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1.
《Computers & Education》2013,60(4):1339-1349
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged 17 on average, was conducted. Hierarchical regression analyses showed that an increase in time spent playing games on a PC/Mac was related to higher scores on practical and theoretical computer knowledge. Moreover, practical computer knowledge was higher for adolescents who liked playing shooters, fantasy games, or Facebook-games. Frequency of social media use was associated with higher scores in practical computer knowledge. A bootstrap analysis indicated that this relationship was mediated by a decrease in computer anxiety, not by more positive attitudes toward the computer. Gender yielded substantial main effects on the media literacy variables but the associations between the computer and Internet activities and the literacy aspects were similar for boys and girls. This study is expected to encourage future longitudinal research on adolescents' incidental learning during leisure time computer and Internet activities.  相似文献   

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As a media and communication platform, microblog becomes more popular around the world. Most users follow a large number of celebrities and public medias on microblog; however, these celebrities do not necessarily follow all their fans. Such one-way relationship abounds in ego network and is displayed by the forms of users’ followees and followers, which make it difficult to identify users’ real friends who are contained in merged lists of followees and followers. The aim of this paper is to propose a general algorithm for detecting users’ real friends in social media and dividing them into different social circles automatically according to the closeness of their relationships. Then we analyze these social circles and detect social attributes of these social circles. To verify the effectiveness of the proposed algorithm, we build a microblog application which displays algorithm results of social circles for users and enables users to adjust proposed results according to her/his real social circles. We demonstrate that our algorithm is superior to the traditional clustering method in terms of F value and mean average precision. Furthermore, our method of tagging social attributes of social circles gets high performance by NDCG (normalized discounted cumulative gain).  相似文献   

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The wide acceptance of social media by the public has caused companies try to use intraorganizational social media to increase employee work performance. However, simply implementing a platform is insufficient for success. Companies must encourage employees to use social media for work-related purposes. This study divided the use of intraorganizational social media into social- and work-related use and proposed a model based on the theory of social capital to explore the effects of social-related use on work-related use. The model was tested using a survey of users of intraorganizational microblog systems in China. The results indicate the relationships among two types of intraorganizational use and the dimensions of social capital, and that social-related use fosters work-related use directly and indirectly by enhancing social capital. These results facilitate an understanding of the value of social activities conducted using intraorganizational social media in organizations.  相似文献   

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In this exploratory study, we examined undergraduates’ (N = 298) knowledge of their university’s social media policies, understanding of free speech and privacy protections, opinions about university monitoring and discipline for personal social media posts, and perceptions of fairness regarding recent cases of student discipline for personal social media use. The results of our study indicate that most undergraduates are highly underinformed as to whether or not their university has a social media policy, particularly if the students are early in their academic careers and do not engage in many online privacy protection behaviors. Most participants were also misinformed as to whether free speech and/or privacy protections will shield them from university discipline. In addition, most participants (78%) were opposed to the idea of universities monitoring students’ personal social media accounts, though significantly fewer (68%) were opposed to monitoring student athletes’ social media. Finally, when asked about several recent cases involving student discipline, most participants were generally opposed to a variety of university disciplinary actions regarding students’ social media posts. We discuss these findings as they relate to the need for better social media policy training for students, as well as the potential impact on students’ academic and future careers.  相似文献   

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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   

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This study provides a resolution for two contrasting hypotheses around media use, the augmentation and the displacement hypotheses. To do this, we conducted an online survey of 300 Korean adults examining the relationships among the social use of media, face-to-face communication, social isolation, connectedness, and subjective well-being. The results indicate that connectedness, not avoiding social isolation, mediates the effects of the social use of media on subjective well-being. On the other hand, both connectedness and avoiding social isolation mediate the effects of face-to-face communication on subjective well-being. These results suggest that the social use of media is limited to seeking connectedness to others, whereas face-to-face communication can facilitate avoiding social isolation as well as seeking connectedness, which can explain why the two contrasting hypothesis, the augmentation and the displacement hypotheses, can be right. In the domain of seeking connectedness, media can augment face-to-face communication. On the other hand, in the domain of avoiding social isolation, media may displace face-to-face communication.  相似文献   

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This study delves into how employee proactiveness on enterprise social media can influence social outcomes at work, both positively and negatively. Drawing on social network and social exchange theories, we develop a model to understand how virtual proactiveness is perceived by leaders and coworkers. Using a round-robin design, we collected data from 281 respondents in 56 teams across three waves. The results show that affiliative and challenging proactiveness positively relate to leader-member and team-member exchanges. However, challenging proactiveness negatively affects team-member exchange, potentially leading to coworker envy. These findings shed light on the intricate social dynamics in remote working environments.  相似文献   

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Recently, Social Network Games (SNGs) over social network services have become popular and have spawned a whole new subculture. This study examines the perceived factors which contribute to an SNG user’s behaviors. It proposes an SNG acceptance model based on integrating cognitive as well as affective attitudes as primary influencing factors. Results from a survey of SNG players validate that the proposed theoretical model explains and predicts user acceptance of SNG very well. The model shows fine measurement properties and establishes the perceived playfulness and security of SNGs as distinct constructs. The findings also reveal that flow plays a moderation role that affects various paths in the model. Based on the results of this study, both the appropriate practical implications for SNG marketing strategies and the theoretical implications are provided.  相似文献   

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Much research has investigated computer self-efficacy. Despite these efforts, the relation between efficacy beliefs concerning the task being performed on the computer and beliefs dealing with the computer application remains overlooked. In this study, we apply associationism to show how task-specific self-efficacy beliefs (TSE) positively influence computer-specific self-efficacy (CSE) judgments. We also show that this relation might be more complex than first thought: the degree of match between the novelty of the task and the novelty the application moderates this relation. That is, when both the task and the application are novel (or not), the influence of TSE on CSE is greater than when one is novel and the other is not. Furthermore, we show that CSE positively influences perceptions of usefulness, and as such, CSE represents one of the building blocks of the formation of beliefs about computer applications. Finally, several implications for practice and future research are discussed.  相似文献   

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ABSTRACT

This paper analyzes #savethesurprise, the hugely successful social media campaign launched prior to the London 2012 Olympic Games. In brief, #savethesurprise helped to persuade over 100,000 audience members not to divulge on social media any of what they saw during the two, live dress rehearsals of the Games’ opening ceremony; this ceremony then went on to become a part of the most watched television event in history. To explore how and why the campaign worked, this paper introduces the concept of ‘architectures of participation’ (AoP). AoP are socio-technical structures and practices that shape the ways in which people and organizations co-construct events and realities via communication. By applying this concept to the #savethesurprise campaign, this paper presents a participatory architecture undergirded by strong legal, technical and social layers. Furthermore, a sense of creative citizenship and fair play emerge as key audience motivators.  相似文献   

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This study examined the relationship and difference between offline life and virtual environment social adaptation among Turkish Cypriots. A total of 113 male and female Turkish Cypriot Facebook users were surveyed using the modified “Hacettepe Personality Inventory” to measure their social adaptation. The results revealed a negative relationship between offline life and virtual environment social adaptation and a statistically significant difference. No gender difference was found in offline and online social adaptation. There was a significant association between the type of pictures participants prefer to upload and their perceived others self-evaluation.  相似文献   

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Social media has become an attractive platform for users to exchange health information with others. However, little research has been done to identify the determinants of health information exchange. By integrating aspects of the social cognitive theory and perceived interactivity, this study proposes a research model to investigate the antecedents of health information exchange in social media. Data collected from Facebook users with health information exchange experience were used to examine the proposed model. The results demonstrate that human-to-human interaction, human-to-information interaction, outcome expectation of health self-management competence, and outcome expectation of social relationships have a significant impact on health information exchange behavior. The results also reveal that human-to-human interaction exerts a significant influence on the outcome expectation of health self-management competence and the outcome expectation of social relationships, while human-to-information interaction has a positive effect on the outcome expectation of health self-management competence. The implications for the theory and practice and future research directions are discussed.  相似文献   

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The purpose of the study was to explore whether personality traits moderate the association between social comparison on Facebook and subjective well-being, measured as both life satisfaction and eudaimonic well-being. Data were collected via an online questionnaire which measured Facebook use, social comparison behavior and personality traits for 337 respondents. The results showed positive associations between Facebook intensity and both measures of subjective well-being, and negative associations between Facebook social comparison and both measures of subjective well-being. Personality traits were assessed by the Reinforcement Sensitivity Theory personality questionnaire, which revealed that Reward Interest was positively associated with eudaimonic well-being, and Goal-Drive Persistence was positively associated with both measures of subjective well-being. Impulsivity was negatively associated with eudaimonic well-being and the Behavioral Inhibition System was negatively associated with both measures of subjective well-being. Interactions between personality traits and social comparison on Facebook indicated that for respondents with high Goal-Drive Persistence, Facebook social comparison had a positive association with eudaimonic well-being, thus confirming that some personality traits moderate the association between Facebook social comparison and subjective well-being. The results of this study highlight how individual differences in personality may impact how social comparison on Facebook affects individuals’ subjective well-being.  相似文献   

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Testing the assumption that more anthropomorphic (human-like) computer representations elicit more social responses from people, a between-participants experiment (N = 168) manipulated 12 computer agents to represent four levels of anthropomorphism: low, medium, high, and real human images. Social responses were assessed with users’ social judgment and homophily perception of the agents, conformity in a choice dilemma task, and competency and trustworthiness ratings of the agents. Linear polynomial trend analyses revealed significant linear trends for almost all the measures. As the agent became more anthropomorphic to being human, it received more social responses from users.  相似文献   

20.
This study empirically examines Chinese computer users’ ethical ideology and its relationship to their software piracy attitude and behaviour. The investigation reveals several important findings. First, cluster analysis results show that Chinese computer users can be divided into four ethical ideology types (i.e., situationists, absolutists, subjectivists, and exceptionists) reasonably consistent with Forsyth's taxonomy. Second, when compared with situationists, absolutists, and exceptionists, subjectivists are found to have the least unfavourable attitude towards software piracy and are most frequently engaged in software piracy. Third, Chinese computer users’ ideological relativism exerts a stronger influence on their software piracy attitude and behaviour than does their ideological idealism. The findings suggest that the government, and authentic software developers and vendors should focus on subjectivists as their target audience of anti-software piracy communications. These policy makers and practitioners should also make concerted efforts to help subjectivists better realise how their software piracy act may damage parties ‘proximate’ to themselves so as to lower the rate of software piracy.  相似文献   

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