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1.
The present study investigated the role of social media metrics (i.e., number of shares and comments) displayed alongside online news stories in shaping users’ perceptions of the content and its influence. In a web-based experiment (N = 144), participants first read a cancer news story that displayed either a high or a low level of social media metrics, then reported their perceived story influence on the self and others, as well as their behavioral intentions. In the low social media metrics condition, the general story influence was perceived to be stronger for others than for the self, indicative of the “third-person effect.” This effect, however, was diminished to insignificant levels in the high social media metrics condition. Further, social media metrics had an ultimate indirect effect on behavioral intentions via the third-person effect. Theoretical and practical implications of these findings are provided in the end.  相似文献   

2.
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   

3.
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   

4.
Many MMORPG offer players the possibility to become a member of a guild, a hierarchical organization of characters with common objectives. Guild membership can be beneficial to game progress, and offer opportunities for social interaction. In the current study we focus on the MMORPG World of Warcraft (WoW), with the main aim to examine whether guild commitment and players’ intention to remain in their guild can be predicted by players’ satisfaction, investments, and perceptions of alternatives to their guild. To this end, 165 WoW players completed an online questionnaire and answered questions related to their guild membership. They also completed the investment model scale which was reworded so all questions pertained to their guild and their fellow guild members. Results show that satisfaction level, quality of alternatives, and investment size significantly predict commitment level (p’s < .001), which in turn predicted likelihood of participants’ staying with their current guild (p < .001) and the number of guilds they had been a member of in the past (p < .001). Moreover, high levels of guild commitment were indicative of better mental health, whereas weekly hours of game play was negatively related to mental health. In the discussion, we conclude that interdependence theory and the investment model of commitment are applicable to online gaming environments, and we argue that commitment to one’s guild is one factor that could prevent the risks associated with online game play (i.e. problematic use).  相似文献   

5.
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   

6.
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   

7.
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   

8.
It is generally recognized that online shopping has both utilitarian as well as hedonic components. The primary focus of this investigation is to examine task framing (either utilitarian or hedonic) and length of viewing time (unlimited or 5 s) as conditions that influence user website perceptions and viewing behavior. Whether a task is framed as either hedonic or utilitarian received limited support. However, viewing time does make a difference and unconstrained viewing versus 5 s of viewing time results in higher levels of perceived involvement, enjoyment, trust, and effectiveness. In addition, eye-tracking results indicate that users tend to focus more on hedonic zones versus utilitarian zones (i.e. exhibit higher number of fixations and longer viewing times). Interview data provide additional support and insights. In sum, these findings contribute to understanding the complex and dynamic perceptions of online shoppers.  相似文献   

9.
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   

10.
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   

11.
Advanced online product presentation technologies such as virtual mirrors enable consumers to experience products like they are actually present with them in the real world. This study is one of the first to address the mechanism underlying this phenomenon. Inspired by literature on media technology the concept of local presence is put forward and applied to the online consumer behavior domain. A key objective of this paper is to examine whether local presence adds to our understanding of how emerging product presentation formats influence online product experiences. To this end, a laboratory experiment (N = 366) was conducted with product presentation format as a three level (pictures, 360-spin rotation, and virtual mirror) independent variable, allowing for a comparison of the effectiveness of different presentation formats in creating perceptions of local presence. As a second objective, the influence of local presence on perceptions of product tangibility and product likability, two key facets of the online product experience, were assessed. The results, obtained with the use of analysis of variance and partial least squares modeling, show the superiority of the virtual mirror in creating local presence, and demonstrate that local presence is highly predictive of product tangibility and product likability. Theoretical and managerial implications are discussed.  相似文献   

12.
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   

13.
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   

14.
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   

15.
《Applied ergonomics》2011,42(1):91-97
The purpose of this study was to assess sleep quality and comfort of participants diagnosed with low back pain and stiffness following sleep on individually prescribed mattresses based on dominant sleeping positions. Subjects consisted of 27 patients (females, n = 14; males, n = 13; age 44.8 yrs ± SD 14.6, weight 174 lb. ±SD 39.6, height 68.3 in. ± SD 3.7) referred by chiropractic physicians for the study. For the baseline (pretest) data subjects recorded back and shoulder discomfort, sleep quality and comfort by visual analog scales (VAS) for 21 days while sleeping in their own beds. Subsequently, participants’ beds were replaced by medium-firm mattresses specifically layered with foam and latex based on the participants’ reported prominent sleeping position and they again rated their sleep comfort and quality daily for the following 12 weeks. Analysis yielded significant differences between pre- and post means for all variables and for back pain, we found significant (p < 0.01) differences between the first posttest mean and weeks 4 and weeks 8–12, thus indicating progressive improvement in both back pain and stiffness while sleeping on the new mattresses. Additionally, the number of days per week of experiencing poor sleep and physical discomfort decreased significantly. It was concluded that sleep surfaces are related to sleep discomfort and that is indeed possible to reduce pain and discomfort and to increase sleep quality in those with chronic back pain by replacing mattresses based on sleeping position.  相似文献   

16.
《Displays》2007,28(2):74-80
This paper presents a waveform for driving a high-resolution plasma display panel (PDP) which uses a gas mixture of high Xe content. To prevent degradation of picture quality due to unstable discharges between two facing electrodes, the common electrode was biased at a negative voltage during the set-up period, and the data electrode was biased at a positive voltage during the sustain period. A pre-reset pulse was used before the first reset to reduce the reset voltage and to form a proper wall charge state for sustain discharges. This waveform could drive a 15% Xe 42 in. XGA (1024 × 768) PDP with the single-scan method. The measured black luminescence, peak luminescence, and contrast ratio were 0.45, 1490 cd/m2, and 3310:1, respectively. The measured margin of the sustain voltage was better than ±10 V.  相似文献   

17.
In offline settings, authentic behavior has frequently been linked to increased well-being. Social network sites (SNSs) provide a new venue for authenticity, yet the effects of online authenticity are largely unknown. The present study investigated the reciprocal effects of authenticity on SNSs and the psychological well-being of SNS users in a two-wave longitudinal study (N = 374). The results demonstrate that online authenticity had a positive longitudinal effect on three indicators of subjective well-being. The data further illustrate that this beneficial effect of SNS use is not equally accessible to all users: participants with low levels of well-being were less likely to feel authentic on SNSs and to benefit from authenticity. We propose that the results can be explained in light of a “positivity bias in SNS communication” that favors positive forms of authenticity over negative ones.  相似文献   

18.
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   

19.
《Computers & Education》2008,50(4):1037-1065
This study investigated the effects of visualization of participation during computer-supported collaborative learning (CSCL). It is hypothesized that visualization of participation could contribute to successful CSCL. A CSCL-environment was augmented with the Participation Tool (PT). The PT visualizes how much each group member contributes to his or her group’s online communication. Using a posttest-only design with a treatment (N = 52) and a control group (N = 17), it was examined whether students with access to the PT participated more and more equally during collaboration, reported higher awareness of group processes and activities, collaborated differently, and performed better than students without access to the PT. The results show that students used the PT quite intensively. Furthermore, compared to control group students, treatment group students participated more and engaged more in coordination and regulation of social activities during collaboration by sending more statements that addressed the planning of social activities. However, equality of participation, awareness of group processes and quality of the group products was not higher in the treatment condition. Still, the results of this study demonstrate that visualization of participation can contribute to successful CSCL.  相似文献   

20.
With respect to human performance and power efficiency, the gear system in typical multi-speed bicycles is often biased and redundant. A preliminary user survey in this study reveals that the average utilization of each shift for a multi-speed gear system is less than 40%. This study attempts to measure the optimal pedaling rates for given power output levels as well as design the optimal number of gears and the corresponding gear ratios.Heart rate, ratings of perceived exertion and electromyogram of quadriceps femoris for five male subjects are measured at three different power output levels (40, 80 and 120 W) and four different pedaling rate levels (40, 60, 80 and 100 rpm). Various riding conditions including slope gradient and cruising velocity are also converted to the equivalent power output level.The optimal pedaling rates for the given power output are 40 rpm for 40 W power output level, 40 – 60 rpm for 80 and 120 W power output levels. By using a heuristic rule which finds the least number of gears and the most efficient gear ratio under the given physiological condition, a four speed gear system with the ratio of 0.26–0.38, 0.38–0.53, 0.53–0.7 and 0.7–1.0 is recommended as the most efficient gear system. Based on the optimal gear ratio suggested in this study, an ergonomic gear system using a novel/unique type of planet gear sets (US patent No. 5 378 201) is developed.Relevance to industryA bicycle's gear system is frequently designed without ergonomic expertise in terms of performance and efficiency. This study provides guidelines, design specifications, and performance measures to design an efficient bicycle gear system. This study also contributes valuable finding regarding the optimal performance during bicycle riding, thereby facilitating the efficiency and effectiveness of human exercise using a bicycle.  相似文献   

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