guidelines for predicting collective outcomes in certain types of online games using the introduced framework.  相似文献   

6.
Drawing upon social cognitive theory, the present study constructed a conceptual model to provide an in-depth understanding of the key psychosocial factors shaping the cheating behavior in online multiplayer games. An online survey approach and structural equation modeling were adopted to investigate the hypothesized relationships and to assess the fitness of the model. The findings of this study provided support for the research model and the social cognitive theory perspective on game cheating behavior. The cheating behavior was found to be influenced by both external and self-generated factors. Specifically, individual gamers’ social environment (peer influence), their own attitude towards game cheating, and evaluation of cheating outcomes played an important role in shaping this problematic behavior in online games. Game cheating self-efficacy was interestingly found to be an insignificant factor for the game cheating behavior. The study fills a gap in the current literature on games and cheating, specifically on the social cognitive mechanisms of the cheating behavior in online multiplayer games.  相似文献   

7.
This study explores how interaction within an online auction community affects online auction actor intention to continue trading with others. Adopting a social perspective drawing on social capital theory and IS literature, this study investigates how interactions among actors contribute to the creation and advancement of social capital. The analytical results demonstrate that the influence of user interaction on continuance intention in online auctions is mediated by the creation of various dimensions of social capital at the community level. Finally, the implications of the study findings are discussed.  相似文献   

8.
The motivation to share members’ knowledge is critical to an online community’s survival and success. Previous research has established that knowledge sharing intentions are based on group cohesion. Several studies also suggested that social loafing behavior will seriously corrode group cohesion. Therefore, social loafing is a key obstacle to fostering online community development. Although substantial studies have been performed on the critical factors that affect social loafing in the learning group, those on online communities are still lacking. By integrating two perspectives, social capital and perceived risk, a richer understanding of social loafing behavior can be gained. In the research model, social ties and perceived risk have been driven by anonymity, offline activities, knowledge quality, and media richness. Social ties and perceived risk are hypothesized to affect social loafing in the online community, which, in turn, is hypothesized as negatively affecting group cohesion. Data collected from 323 online users in online communities provide support for the proposed model. The study shows that social loafing is a significant negative predictor of the users’ group cohesion. The study also shows that social ties and perceived risk are important components of social loafing. Anonymity, offline activities, knowledge quality, and media richness all have strong effects on social ties and perceived risk in the online community. Implications for theory and practice and suggestions for future research are discussed.  相似文献   

9.
In recent years, there have been rising concerns about the impact of online video game play on users’ socialization, particularly among adolescent players. The current study addresses one of these concerns and evaluates the potential impact of social displacement on the size and quality of users’ social circles due to video game play. Using a representative sample of adolescent players, the results provide support for the emergence of social displacement effects. Increased social online video game play, but not social offline video game play, was found to correspond with smaller, and lower quality, offline social circles. However, further research is needed to assess the impact of these declines on everyday socialization, such its potential negative influence on the development and maintenance of social skills.  相似文献   

10.
Online games resemble miniature societies, in which social interactions occur within a virtual world. Previous studies have realized that the main motivation in playing games is to fulfill interpersonal needs. Players expect to own great interpersonal attraction to help them develop ideal interpersonal relationships. In the real world, individual outward appearance and social status are two important factors having influence on interpersonal attraction. In online games, the outward appearance of characters can be manipulated by changing the clothes and accessories used by those characters. This study proposes that difference in outward appearance, as in real society, affects player interpersonal attraction assessments. Additionally, when game experience and performance of players are accumulated, their grade in game would be raised. This study also proposes that the variation of role grade would influence its social status and the attitude of others. This study conducts experiments, and the results verify that a game character with high outward attractiveness and social status acquires higher online interpersonal attraction than one with low outward attractiveness and social status, and vice versa.  相似文献   

11.
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   

12.
Although administrators of online communities (OCs) may focus on improving their OCs through upgrading technology and enhancing the usability of their OCs to attract additional users, the level of OC participation may be associated with social motives. The purpose of this study is to understand how social motivations (that is, network externalities and social norms) affect members committed to OCs. This study tests the hypotheses on data collected from 396 undergraduate students. Data analyses show that network externalities and social norms directly influence social interaction ties, which subsequently results in commitment toward a community. Social norms also directly influence relationship commitments to a community. The results provide insights into how social motivations lead to commitment to an OC, reminding OC administrators to encourage member commitment to the OC from the perspective of social motivations.  相似文献   

13.
Online gaming has gained millions of users around the globe, which have been shown to virtually connect, to befriend, and to accumulate online social capital. Today, as online gaming has become a major leisure time activity, it seems worthwhile asking for the underlying factors of online social capital acquisition and whether online social capital increases offline social support. In the present study, we proposed that the online game players’ physical and social proximity as well as their mutual familiarity influence bridging and bonding social capital. Physical proximity was predicted to positively influence bonding social capital online. Social proximity and familiarity were hypothesized to foster both online bridging and bonding social capital. Additionally, we hypothesized that both social capital dimensions are positively related to offline social support. The hypotheses were tested with regard to members of e-sports clans. In an online survey, participants (N = 811) were recruited via the online portal of the Electronic Sports League (ESL) in several countries. The data confirmed all hypotheses, with the path model exhibiting an excellent fit. The results complement existing research by showing that online gaming may result in strong social ties, if gamers engage in online activities that continue beyond the game and extend these with offline activities.  相似文献   

14.
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   

15.
BackgroundChildhood anxiety is a global mental health concern. Interventions are needed that are effective, but also cost less, are more accessible and engage children long enough to build emotional resilience skills through practice.MethodsThe present randomized controlled study aimed to examine the prevention effects of a neurofeedback video game, MindLight, developed based on evidence-based practices with anxious youth. Over 750 children (7–13 years old) in elementary schools were screened for elevated anxiety; 136 selected children were randomly assigned to play Mindlight or a control game. Self- and parent-reported anxiety was assessed at pre-, post-intervention and 3-month follow up.Results/conclusionsIntent-to-treat analyses revealed an overall significant reduction in child- and parent-reported anxiety, but the magnitude of improvements did not differ between conditions. Future research comparing MindLight to cognitive-behavioral interventions is suggested, as well as testing a range of specific (e.g., exposure) and non-specific (e.g., expectations, motivation) therapeutic factors as mediators of outcomes.  相似文献   

16.
Social presence is a concept found to facilitate effective learning experiences in online education. However, there is limited understanding of the theoretical notion in the literature. In an attempt to broaden the understanding of social presence, the current investigation examined two issues: a) distinction between social presence and interactivity, and b) multidimensional nature of social presence and its predictive validity for online learning experiences. Data were collected from 210 undergraduate students using an online survey. Findings indicate that social presence and interactivity are related but distinct constructs. Both psychological involvement and co-presence appear to be under the concept of social presence. The data indicate strong predictive validity of social presence for online learning experiences when it is measured with both dimensions of psychological involvement and co-presence.  相似文献   

17.
This study investigates how differences in the use of online health information and social media affect the use of online health services. We attempt to predict the extent to which the use of social media and online health information prompt individuals to use online health services. We draw upon a combination of sociology and communication studies and integrate relational maintenance assumptions regarding the quality of online social relationships to promote the importance of health empowerment factors–socio-demographic characteristics, internet attitudes and health status models to predict the likelihood of using online health services. The study’s sample consists of 1406 individuals using the Internet, including 633 individuals using the Internet and social media to look for health information. The study’s results provide evidence that (a) online health information empowers most of the examined individuals to use online health services; (b) among all social media only those that offer consulting have a significant effect on the likelihood of using online health services. The implications of these findings support that a conceptual integration of CMC and social media use theories along with health empowerment assumptions, is a promising theoretical framework to test the effectiveness of social media use in prompting use of online health services. The practical applications for health management are highlighted as well. Finding practical and affordable ways to support the use of social media and encourage access to online health information and use of online health services could improve health literacy and self-management of health at the individual level and increase the efficiency in the provision of health services at the institutional level.  相似文献   

18.
The theory of Bounded Generalized Reciprocity was examined to help explain why cooperative video game play can increase players’ subsequent pro-social behaviors. Participants played a basketball video game with a helpful or unhelpful teammate against an ostensible opposing team. Participants in the control condition did not play a video game with their teammate. Participants then engaged in a one-shot simultaneous or sequential prisoner’s dilemma game with their teammate and an opposing team member. In line with Bounded Generalized Reciprocity, donations to teammates were influenced by expectations of others to reciprocate pro-social behaviors. Specifically, playing with a helpful teammate confirmed expectations of in-group members to reciprocate pro-social behaviors and led to increases in pro-social behaviors between teammates. Playing with an unhelpful teammate disconfirmed expectations of in-group members to reciprocate pro-social behaviors and led to decreases in pro-social behaviors between teammates. Interestingly, playing with a helpful teammate increased participants’ donation to out-group members even though participants did not expect them to reciprocate. The current study emphasizes the importance of pro-social reciprocity expectations in predicting people’s pro-social behaviors and the impact cooperative video game play can have on such expectations.  相似文献   

19.
Online platforms are frequently used as an alternative environment for individuals to meet and engage in a variety of activities, like attending courses online. We examined the effect of adding social presence cues in online video lectures and technological efficacy on college students’ perceived learning, class social presence, and perception that the videos aided learning. Participants rated their technological efficacy and completed an online class with video lectures that either included the video (image) of the instructor or not. The interaction between technological efficacy and video manipulation predicted lower ratings of perceived learning, social presence, and video usefulness, particularly for students with lower technological efficacy. A mediated-moderation analysis showed that, the interaction between person (efficacy) and media (instructor image in video vs. no image) predicted greater perceived learning through the mediators of perceived usefulness of videos, class interactivity, and felt comfort in the class.  相似文献   

20.
Online self-customization (OSC) enables customers to design a product tailored to their preferences and needs via the online platform. This study mainly argues that a successful OSC experience goes beyond simply increasing a consumer’s preference fit; it provides an opportunity to develop a meaningful relationship with customers by allowing them to embed their sense of self into the customized products and thus identify themselves with the products. Consumer-customized product identification (C-C identification) was proposed as central to our understanding of why and under what conditions OSC processes enable consumers articulate their identities. This study is theoretically based on internal motivations from social identity theory and identification literature to develop a model. The model was tested using a scenario-based survey with respondents collected from Amazon’s Mechanical Turk. Structural equation modeling analyses showed that value congruence and distinctiveness of the customized products positively influenced C-C identification, which in turn positively influenced attitudinal responses. The results further showed that the relative impact of two antecedents on C-C identification varies with a consumer’s product involvement. A similar pattern of results was obtained in two product categories. Theoretical and managerial implications for OSC marketers are also discussed.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号