Sender credibility and deception detection | | BIBAK | Full-Text | 1-11 | |
Joey F. George; Patti Tilley; Gabriel Giordano | |||
Recent research has demonstrated that the most important determinant of
deception detection success was the perceived credibility of the sender. If so,
then what accounts for differences in perceived sender credibility, especially
when communication is conducted solely via computer-mediated communication
modes where sender and receiver cannot see each other? We investigated the
relationships between credibility, its antecedents, deception detection
success, and the generation of false alarms. We conducted an experiment
involving 74 pairs of undergraduate students. We found that the perceived
credibility of the sender significantly affected both detection success and
false alarms, such that the less credible the sender, the better the detection
and the more false alarms generated. We also found significant relationships
between three of the four antecedents and credibility: participants who were
trained to detect cues to deception, who were motivated to find deception, and
who communicated via e-mail were more likely to perceive senders as not
credible, compared to participants who were not trained, not motivated, and who
communicated via VOIP. Our findings have implications for both research and
practice. Keywords: Computer-mediated communication; Deceptive communication; Deception detection; Credibility |
Cyber victimization in middle school and relations to social emotional outcomes | | BIBAK | Full-Text | 12-21 | |
Christina F. Brown; Michelle Kilpatrick Demaray; Stephanie M. Secord | |||
Cyber or electronic bullying is a growing problem among school-aged children
and research on cyberbullying is still relatively young. The primary purposes
of the current study were: (a) to investigate gender and grade level
differences among cyber victims (b) to investigate the overlap between
traditional victimization and cyber victimization and (c) to investigate the
associations among cyber victimization and social emotional outcomes. Data were
collected through self-report questionnaires on cyber victimization,
traditional victimization, and social-emotional outcomes in a school-based
sample of 106 middle school students. Results demonstrated that levels of cyber
victimization did not differ by grade or by gender, cyber victimization and
traditional victimization are distinct but related constructs, and relations
between cyber victimization and social emotional outcomes varied by gender,
with girls suffering more than boys. This study also confirmed that traditional
bullying continues to be significantly related to a number of negative outcomes
for all students. These findings, as well as implications and direction of
future research, are discussed. Keywords: Online victimization; Cyber victimization; Cyberbully; Gender differences; Adolescents |
Effects of race, visual anonymity, and social category salience on online dating outcomes | | BIBAK | Full-Text | 22-32 | |
Saleem Alhabash; Kayla Hales; Jong-hwan Baek; Hyun Jung Oh | |||
This study investigates the two facets of the social identity model of
deindividuation (SIDE) within the context of online dating and racial
stereotyping; visual anonymity and salience of social categorization cues.
Experiment 1 (N = 23) employed a 2 (stereotypic attributes) × 2 (gender)
× 12 (repetition) within-subject design where participants rated
individuals as more attractive when their profiles were white-stereotypic
compared to black-stereotypic. Experiment 2 (N = 178) employed a 2 (gender)
× 2 (race) × 2 (stereotype congruence) × 3 (repetition)
mixed-factorial design to investigate effects of stereotype congruence on
evaluations of attractiveness, attitudes, and dating behavioral intentions
(DBI). Heterosexual white participants (N = 126) had more favorable evaluations
(attractiveness, attitudes, and DBI) of white profile owners with
stereotype-congruent profiles than others. Findings are discussed in relation
to models of computer-mediated communication and racial bias. Keywords: Attitudes; Attractiveness; Dating behavioral intentions; Interracial online dating; SIDE; Stereotypes |
College students' disclosure of location-related information on Facebook | | BIBAK | Full-Text | 33-38 | |
Chen-Wei Chang; Gina Masullo Chen | |||
This study drew on existing research and three behavioral intention models
to develop the beginning of a new model to explain why college students share
their locations on Facebook. Findings showed that students were more likely to
disclose their location on Facebook if their friends did so, a concept called
subjective norm. Results also showed that subjective norm had an indirect
effect on whether people disclosed their location, mediated through people's
attitude toward disclosure, while controlling for usefulness of disclosing.
Collectively, this model explained 61% of the variance in why college students
share locations on Facebook. Findings are discussed in relation to
behavioral-intention models, and practical implications for social media
companies are offered. Keywords: Social networking sites; Facebook; Location-based services; Theory of reasoned action; Theory of planned behavior; Technology acceptance model |
Exploring the links between pre-service teachers' beliefs and video-based reflection in wikis | | BIBAK | Full-Text | 39-53 | |
Young Hoan Cho; Yemin Huang | |||
In teacher education, video has been used frequently for the development of
competencies for effective teaching. However, few empirical studies have
investigated reciprocal relationships between pre-service teachers' beliefs and
video-based reflection activities. The present study investigated the
influences of epistemological beliefs about mathematics on video-based
reflection in wikis. Elementary school pre-service teachers had carried out
reflective writing and questioning activities after watching a video clip about
mathematics learning or instruction in wikis for six weeks. This study also
explored the relationships between video-based reflection activities and the
change of mathematical beliefs for teaching (MBT). Both quantitative and
qualitative data were collected to examine the links between beliefs and
reflection activities. This study found that epistemological beliefs partially
influenced reflective writing and questioning activities in wikis. In addition,
video-based reflection activities were beneficial for the beliefs of
mathematical knowledge and students. This study also identified a few
reflection and question categories that were closely related to the change of
MBT. Lastly, implications of this study were discussed in regard to video-based
reflection practices in teacher education. Keywords: Teacher education; Beliefs; Mathematics; Video-based reflection; Wikis |
Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership | | BIBAK | Full-Text | 54-60 | |
Li Lu; Cuihua Shen; Dmitri Williams | |||
In what ways do the online behaviors of wizards and ogres map to players'
actual leadership status in the offline world? What can we learn from players'
experience in Massively Multiplayer Online games (MMOGs) to advance our
understanding of leadership, especially leadership in online settings
(E-leadership)? As part of a larger agenda in the emerging field of empirically
testing the "mapping" between the online and offline worlds, this study aims to
tackle a central issue in the E-leadership literature: how have technology and
technology mediated communications transformed leadership-diagnostic traits and
behaviors? To answer this question, we surveyed over 18,000 players of a
popular MMOG and also collected behavioral data of a subset of survey
respondents over a four-month period. Motivated by leadership theories, we
examined the connection between respondents' offline leadership status and
their in-game relationship-oriented and task-related-behaviors. Our results
indicate that individuals' relationship-oriented behaviors in the virtual world
are particularly relevant to players' leadership status in voluntary
organizations, while their task-oriented behaviors are marginally linked to
offline leadership status in voluntary organizations, but not in companies. Keywords: Leadership; E-leadership; MMOGs; Online games; Virtual worlds |
Social media metrics: Third-person perceptions of health information | | BIBAK | Full-Text | 61-67 | |
Carmen D. Stavrositu; Jinhee Kim | |||
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. Keywords: Social media; User feedback; Online health; Health behaviors; Third-person perceptions |
Exploring students' behaviors in a competition-driven educational game | | BIBAK | Full-Text | 68-74 | |
Zhi-Hong Chen | |||
Educational mini-games, one of the applications of game-based learning, have
been widely used to benefit student learning. However, few studies have
examined the influence of competition-driven educational games on students'
behaviors, which might offer insights into how to develop well-designed
educational games. Thus, this study discusses a Pet-Master system, as an
example of a competition-driven educational game, in an investigation of
students' behaviors through both event-based and time-based analysis. Two
empirical studies were conducted using the two types of analysis. The results
of the event-based analysis indicated that the behaviors can be categorized
into two parts: competition-driven and learning cycles. Evidence from the
time-based analysis showed that the two behavior cycles appeared in an
alternating way with a lower transition frequency. Based on the results we
develop a design framework for competition-driven educational games, which
illustrates the relationship among the social, learning, and gameplay
dimensions. The framework and its application might serve to optimize learning
outcomes and influence the way games are designed in order to maximize
educational benefits in the future. Keywords: Digital games; Competition; Learning behavior |
Discovering determinants of users perception of mobile device functionality fit | | BIBAK | Full-Text | 75-84 | |
Arash Negahban; Chih-Hung Chung | |||
In recent years, there has been an explosive growth in the use of mobile
devices. The ubiquitous and multifunctional nature of these devices with
internet connectivity and personalization features make them a unique context
to investigate what factors shape mobile users perception of their mobile
device functionality fit with their needs. In order to answer this question, we
proposed a research model in which we introduced multifunctional use and
perceived device-functionality fit as two new constructs. The results of our
study show that a significant portion of individuals' perceived
device-functionality fit can be explained by their perceived enjoyment,
perceived ease of use, perceived usefulness, and symbolic value of the device.
In terms of the theoretical contribution, our research suggests revamping the
concept of device-functionality fit when it comes to mobile devices by
accounting for both hedonic and utilitarian aspects of mobile devices. In terms
of practical implications, our study highlights the importance of the social
image that mobile devices create in the society for their users as well as the
importance of look-and-feel aspects of mobile devices in shaping users
perception of fit between functionalities of their mobile devices and their
needs. Keywords: Perceived mobile device-functionality fit; Multifunctional use; Multifunctionality; Mobile device; Smartphones |
Exploring the effects of demographic factors, Internet usage and personality traits on Internet addiction in a sample of Italian university students | | BIBAK | Full-Text | 85-92 | |
Rocco Servidio | |||
Despite increasing interest in Internet addiction disorder, especially among
high school students, few investigations have been oriented towards exploring
the potential risks associated with an overuse of the Internet for the
university population. A sample of 190 Italian university students was selected
to investigate the effects of demographic profile, Internet usage and the Big
Five personality traits on Internet addiction. Results indicated that none of
the enrolled students showed a high level of addiction, although moderate
behavioural disorder was found. The multiple linear regression findings
displayed that males were more inclined to use the Internet than females, and
some students' behaviours were predictors of Internet addiction. Moreover,
personality traits such as Agreeableness and Extraversion were negatively
related to Internet addiction, whereas Openness was positively associated.
These results highlight that several factors may predispose university students
to developing problematic behaviour connected with an excessive use of the
Internet. Keywords: Internet addiction disorder; Internet usage; University students; Big Five; Personality traits |
An experimental investigation of the influence of agentic and communal Facebook use on grandiose narcissism | | BIBAK | Full-Text | 93-98 | |
Robert S. Horton; Chelsea A. Reid; Jessica M. Barber; Josh Miracle; Jeffrey D. Green | |||
Does activity on a social networking site (e.g., Facebook) increase
grandiose narcissism? It was hypothesized that the type of activity (agentic
vs. communal) might make a difference. In the first experiment, 88 males were
randomly assigned to one of three computer activity conditions (agentic
Facebook activity, communal Facebook activity, control computer activity). In
the second experiment a larger and more diverse sample (N = 218) engaged in
agentic, communal, or control activities either on a computer or not, in order
to assess the impact of medium as well as thinking type. In both experiments,
self-reported daily Facebook activity was correlated with narcissism. However,
the experimental manipulation of agentic vs. communal Facebook use did not
significantly increase state narcissism, as indicated by synthesizing the
findings of the two experiments. The findings cast doubt on the notion that
social networking site use promotes narcissism, though additional research on
the topic is warranted. Keywords: Facebook; Narcissism; Social networks |
Gender, technology use and ownership, and media-based multitasking among middle school students | | BIBAK | Full-Text | 99-106 | |
Shelia R. Cotten; Daniel B. Shank; William A. Anderson | |||
We propose and test a new explanation for why more girls than boys multitask
with media. We argue that gender differences in technology use and ownership
function as the proximal cause for these gender differences in media
multitasking. Prior literature suggests different patterns of technology
ownership, such as more girls owning MP3 players and cell phones and more boys
owning gaming systems. Further, on average, girls spend more time listening to
music and communicating over media, while boys spend more time playing games.
Those with the highest levels of ownership and use of a specific type of media
may be the most likely to multitask with that media. We test our argument with
a sample of middle school students, a group underrepresented in multitasking
studies. The data support our arguments with ownership and use partially
explaining the greater percentage of girls that multitask with music and
communication media. Contrary to our predictions, the percentage of boys and
girls who multitask while gaming did not significantly differ. We discuss
potential explanations and conclude with implications for future research on
gender differences in multitasking, youth and multitasking, and technology and
media multitasking. Keywords: Gender; Multitasking; Media; Information and communication technology; Digital inequalities; Secondary education |
To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships | | BIBAK | Full-Text | 107-115 | |
Emese Domahidi; Ruth Festl; Thorsten Quandt | |||
Social online games are a mass phenomenon and, for most of the users, a
social activity. Even though there are numerous studies on social online games
they do not explicitly investigate the offline contacts of the gamers, which
play a significant role for their social embeddedness. Regarding the online
gaming-related contacts possible strong ties such as friendship relationships
are often neglected. Additionally modality switching between the two spheres is
not further investigated. In this paper, we strive to extend the research on
the interrelation of social game use and the social embeddedness of social
online gamers, as well as modality switching between the online and offline
context. In doing so we provide new insights into the emergence and quality of
gaming-related relationships.
We collected information on everyday life as well as on gaming-related friendships from a representative sample of 2213 gamers and 287 non-gamers in Germany. Our results show that social online gamers do not differ significantly from other gamers or non-gamers regarding the number of their good friends. However, we found a significant impact of social online gaming frequency on the probability of meeting exclusively online friends. Different social motives played an important role for modality switching processes. Players with a pronounced motive to gain social capital and to play in a team had the highest probability to transform their social relations from online to offline context. We found that social online gamers are well integrated and use the game to spend time with old friends -- and to recruit new ones. Our results suggest that gaming-related ties might be very useful: especially modality switching between the two spheres might lead to strong ties and accordingly to additional bonding social capital. Keywords: Social online gaming; Social embeddedness; Friendships; Social gaming motives; Modality switching |
Facebook or Renren? A comparative study of social networking site use and social capital among Chinese international students in the United States | | BIBAK | Full-Text | 116-123 | |
Xiaoqian Li; Wenhong Chen | |||
Social networking sites (SNSs) are important tools for college students to
maintain and develop social capital. Yet, few studies on the social
implications of using SNSs have focused on international students and their use
of different social media platforms for social capital. This study aims to fill
this gap by examining the implications of using host country and home country
SNSs for social capital among Chinese international students in the United
States. A survey of Chinese international students at a large public university
(N = 210) reveals that both Facebook and Renren use are positively associated
with bridging social capital but not with bonding social capital. Facebook use
has a stronger relationship with bridging social capital than does Renren use.
Yet, only Renren use has a significant and positive relationship with
maintaining home country social capital. These results have practical
implications for international students to develop different types of social
capital through different social media platforms. Keywords: Facebook; Renren; Social networking sites; Social capital; Chinese international students |
Relational maintenance on social network sites: How Facebook communication predicts relational escalation | | BIBAK | Full-Text | 124-131 | |
Victoria Schwanda Sosik; Natalya N. Bazarova | |||
Social network sites are popular communication tools that help people
maintain relationships with their friends, yet there has been little research
examining how people use these tools to enact relationship maintenance. By
analyzing communication between individual friendships on a popular social
network site, Facebook, this research examines types of maintenance behaviors
enacted on the site, and how they predict relational escalation of Facebook
friendships. Results show that most relationships go through a gradual rather
than an extreme change and that these changes reflect both relational
escalation and de-escalation. Temporal patterns -- more recent and more
frequent communication -- predict relationship escalation, as does use of more
different types of communication within Facebook, particularly private messages
and photo tags. However, enactment of traditional relationship maintenance
strategies as captured by the linguistic analysis of Facebook communication
content using LIWC does not predict relationship escalation. These findings
contribute to our theoretical understanding of the ways that the functionality
of social network sites can help users engage in new types of relationship
maintenance. Keywords: Relationship maintenance behaviors; Relational stability and change; Social network sites; Facebook |
Audience design in Twitter: Retweeting behavior between informational value and followers' interests | | BIBAK | Full-Text | 132-139 | |
Anja Rudat; Jürgen Buder; Friedrich W. Hesse | |||
With the advent of Web 2.0 applications, practices of news spreading have
changed. Now, not only journalists but also average Internet users are able to
spread news. This paper examines criteria that influence the forwarding of
information in microblogging systems such as Twitter. To test whether and how
two different kinds of criteria (contextual criteria and message
inherent-criteria) interact in influencing selection decisions of sharing
information with others, a 2 × 2 × 2 laboratory experiment was
conducted. Awareness information about one's audience (guiding vs.
non-guiding), news topic (educational vs. non-educational), and informational
value of the message (high vs. low) were systematically varied. It was
hypothesized that participants who received guiding awareness information would
show audience design (i.e., adapting communication behavior towards the
audience) while disregarding informational value. In contrast, participants who
received non-guiding awareness information would not show audience design, but
would forward according to informational value. Results confirmed that
participants indeed adapted their communication behavior to their audience's
interests. However, participants still preferred messages with high
informational value over messages with low informational value. Results are
discussed and implications are drawn. Keywords: Audience design; Experimental study; News value; Retweeting; Twitter; Web 2.0 |
Situational crisis communication and interactivity: Usage and effectiveness of Facebook for crisis management by Fortune 500 companies | | BIBAK | Full-Text | 140-147 | |
Eyun-Jung Ki; Elmie Nekmat | |||
Through the lens of situational crisis communication theory (SCCT) and
interactivity, this study examined the Facebook usage of Fortune 500 companies
and the effectiveness with which these companies employed the platform for
crisis management. Findings indicated that 'justification' and 'full apology'
were the most commonly used crisis response strategies. Results also show
instances where companies inappropriately match their responses to crisis
situations. An analysis of 7080 messages further revealed a significant
relationship between an organization's involvement in two-way communication and
the overall positivity of audience tone in reaction to the organization in
question and its handling of crises. Suggestions are provided for organizations
intending to employ social media for crisis communication. Keywords: Facebook; Social media; Crisis management |
Sex role stereotyping is hard to kill: A field experiment measuring social responses to user characteristics and behavior in an online multiplayer first-person shooter game | | BIBAK | Full-Text | 148-156 | |
Adrienne Holz Ivory; Jesse Fox; T. Franklin Waddell; James D. Ivory | |||
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. Keywords: Sex role stereotyping; Online video games; Expectation states theory; Social identity model of deindividuation effects; Computer-mediated communication |
The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life | | BIBAK | Full-Text | 157-170 | |
Nikolaos Pellas | |||
While the widespread acceptance of social virtual words is being increased
in the last years, little are known about how students' personal factors can
affect their engagement in online learning courses. The current study proposed
and empirically examined a conceptual model that aimed to fill this gap. The
main purpose is to present an extensive empirical data of 305 novice or expert
students (153 graduates and 152 postgraduates) who enrolled in online courses
at university level which were held in Second Life. On this occasion it was
tried to be investigated, measured and finally verified the effects of computer
self-efficacy, metacognitive self-regulation and self-esteem that can predict
the students' engagement as an overall multidimensional construct of factors
(cognitive, emotional and behavioral). The results from the three-step
hierarchical regression analysis revealed that computer self-efficacy,
metacognitive self-regulation, and self-esteem in online courses were not only
positively correlated with student's cognitive and emotional engagement
factors, but were also negatively correlated with behavioral factors.
Educational implications from these results can provide a more expedient and
meritorious instructional quality format aimed at reinforcing users' engagement
in Second Life for sequencing and pacing future-driven online courses. Keywords: Second Life; Student's engagement; Self-efficacy; Metacognitive self-regulation; Self-esteem |
The Problematic and Risky Internet Use Screening Scale (PRIUSS) for adolescents and young adults: Scale development and refinement | | BIBAK | Full-Text | 171-178 | |
Lauren A. Jelenchick; Jens Eickhoff; Dimitri A. Christakis; Richard L. Brown; Chong Zhang; Meghan Benson; Megan A. Moreno | |||
Problematic Internet Use (PIU) is a growing health concern among adolescents
and young adults. The purpose of this mixed-methods study was to develop and
refine a theoretically-grounded and psychometrically-validated assessment
instrument for PIU specifically tailored to adolescents and young adults. An
item pool was developed using concept mapping and a review of the literature,
and administered to 714 students from two universities between 18 and 25 years
of age. Exploratory and confirmatory factor analyses were used in a development
subsample (n = 500) to construct the scale. A cross-validation sample (n = 214)
was used to confirm the scale's reliability. The Problematic and Risky Internet
Use Screening Scale (PRIUSS) is an 18-item scale with three subscales: Social
Impairment, Emotional Impairment, and Risky/Impulsive Internet Use. Based on
its strong theoretical foundation and promising psychometric performance, the
PRIUSS may be a valuable tool for screening and prevention efforts in this
population. Keywords: Internet use; Problematic Internet Use; Screening; Concept mapping; Scale development; Psychometrics |
Demographic differences in perceived benefits from gamification | | BIBAK | Full-Text | 179-188 | |
Jonna Koivisto; Juho Hamari | |||
In recent years, "gamification" has been proposed as a solution for engaging
people in individually and socially sustainable behaviors, such as exercise,
sustainable consumption, and education. This paper studies demographic
differences in perceived benefits from gamification in the context of exercise.
On the basis of data gathered via an online survey (N = 195) from an exercise
gamification service Fitocracy, we examine the effects of gender, age, and time
using the service on social, hedonic, and utilitarian benefits and facilitating
features of gamifying exercise. The results indicate that perceived enjoyment
and usefulness of the gamification decline with use, suggesting that users
might experience novelty effects from the service. The findings show that women
report greater social benefits from the use of gamification. Further, ease of
use of gamification is shown to decline with age. The implications of the
findings are discussed. Keywords: Gamification; Social networking; Persuasive technology; Games for health; Gender; Demographics |
The impact of disfluency, pacing, and students' need for cognition on learning with multimedia | | BIBAK | Full-Text | 189-198 | |
Tim Kühl; Alexander Eitel; Gregor Damnik; Hermann Körndle | |||
In the current study, it was examined how learning with multimedia is
affected by disfluency, pacing, and students' need for cognition. Contrasting
hypotheses were derived regarding how reducing the audio quality of spoken text
by integrating hissing (disfluent) would affect learning outcomes. According to
cognitive load theory, a disfluent audio quality should hamper learning, while
according to disfluency theory, a disfluent audio quality should foster
learning, especially when learning is self-paced. Moreover, self-paced learning
should be particularly beneficial for learners with a high need for cognition
(NFC). The hypotheses were tested in a 2 × 2-design, with quality of
spoken text (regular vs. disfluent) and pacing (system-paced vs. self-paced) as
independent variables and NFC as continuous variable. Supporting cognitive load
theory, disfluent text decreased performance in a transfer and pictorial test.
There was no significant interaction between spoken text quality and pacing.
However, in line with previous research, self-pacing led to longer learning
times and increased performance in a retention and in a transfer test.
Moreover, results revealed that self-pacing had beneficial effects on
understanding particularly for learners with a high NFC. This suggests that
whether self-pacing of a multimedia instruction fosters understanding depends
on learners' specific cognitive prerequisites. Keywords: Multimedia learning; Cognitive load; Disfluency; Segmenting principle; Need for cognition |
Talk to me personally: Personalization of language style in computer-based learning | | BIBAK | Full-Text | 199-210 | |
Maria Reichelt; Frauke Kämmerer; Helmut M. Niegemann; Steffi Zander | |||
The personalization principle is a design recommendation for computer-based
learning which states that multimedia instruction using personalized language
promotes learning better than those using formal language. Formal texts can be
personalized by replacing impersonal articles with possessive pronouns or
directly addressing learners (e.g. using the second person). The effectiveness
of this recommendation has been tested primarily in high school or college
student populations. Although computer-based learning is increasingly popular
in continuing education settings, currently there are no empirical studies into
the personalization principle. The present study investigates whether
personalized material leads to positive motivational effects and increased
learning outcomes for different target groups. German college students and
participants in continuing education (N = 127) received either a personalized
or formal version of a computer-based program concerning gestalt laws.
Regardless of the target group, personalization effects were found for
motivation and retention, but not for transfer. To gain further insight into
how learners perceive the computer depending on language style, the think-aloud
method was used. Based on these findings, already existing approaches to
explain personalization effects are discussed in relation to new extracted
factors (e.g. emotional aspects). Keywords: Multimedia learning; Personalization effect; Target groups; Continuing education; Explanation approaches |
From "information" to "knowing": Exploring the role of social media in contemporary news consumption | | BIBAK | Full-Text | 211-223 | |
Iryna Pentina; Monideepa Tarafdar | |||
Using the conceptual lenses of information overload and sense making, this
paper investigates the process of contemporary news consumption based on the
qualitative content analysis of 112 interview transcripts from a diverse
cross-section of US news consumers. We offer theoretical clarification of
factors influencing news consumption and the role of social media in devising
strategies for addressing information overload in order to facilitate news
sense-making and the resulting civic knowledge formation. We provide news
organizations with suggestions for appropriately designing offerings to compete
in the era of new media and offer directions for future research in the domains
of news, product, and brand information consumption. Keywords: News consumption; Social media; Information overload; Sense making |
Problematic Internet use in British adolescents: An exploration of the addictive symptomatology | | BIBAK | Full-Text | 224-233 | |
Olatz Lopez-Fernandez; M. Luisa Honrubia-Serrano; William Gibson; Mark D. Griffiths | |||
Research into online addictions has increased substantially over the last
decade, particularly amongst youth. This study adapted the Problematic Internet
Entertainment Use Scale for Adolescents [PIEUSA] for use with a British
population. The adapted scale was used to (i) validate the instrument for
English-speaking adolescent samples, (ii) estimate the prevalence of adolescent
online problem users and describe their profile, and (iii) assess the accuracy
of the scale's classification of symptomatology. A survey was administered to
1097 adolescents aged between 11 and 18 years. The results indicated that (i)
reliability of the adapted scale was excellent; factor validity showed
unidimensionality, and construct validity was adequate. The findings also
indicated that (ii) prevalence of online problem users was 5.2% and that they
were more likely to younger males that engaged in online gaming for more than
two hours most days. The majority of online problem users displayed negative
addictive symptoms, especially 'loss of control' and 'conflict'. The adapted
scale showed (iii) very good sensitivity, specificity, and classification
accuracy, and was able to clearly differentiate between problem and non-problem
users. The results suggest certain differences between adolescent and adult
online problem users based in the predominance of slightly different
psychological components. Keywords: Problematic Internet use; Internet gaming disorder; Internet addiction; Online gaming addiction; Adolescence; Symptoms |
Learning from multiple representations: An examination of fixation patterns in a science simulation | | BIBAK | Full-Text | 234-242 | |
Paul A. O'Keefe; Susan M. Letourneau; Bruce D. Homer; Ruth N. Schwartz; Jan L. Plass | |||
The present study examined how the integration of multiple representations
in a multimedia simulation was associated with learning in high school students
(N = 25). Using eye-tracking technology, we recorded fixations on different
representations of the Ideal Gas Laws, as well as transitions between them,
within a computer-based model that included a gas container with animated gas
molecules, control sliders to adjust different gas variables, and a graph
depicting the relations between the variables. As predicted, fixation
transitions between conceptually related parts of the simulation were
associated with different learning outcomes. Specifically, greater transition
frequency between the gas container and the graph was related to better
transfer, but not comprehension. In contrast, greater transition frequency
between the control sliders and the graph was related to better comprehension,
but not transfer. Furthermore, these learning outcomes were independent of
learners' prior knowledge, as well as the frequency and duration of fixations
on any individual simulation element. This research not only demonstrates the
importance of employing multiple representations in multimedia learning
environments, but also suggests that making conceptual connections between
specific elements of those representations can have an association with the
level at which the information is learned. Keywords: Fixation patterns; Multimedia learning; Multiple representations; Simulations |
Adoption of three new types of computers in Taiwan: Tablet PCs, netbooks, and smart phones | | BIBAK | Full-Text | 243-251 | |
Shu-Chu Sarrina Li | |||
Tablet PCs, netbooks, and smart phones are similar to one another in that
they possess the basic functions of computers, but they differ in what
functions they emphasize. Rogers' diffusion of innovation model has been widely
recognized as a powerful model for predicting technology adoption. This study
adopted Rogers' model to examine the adoption intentions of the three new types
of computers. A telephone survey was conducted to collect data. This study made
1757 telephone calls, from which 1100 valid calls were obtained, representing a
response rate of 62.61%. The data analysis demonstrates that the findings are
generally congruent with the predictions of Rogers' model. However, this
study's results also reveal one limitation of Rogers' model, its pro-innovation
bias, which explains why the diffusion of netbooks was incongruent with Rogers'
model. Keywords: Tablet PCs; Netbooks; Smart phones; Rogers' diffusion of innovation; Innovation attributes; Lifestyles |
Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs) | | BIBAK | Full-Text | 252-266 | |
Sajad Rezaei; Seyedeh Sheyda Ghodsi | |||
A few study examined the impact of value and aspects of behavioral intention
in virtual environment. The aim of this study is to examine the impact of
emotional value (VE), social value (VS), price-value for money (VP),
performance-quality value (VQ) and repurchase intention (RI), willingness to
pay a premium price (WTP) and word of mouth (WOM) among massively multiplayer
online role-playing games (MMORPGs). A total of 228 valid questionnaires were
collected from cybercafé customers in Klang Valley-Malaysia. Structural
equation modeling (SEM) was employed using partial least squares (PLS) analysis
to assess measurement and structural model for reflective construct. Our result
reveals that there is a positive relationship between VP and RI, VQ and RI
while there is no positive relationship between VE and RI, VS and RI. VE, VP
and VQ value positively impact WOM but VS does not. VE and VP have positive
while VQ and VS did not explain WTP. This study contributes to literature on
the new phenomena of online game and is considered as few studies in examining
value in Second Life setting. The practical and social implications of study
are discussed along with research limitation and implication. Keywords: PERVAL framework; Repurchase intention (RI); Willingness to pay a premium price (WTP); Word-of-mouth (WOM); Massively multiplayer online role-playing games (MMORPGs) |
Drivers and effects of post-implementation learning on ERP usage | | BIBAK | Full-Text | 267-277 | |
Huey-Wen Chou; Hsiu-Hua Chang; Yu-Hsun Lin; Shyan-Bin Chou | |||
Many organizations adopting enterprise resource planning (ERP) systems are
failing to achieve their anticipated business goals, the major reason being
system under-utilization. It is imperative to understand the way users learn to
use ERP systems effectively. This is especially important given the integrated
and complex nature of the ERP system, which forces users to continually learn
new skills after implementation. This study aims to explore the role played by
post-implementation learning in ERP usage. Moreover, we identify social capital
and post-training self-efficacy as antecedents to post-implementation learning.
A survey method was employed to collect data from 659 ERP users. This study
finds that post-implementation learning contributes to ERP usage, and that
social capital and post-training self-efficacy are important antecedents to
post-implementation learning. Our findings provide academics and practitioners
with an understanding of how post-implementation learning can be manipulated to
improve ERP usage. Keywords: Post-implementation learning; Social capital; Post-training self-efficacy; ERP usage |
Student acceptance of tablet devices in secondary education: A three-wave longitudinal cross-lagged case study | | BIBA | Full-Text | 278-286 | |
Cédric Courtois; Hannelore Montrieux; Frederik De Grove; Annelies Raes; Lieven De Marez; Tammy Schellens | |||
As ICT is increasingly permeating all aspects of everyday life, it is apparent that education cannot leap behind. In this article we longitudinally investigate a much-debated obligatory full-scale implementation of tablet devices in a large secondary school. We adopt a Theory of Planned Behavior (TPB) approach to verify the dynamic nature of students' acceptance of the tablet as a learning tool at three waves of data collection, both at pre- and short and long-term post-adoption stages. The results clearly indicate the evolutionary nature of the acceptance process, challenging the adequacy of cross-sectional approaches to technology adoption. In the pre-adoption stage, attitude appears as a key uptake factor, whereas three months later, due to practical and technical constraints, the attention shifts to subjective norm and perceived behavioral control. Finally, six months after introduction indicative traces of habituation appear, raising concerns on the suitability of the TPB in established post-adoption circumstances. |
Do IT students prefer doctors who use IT? | | BIBAK | Full-Text | 287-294 | |
James R. Wolf | |||
Several studies suggest that clinical decision support systems (CDSSs)
reduce physician diagnostic errors, decrease medical costs, and improve the
quality of patient care. However, despite the many potential benefits,
physicians have been slow to adopt CDSSs and fail to use them when they are
available. Some researchers have speculated that physicians are reluctant to
adopt these diagnostic aids, in part, due to the widespread psychological bias
that patients and peers feel against physicians who use them. This bias has
been well documented among the general public. Many have assumed that this
human-is-better attitude is limited to older and less computer savvy
populations. We test this assumption with two vignette-based experiments. Our
data suggest that, when it comes to physicians, even young participants with
positive attitudes towards computers (i.e., IT students) have a human-is-better
bias. Keywords: Health information technology (HIT); Clinical decision support systems (CDSSs); Diagnostic aids; Human-is-better bias; Physician IS resistance |
Knowledge sharing in interest online communities: A comparison of posters and lurkers | | BIBAK | Full-Text | 295-306 | |
Hui-Min Lai; Tsung Teng Chen | |||
Online communities have become increasingly popular in recent years.
However, despite a significant growth in the number of online communities, few
have been successful in retaining members and motivating members to contribute
knowledge. Few researchers have investigated the differences between posters
and lurkers in terms of knowledge-sharing behavior. We propose that the driving
factors of posters and lurkers are contextually different, and as such, a
distinction between them is needed. By incorporating extrinsic and intrinsic
motivation, as well as intra-community factors, we modeled and examined the
differences in the driving factors of the two types of community members --
posters and lurkers -- and provide comparisons and discussions, thus advancing
our understanding of knowledge-sharing behavior in interest communities. A
multi-group analysis revealed that the poster group and the lurker group differ
somewhat in the factors that motivate the knowledge-sharing intentions of the
two groups. The most influential factors affecting the knowledge-sharing
intentions of posters are intrinsic motivational factors (i.e., enjoyment in
helping others and knowledge self-efficacy). On the other hand, the
knowledge-sharing intentions of lurkers are affected by extrinsic motivational
factors (i.e., reciprocity). Intra-community factors, such as perceived
moderator's enthusiasm, offline activities, and enjoyability, also affect the
knowledge-sharing intentions of posters and lurkers. The theoretical and
practical implications of the findings are discussed. Keywords: Online communities; Extrinsic motivation; Intrinsic motivation; Knowledge sharing; Posters; Lurkers |
Extreme expression of sweating in 3D virtual human | | BIBAK | Full-Text | 307-314 | |
Ahmad Hoirul Basori; Ahmed Zuhair Qasim | |||
Displaying extreme expressions such as scared until sweating is not easy
task that can be accomplished in 3D games and facial animation simulation in
real-time. Several difficulties faced by researches such as the complexity of
simulation including physical properties of the muscles, emotions, properties
of fluids and texture element. The next part is how to control the facial
animation with one of the two sweating generators simultaneously. This research
present techniques for generating extreme expression in 3D facial animation.
The Facial Action Coding System (FACS) is employed to describe and generate
facial expressions. It breaks down facial actions into minor units known as
Action Units (AUs). Facial expressions are generated by combining specific
independent Action Units. The generated expressions cover sadness, anger, happy
and fear. The first type of sweat is dropping sweat using particle system. The
other type of sweat is texture based, when the sweat is stimulated the texture
drop will flowing down around surface of the forehead area. The technique
presented in this paper is believed able to give more realism to virtual human
by providing features of extreme expression. Keywords: 3-D modelling; Facial animation; Facial expression; Extreme expressions; Sweating |
The moderating effect of gender on academic website impression | | BIBAK | Full-Text | 315-319 | |
Thiagarajan Ramakrishnan; Victor Prybutok; Daniel A. Peak | |||
This study examines the moderating effect of gender differences on the
relationship between website characteristics and the overall impression of two
academic websites. Findings provide evidence that website quality
characteristics of the website are more important to men and the website
navigation characteristics are more important to women. Implications about
building websites are relevant to both practitioners and academicians. Keywords: Moderating effect; Gender; Academic website; Website characteristics |
The effects of viewing violent movie via computer on aggressiveness among college students | | BIBAK | Full-Text | 320-325 | |
Zhang Qian; Da-Jun Zhang | |||
Based on aggression theories and previous researches, we examined the
effects of viewing violent movie via computer on aggressiveness among college
students. A total of 108 (56% females) undergraduates participated in this
study, with 54 distributed to violent movie group and 54 allocated to
non-violent movie group. Results indicated that aggressiveness of violent movie
group but not non-violent movie group is significantly strengthened. Moreover,
aggressiveness of males but not females is significantly enhanced among violent
movie group instead of non-violent movie group, and aggressiveness of viewers
with high aggression (HA) but not low aggression (LA) is significantly enhanced
among violent movie group instead of non-violent movie group. For males and
viewers with HA, violent movie can significantly intensify aggressiveness,
indicating that gender and aggressive level are responsible for aggressiveness
among college students. The implications of these findings are discussed. Keywords: College students; Violent movie; Aggressiveness; Computer |
Explaining and predicting the adoption intention of mobile data services: A value-based approach | | BIBAK | Full-Text | 326-338 | |
Mutaz M. Al-Debei; Enas Al-Lozi | |||
As mobile devices become more and more pervasive in our everyday life and
their capabilities resemble more and more of those of desktop computers with
the added advantage of mobility, examining intention for adoption seems
relevant to consumers and mobile service providers alike. Existing research
shows that despite this evolution on Mobile Data Services (MDS) development and
use, the adoption of their full capabilities is yet to be realized. In this
study we focus on the value consumers can potentially gain from using these
services. We hypothesize that if we can examine the value that can be delivered
to consumers through the use of MDS, then we can explain and predict consumers'
intentions to use MDS. We also postulate that perceptions of consumers
regarding the value that can be captured when using MDS is directly affected by
technological, social, and informational influences. However, in this research,
perceived value is used as a multidimensional construct that encapsulates
utilitarian, hedonic, uniqueness, epistemic, and economic value dimensions. Our
results show that utilitarian value is, according to previous studies, an
important adoption factor. Additionally, economic value is also important and
significant. Nevertheless, it seems that in our context, hedonic, uniqueness,
and epistemic value dimensions are not as important for the use of mobile data
services as utilitarian and economic value dimensions. The results of this
study can be used by mobile service providers to get insights about consumers'
needs and preferences in order to offer better and thus more popular services. Keywords: Adoption intention; Mobile data services; Value dimensions; MDS; Value-based approach; Jordan |
Improving learning from animated soccer scenes: Evidence for the expertise reversal effect | | BIBAK | Full-Text | 339-349 | |
Aïmen Khacharem; Bachir Zoudji; Ingrid A. E. Spanjers; Slava Kalyuga | |||
In two experiments, we investigated how animation of play (soccer) should be
designed in order to avoid the high cognitive load due to the fleeting nature
of information. Using static pictures and altering the animation's presentation
speed have been proposed as instructional strategies to reduce learners'
cognitive load. In the first experiment, we tested the effect of static vs.
animated presentations on learning. The results indicated that novices
benefited more from the static presentation whereas experts benefited more from
the animated presentation. The second experiment investigated the effect of low
vs. normal vs. high levels of presentation speed on learning. The results
showed that novices profited more from the low presentation speed while experts
profited more from the normal and high presentation speeds. Thus both
experiments demonstrated the occurrences of the expertise reversal effect.
Findings suggest that the effectiveness of instructional strategies depends on
levels of soccer players' expertise. Keywords: Cognitive load theory; Instructional designs; Animations; Prior knowledge; Soccer |
Understanding the perceived community value of Facebook users | | BIBAK | Full-Text | 350-358 | |
Maria R. Lee; David C. Yen; C. Y. Hsiao | |||
With the growing popularity of social networking services (SNSs) such as
Facebook, it has raised important interests about the perceived value
implications of such usage. This study examines the usage by combining
marketing and IS perspectives through an empirical survey of Facebook users. It
was hypothesized that perceived value would be a key multidimensional
determinant of behavioral intentions in SNSs. The study holds that the facets
of social capital -- social interaction ties, trust, and shared vision -- and
social network information sharing can create a perceived value (i.e., social,
experiential, information, and transaction) in SNSs. Analyses conducted on
results from a survey of university students (n = 402) suggest that trust, an
element of the relational cluster, holds the strongest correlation with the
sharing and pooling of resources by users over Facebook. Experiential value is
found to be most significant, indicating that the interactions between users on
Facebook occur mostly to fulfill a psychological need, such as sharing the
useful information and receiving enthusiastic replies or praise. In addition,
thanks to the emerging development of F-commerce, transaction value is
positively affected. Keywords: Facebook; Social capital; Perceived value; Social network services; Information sharing |
Facebook's emotional consequences: Why Facebook causes a decrease in mood and why people still use it | | BIBAK | Full-Text | 359-363 | |
Christina Sagioglou; Tobias Greitemeyer | |||
Facebook is the world's most popular online social network and used by more
than one billion people. In three studies, we explored the hypothesis that
Facebook activity negatively affects people's emotional state. A first study
shows that the longer people are active on Facebook, the more negative is their
mood afterwards. The second study provides causal evidence for this effect by
showing that Facebook activity leads to a deterioration of mood compared to two
different control conditions. Furthermore, it was demonstrated that this effect
is mediated by a feeling of not having done anything meaningful. With such
negative outcomes for its users, the question arises as to why so many people
continue to use Facebook on a daily basis. A third study suggests that this may
be because people commit an affective forecasting error in that they expect to
feel better after using Facebook, whereas, in fact, they feel worse. Keywords: Facebook; Social psychology; Mood; Meaningful activity; Affective forecasting error |
Media and technology use predicts ill-being among children, preteens and teenagers independent of the negative health impacts of exercise and eating habits | | BIBAK | Full-Text | 364-375 | |
L. D. Rosen; A. F. Lim; J. Felt; L. M. Carrier; N. A. Cheever; J. M. Lara-Ruiz; J. S. Mendoza; J. Rokkum | |||
The American Academy of Pediatrics recommends no screen time for children
under the age of 2 and limited screen time for all children. However, no such
guidelines have been proposed for preteens and teenagers. Further, research
shows that children, preteens, and teenagers are using massive amounts of media
and those with more screen time have been shown to have increased obesity,
reduced physical activity, and decreased health. This study examined the impact
of technology on four areas of ill-being -- psychological issues, behavior
problems, attention problems and physical health -- among children (aged 4-8),
preteens (9-12), and teenagers (13-18) by having 1030 parents complete an
online, anonymous survey about their own and their child's behaviors. Measures
included daily technology use, daily food consumption, daily exercise, and
health. Hypothesis 1, which posited that unhealthy eating would predict
impaired ill-being, was partially supported, particularly for children and
preteens. Hypothesis 2, which posited that reduced physical activity would
predict diminished health levels, was partially supported for preteens and
supported for teenagers. Hypothesis 3, that increased daily technology use
would predict ill-being after factoring out eating habits and physical
activity, was supported. For children and preteens, total media consumption
predicted illbeing while for preteens specific technology uses, including video
gaming and electronic communication, predicted ill-being. For teenagers, nearly
every type of technological activity predicted poor health. Practical
implications were discussed in terms of setting limits and boundaries on
technology use and encouraging healthy eating and physical activity at home and
at school. Keywords: Media; Technology; Ill-being; Health; Video gaming; Screen time; Children; Preteens; Teenagers; Physical activity; Exercise; Electronic communication; Television; Obesity; Attention; Food consumption |
Mobile communication for human needs: A comparison of smartphone use between the US and Korea | | BIBAK | Full-Text | 376-387 | |
Seok Kang; Jaemin Jung | |||
This study deals with two studies that develop and compare a measure and
model of hierarchical needs of smartphone use from US and Korean users. The
first study examines the dimensionality of measure by conducting an exploratory
factor analysis on 398 US and 331 Korean college students. Results identified
five constructs of the smartphone basic needs (SBN) scale from the two samples:
physiological, safety, belongingness, self-esteem, and self-actualization. The
second study examines the relationships between the SBN and use behavior, which
leads to life satisfaction. The relationship of the constructs was
theoretically synthesized and tested. Results indicate that both samples
believe that the smartphone fulfills the needs of safety and self-actualization
that predict smartphone use and life satisfaction. Theoretical and
cross-cultural implications are discussed. Keywords: Smartphone; Hierarchical needs; Mobile communication; Deficiency needs; Growth needs |
Gender differences in Facebook self-presentation: An international randomized study | | BIBAK | Full-Text | 388-399 | |
Sigal Tifferet; Iris Vilnai-Yavetz | |||
Facebook is a popular social network that can be used for self-presentation.
In the current study we examined gender differences in Facebook
self-presentation by evaluating components of profile and cover photos. We used
evolutionary psychology -- a theory which holds many assumptions regarding
gender differences -- to draw hypotheses. In order to eliminate the pitfalls of
self-reported data, we analyzed public data presented in Facebook pages of a
random representative international sample of 500 Facebook users. As
hypothesized, profile photos on Facebook differed according to gender. Males'
photos accentuated status (using objects or formal clothing) and risk taking
(outdoor settings), while females' photos accentuated familial relations
(family photos) and emotional expression (eye contact, smile intensity and lack
of sunglasses). Cover photos, however, did not show most of these gender
differences, perhaps since they serve only as a supplement to the
self-presentation that appears in the profile photos. These findings
demonstrate that evolutionary theory rooted in the past can help us understand
new social tools of the future. Keywords: Facebook; Gender differences; Evolutionary psychology; Impression management; Images; Photo analysis |
Kindergarten Social Assistive Robot (KindSAR) for children's geometric thinking and metacognitive development in preschool education: A pilot study | | BIBAK | Full-Text | 400-412 | |
Guy Keren; Marina Fridin | |||
Kindergarten Social Assistive Robot (KindSAR) is an innovative tool promotes
children's development through social interaction. This pilot study
demonstrates how KindSAR can assist educational staff in the teaching of
geometric thinking and in promoting the metacognitive development by engaging
children in interactive play activities. Children's reactions and performances
were video recorded for analysis. Most children exhibited positive interaction
with the robot and a high level of enjoyment. Our results showed that their
performances on geometric thinking and metacognitive tasks were improved while
they "played" with the robot. To measure children's learning we have developed
a novel measure of cognitive learning, which we call "velocity of learning".
This study demonstrates the feasibility and expected benefits of incorporating
KindSAR in preschool education. Keywords: Architecture for educational technology system; Elementary education; Intelligent tutoring systems; Interactive learning environments; Interdisciplinary projects |
A scenario-based approach for projecting user requirements for wireless proximal community networks | | BIBAK | Full-Text | 413-422 | |
Michael A. Horning; Harold R. Robinson; John M. Carroll | |||
This study uses a scenario-based design approach to explore the
implementation of software to be used on a proximal community Wi-Fi Network. A
first step in any software engineering is a requirements analysis as way of
identifying which stakeholders are likely to use the technology, how they will
use it, and what their expectations for use might be. We implement a series of
scenarios designed to test users' reactions to software that supports social,
economic, and civic and cultural uses of a wireless community network in a
downtown community setting. The findings suggest that economic activities have
greater appeal to users in this context, than social and civic or cultural
contexts. We also assess those characteristics of users that predict overall
appeal of our software design. Among our findings we discover that individuals
who use mobile technologies more often in interstitial spaces are more likely
to find our scenarios appealing. We offer suggestions for future designs in
this context. Keywords: Scenario-based design; Wireless communications; Mobile devices; Wi-Fi Networks; Proximate community networks; Sense of community |
MAM & U&G in Taiwan: Differences in the uses and gratifications of Facebook as a function of motivational reactivity | | BIBAK | Full-Text | 423-430 | |
Saleem Alhabash; Yi-hsuan Chiang; Kanni Huang | |||
A cross-sectional survey of Taiwanese Facebook users (N = 3172) explored the
relationship among motivational reactivity, the motivations, and intensity to
use Facebook. Our findings showed differences in motivations to use Facebook as
a function of motivational reactivity. Additionally, results showed that
individual differences in motivational reactivity led to different patterns of
relationship between motivations and intensity to use Facebook. Regression
models for inactives, risk avoiders, and coactives showed that the motivation
to use Facebook for entertainment was strongest in predicting intensity to use
Facebook, while the model for risk takers showed that self-expression was
strongest motivation to predict Facebook use intensity. Findings are discussed
within the framework of uses and gratifications and other psychologically based
media use and choice theories. Keywords: Facebook; Motivational reactivity; Uses and gratifications; Motivations; Intensity to use Facebook |
Affective mechanisms linking Internet use to learning performance in high school students: A moderated mediation study | | BIBAK | Full-Text | 431-443 | |
Li-Yueh Chen; Bo Hsiao; Ching-Chin Chern; Houn-Gee Chen | |||
Although previous studies have concluded that Internet use can help students
in learning and research, a number of empirical investigations have confirmed
that Internet addiction or excessive Internet use has negative effect on
students. Thus, if the Internet does not always benefit students, under which
conditions can Internet use have positive effects? Since students' beliefs in
their academic self-efficacy and their abilities to begin, continue, and
complete their studies are as important as their academic successes and
performances, this study hypothesizes that academic self-efficacy acts as a
mediator for Internet use and academic performance. Based on Social cognitive
theory, we argue that student academic performance will be mediated by academic
self-efficacy with respect to Internet use. Two kinds of Internet use, general
and professional, are considered to be antecedents of academic self-efficacy.
Survey data from 212 twelfth-grade vocational high school students in Taiwan
indicate that general Internet use has an indirect positive effect on student
academic performance, which is also mediated through academic self-efficacy. In
contrast, general Internet use has no significant direct impact on students
learning performance. This study also shows that Internet anxiety moderates the
relationship between academic self-efficacy and learning performance. In
students with low Internet anxiety, the relationship is moderated, which
results in enhanced learning performance. Keywords: Internet use; Academic self-efficacy; Learning performance; Internet anxiety; Moderated mediation |
Managing privacy boundaries together: Exploring individual and group privacy management strategies in Facebook | | BIBAK | Full-Text | 444-454 | |
Ralf De Wolf; Koen Willaert; Jo Pierson | |||
Most research on privacy management within the context of social network
sites (SNSs) treats users as individual owners of private information. Privacy,
however, is beyond individual control and is also managed on a group level.
This study applies the Communication Privacy Management theory (CPM) to explore
the individual and group privacy management strategies in Facebook. We present
a survey completed by 900 members of a youth organization regarding their
online behaviors and membership. We found that women are more likely to employ
individual privacy management strategies, while men are more likely to employ
group privacy management strategies. For group privacy management, we found
common bond and the role an individual is attributed within the youth
organization to be the strongest predictors. The results generated from this
study are a first but important step to illustrate the differences and
similarities between individual and group privacy management. We argue that it
is necessary to further study and understand group privacy to better approach
users' privacy needs. Keywords: Privacy; Social network sites; Communication Privacy Management theory (CPM); Facebook; Disclosure |
Overcoming screen inferiority in learning and calibration | | BIBAK | Full-Text | 455-463 | |
Tirza Lauterman; Rakefet Ackerman | |||
Metacognitive monitoring that accompanies a learning task reflects
self-prediction of achievement at test. Well-calibrated monitoring is important
because it is by this subjective assessment that people allocate their learning
efforts. Previous studies that compared learning outcomes and calibration of
monitoring when learning texts on screen and on paper have found screen
inferiority: screen learners performed worse and were more overconfident about
their success. However, learning from one's preferred medium was associated
with attenuated overconfidence. The present study examined two methods for
overcoming screen inferiority in these respects. First, practicing the
study-test task allowed overcoming screen inferiority, but only among those who
preferred reading from screens. Second, in-depth processing was encouraged by
having participants generate keywords at a delay, before monitoring their
knowledge and taking the test. This method eliminated screen inferiority even
for the first-studied texts, but after practicing it, screen inferiority was
re-exposed among those who preferred studying on paper. This study makes a
practical contribution to educational practice by suggesting directions for
overcoming screen inferiority. From a broader perspective, the study
demonstrates that experience with the task and in-depth processing can
attenuate overconfidence and that the effectiveness of learning-enhancing
methods depends on the study context and learners' preferences. Keywords: Reading comprehension; E-learning; Human-computer interaction; Metacognitive monitoring; Metacomprehension; Overconfidence |
Antecedents of the adoption of the new mobile payment systems: The moderating effect of age | | BIBAK | Full-Text | 464-478 | |
Francisco Liébana-Cabanillas; Juan Sánchez-Fernández; Francisco Muñoz-Leiva | |||
The purpose of this study was to propose and test an integrative theoretical
model that allows one to determine the relative importance of certain factors
(i.e. external influences, ease of use, attitude, usefulness, trust, risk) for
the adoption of a new mobile payment system advertised on new electronic
environments, as well as to analyze the eventual moderating effect of the age
of the consumer in the use of this tool. The empirical results show that the
proposed behavioral model was appropriately adjusted, thus proving that the age
of the user introduces significant differences in the proposed relationships
between influences from third parties and ease of use of the payment system,
between the perceived trust in the system and its ease of use, as well as
between trust and a favorable attitude towards its use. Keywords: Mobile payment acceptance model; Technology acceptance; M-commerce; Moderating effect of age |
To connect or promote?: An exploratory examination of Facebook pages dedicated to moms | | BIBAK | Full-Text | 479-482 | |
Renee Kaufmann; Marjorie M. Buckner | |||
Mothers are increasingly using Facebook for a variety of communication
functions. As an initial step toward understanding how mothers use Facebook,
this exploratory study examines the types of messages mothers receive from
Facebook pages solely designated for them. Using a content analysis, twelve
Facebook pages and 526 administrators' posts were analyzed. The majority of
pages identified purpose as conversational/ discussion starter, while the
majority of administrators' posts were coded as informational/promotional. The
discrepancies between the pages' and posts' purpose are considered. Directions
for extending the research examining mothers and social networking sites are
also suggested. Keywords: Facebook pages; Mothers; Online communication; Purpose |
Ignore your partners' current Facebook friends; beware the ones they add! | | BIBAK | Full-Text | 483-488 | |
Michelle Drouin; Daniel A. Miller; Jayson L. Dibble | |||
In this study, we examined two behaviors that could evoke Facebook jealousy
and cause relationship problems among romantic partners: (1) Facebook
solicitation behaviors (i.e., making or accepting friend requests with romantic
interests) while in the current relationship, and (2) having romantic interests
on existing Facebook friends lists. In our sample of 148 undergraduates, those
who had lower commitment to their partners were more likely to make and accept
Facebook friend requests with romantic interests during their relationship.
However, commitment was unrelated to the number of romantic alternatives
contained on one's Facebook friends list or the frequency of Facebook
solicitation while single. Additionally, attachment anxiety predicted Facebook
solicitation behaviors, but this relationship was mediated by Facebook
jealousy. Our findings confirm that Facebook is used to solicit connections
with romantic interests both while single and during committed relationships;
however, it is only those connections that are made during the relationship
that are markers of lower commitment. Moreover, our study adds to a growing
body of research that connects face-to-face relationship theories to the
virtual environment. Keywords: Social networking; Commitment; Facebook jealousy; Facebook solicitation; Attachment; Facebook friends |
Does social network site use matter for mothers? Implications for bonding and bridging capital | | BIBAK | Full-Text | 489-495 | |
Juyoung Jang; Jodi Dworkin | |||
Utilizing a national sample of mothers, we explored the impact of attitudes
toward technology and comfort with technology on frequency of social network
site use and number of social network site activities. We then extended that
model to consider the implications of social network site use on bonding and
bridging social capital. Path analysis revealed that mothers' age impacted
their comfort with technology which was associated with their number of social
network site activities. Frequency of social network site use was positively
related to mothers' reports of bonding social capital. The number of social
network site activities, on the other hand, was positively related to both
bonding and bridging social capital. These associations varied by child age.
Implications of these findings for future research are discussed. Keywords: Parenting; Mothers; Social network sites; Social capital; Comfort with technology |
"It's Not Who You Know, but Who You Add:" An investigation into the differential impact of friend adding and self-disclosure on interpersonal perceptions on Facebook | | BIBAK | Full-Text | 496-505 | |
Anthony M. Limperos; Daniel J. Tamul; Julia K. Woolley; John S. W. Spinda; S. Shyam Sundar | |||
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. Keywords: Social networking; Facebook; Technological affordances; Interpersonal perceptions; Relationships |
Common voice: Analysis of behavior modification and content convergence in a popular online community | | BIBA | Full-Text | 506-515 | |
Jude P. Mikal; Ronald E. Rice; Robert G. Kent; Bert N. Uchino | |||
This study analyzes images and associated commentary from an online image-sharing community (www.imgur.com). We hypothesize that, in the presence of overt communication of social rules, site content will reflect a somewhat consistent, content convergence irrespective of who comments, given that an individual's social identity, rather than their individual identity, will dominate their online interactions. We began with a random sample of 5000 images, and we grouped those images into six categories. We then randomly selected 10 images from each category, and conducted a close qualitative analysis of the micro-comments submitted in response to those images. Our results suggest that there is an overt communication of behavioral standards through explicit behavior correction by other site members. Content convergence can also be observed both in responses to a single image, and more broadly in comment similarity across images and even categories. Cultural norms and resulting content convergence suggests that individuals may come to see themselves as representatives of the site when they post -- and may modify their behavior accordingly. This may lead to the perception that a common voice appears throughout the site, which may have implications for the communication of social support over the Internet, and for more quantitative analyses. |
Examining the impact of computer-mediated social networks on individual consumerism environmental behaviors | | BIBAK | Full-Text | 516-526 | |
Richelle L. Oakley; A. F. Salam | |||
Researchers have begun to examine the impact that information technology
(IT) can have on the environmental behavior of individuals, organizations,
environments and markets. Computer-mediated social networks (CMSNs) create a
multi-nodal social environment where individual behavior is virtually impacted,
and subsequently, physically modified. Human-computer interaction researchers
have begun to study the impact that IT has on environmental sustainability.
Interest has arisen around the influence on non-verbal cues in impacting social
norms and encouraging consistent environmentally conscious behavior. Extant
research has not yet considered the social interactions that occur within a
CMSN and how such interaction might further facilitate the adoption of
environmental behaviors. Using survey results of 234 individuals, this study
examines the impact that CMSNs have on environmental consumerism, where
individuals purchasing and consumption habits take one's environmental impact
into consideration. Keywords: Sustainability; Computer-mediated social networks; Environmental consumerism |
Relational dialectics and social networking sites: The role of Facebook in romantic relationship escalation, maintenance, conflict, and dissolution | | BIBAK | Full-Text | 527-534 | |
Jesse Fox; Jeremy L. Osborn; Katie M. Warber | |||
Due to their prevalence and unique affordances, social networking sites such
as Facebook have the potential to influence offline relationships. This study
employed Baxter's (2011) refinement of relational dialectics theory to explore
Facebook's role in emerging adults' romantic relationships. Data from ten focus
groups revealed that Facebook contributes to and provides a forum for
discursive struggles related to the integration-separation, expression-privacy,
and stability-change dialectics. Romantic partners are able to connect with
each other and integrate their social networks on Facebook, but some struggle
to maintain privacy and independence. As such, SNSs can be a site of and
trigger for romantic conflict. Participants' responses indicated that Facebook
is interwoven with the experience of these dialectics due to its affordances,
specifically the semi-public nature of relationship activities on Facebook and
the shift in control over relational information from individuals to network
members. Keywords: Relational dialectics theory; Social networking sites; Romantic relationships; Facebook; Uncertainty reduction; Relationship dissolution |
Private flirts, public friends: Understanding romantic jealousy responses to an ambiguous social network site message as a function of message access exclusivity | | BIBAK | Full-Text | 535-541 | |
Elizabeth L. Cohen; Nicholas D. Bowman; Katherine Borchert | |||
Research indicates that social network site use can amplify romantic
jealousy, but studies have yet to identify the causes a for these reactions. An
experiment was conducted to examine how message exclusivity affects jealousy
responses to a hypothetical scenario. A total of 191 undergraduates were
randomly assigned to imagine their potential emotional and behavioral responses
to an ambiguous message given by their partner to a romantic rival, either in a
private Facebook message (high exclusivity) or posted publicly as a message on
the rival's Facebook wall (low exclusivity). Those participants reading about
high exclusivity messages reported more negative emotion and were more likely
to imagine being confrontational. Threat perception and negative emotion both
predicted confrontational behavior. There was an indirect effect of message
access exclusivity on threat perception through negative emotion; there was no
direct association between exclusivity and threat perception. This research has
implications for the study of message processing on social network sites and
the conceptualization of masspersonal communication. Keywords: Social network site; Facebook; Jealousy; Emotion; Mass personal communication |
"Love the Way You Lie": Sexting deception in romantic relationships | | BIBAK | Full-Text | 542-547 | |
Michelle Drouin; Elizabeth Tobin; Kara Wygant | |||
In this study, we examined the prevalence of lying during sexting in a
sample of 155 young adult college students. More than one third (37%) of those
who had ever had a committed relationship and approximately half (48%) of
active sexters (i.e., those who had ever sent a sexual text message) had lied
to their committed partners during sexting about what they were wearing, doing,
or both. Most people (67%) lied to serve their partner in some way (e.g., make
it better for their partner) but some (33%) lied to serve themselves (e.g.,
they were bored). Additionally, lying during sexting was much more common among
women than men: 45% of women and 24% of men had lied during sexting with
committed partners. When attachment characteristics were considered, attachment
avoidance predicted lying during sexting among active sexters, even after
controlling for gender. Therefore, lying during sexting, just like pretending
orgasm in a face-to-face context, is more likely to occur among those with
insecure attachments to relationship partners. We discuss the similarities and
differences between sexual deception in face-to-face and CMC contexts and
propose future directions for this research. Keywords: Sexting; Deception; Attachment; Gender; Computer-mediated communication |
Social media as a vector for youth violence: A review of the literature | | BIBAK | Full-Text | 548-553 | |
Desmond Upton Patton; Jun Sung Hong; Megan Ranney; Sadiq Patel; Caitlin Kelley; Rob Eschmann; Tyreasa Washington | |||
Homicide is the second leading cause of death for young people, and exposure
to violence has a negative impact on youth mental health, academic performance,
and relationships. We demonstrate that youth violence, including bullying, gang
violence, and self-directed violence, increasingly occurs in the online space.
We review the literature on violence and online social media, and show that
while some forms of online violence are limited to Internet-based interactions,
others are directly related to face-to-face acts of violence. Central to our
purpose is uncovering the real-world consequences of these online events, and
using this information to design effective prevention and intervention
strategies. We discuss several limitations of the existing literature,
including inconsistent definitions for some forms of online violence, and an
overreliance on descriptive data. Finally, we acknowledge the constantly
evolving landscape of online social media, and discuss implications for the
future of social media and youth violence research. Keywords: Youth violence; Social media; Gang violence; Cyber-suicide; Electronic dating aggression |
Expressions of risk awareness and concern through Twitter: On the utility of using the medium as an indication of audience needs | | BIBAK | Full-Text | 554-559 | |
Kenneth A. Lachlan; Patric R. Spence; Xialing Lin | |||
Twitter is increasingly gaining momentum as a trusted source for news and
information. A significant body of research suggests that during crises and
emergencies, people rely on the medium for timely updates and real time
information. Simultaneously, Twitter content may be a useful tool for
identifying specific audience needs and concerns. The current study
quantitatively analyzed tweets related to Hurricane Sandy in the days leading
up to landfall. Areas examined include expressions of risk awareness and
concern, and the ways in which these statements differ across age, sex,
ethnicity, and language group. The findings are discussed in terms of the ways
in which emergency managers may be able to use the systematic analysis of
Twitter content in identifying audience needs. Keywords: Twitter; Social media; Emergency management; Risk communication; Crisis communication |
The potential for social media use in K-12 physical and health education | | BIBAK | Full-Text | 560-564 | |
Matt J. Vollum | |||
This paper did a review of the literature on social interaction in
education, social media and social interaction, and the use of social media in
personal/community health and physical education programs in order to set a
research agenda for the use of social media in K-12 physical and health
education. The findings were that social interaction can positively impact
education and that social media can enhance the social interaction in the
educational setting. It also showed how current health/wellness programs
outside of the K-12 system are already using social media. There is a need for
research on social media in K-12 settings in order to find if it can have an
impact in creating healthy and informed decision makers in K-12 physical and
health education. Keywords: Social media; Pedagogy; Physical education; Health education; Online education; Social interaction |
Institutional boundaries and trust of virtual teams in collaborative design: An experimental study in a virtual world environment | | BIBAK | Full-Text | 565-577 | |
Shu Z. Schiller; Brian E. Mennecke; Fiona Fui-Hoon Nah; Andy Luse | |||
Members of virtual teams often collaborate within and across institutional
boundaries. This research investigates the effects of boundary spanning
conditions on the development of team trust and team satisfaction. Two hundred
and eighty-two participants carried out a collaborative design task over
several weeks in a virtual world, Second Life. Multigroup structural equation
modeling was used to examine our research model, which compares individual
level measurement between two boundary spanning team conditions. The results
indicate that trusting beliefs have a positive impact on team trust, which in
turn, influences team satisfaction. Further, we found that, compared to
cross-boundary teams, within-boundary teams exhibited not only higher trusting
beliefs and higher satisfaction with the collaboration process but also a
stronger relationship between team trust and team satisfaction. These results
suggest that trust and group theories need to be interpreted in light of
institutional affiliation and contextual variables. An important practical
implication is that trust can be fostered in a virtual world environment and
collaboration on complex tasks can be carried out effectively in virtual
worlds. However, within-boundary virtual teams are preferred over
cross-boundary virtual teams if satisfaction with the collaboration process is
of the highest priority. Keywords: Trust; Satisfaction; Virtual team; Boundary spanning; Virtual world |
Understanding the users' continuous adoption of 3D social virtual world in China: A comparative case study | | BIBAK | Full-Text | 578-585 | |
Xi Zhang; Patricia Ordóñez de Pablos; Xiaojiong Wang; Weiguang Wang; Yongqiang Sun; Jinghuai She | |||
Internet-based 3D social virtual world (SVW) is a special social media with
3D interface, open-ended, immersive, and collaborative nature, which has
attracted interest among researchers and practitioners alike. This Chinese 3D
SVW market developed for nearly 8 years, from 2005 to 2013. After the
initiation stage (05-09), some new tendencies occurred in the maintenance stage
(09-13). Some local SVWs (e.g., HiPiHi) held advantages in attracting users in
the early stage but failed in the maintenance stage, but other companies (e.g.,
Uworld) attracted users' continuous adoption and commitment in long-term
competition. Based on customer commitment theory and diffusion of innovation
theory, we established a theoretical framework to explain how virtual world
strategies impact on short-term and long-term customer commitment. Based on
qualitative data (e.g., longitude observation and third-party report), this
research compares two major competitors' strategies in Chinese virtual world
market (i.e., HiPiHi and Uworld), and analyzes how their strategies succeeded
or failed to attract users' long-term commitment. The findings suggest there is
a "S-curve" for adoption rate of SVW users, and there is a "critical timeframe"
for persuading users' continuous adoptions. Social virtual worlds should try to
encourage users to reduce personalization and learning cost in the short-term,
after which they can then change the "vicious circle" to "virtuous circle." Keywords: Social virtual world market; China; Users' continuous adoption; Commitment theory; Comparative case study |
Corrigendum to "Why smartphone advertising attracts customers: A model of Web advertising, flow, and personalization" [Comput. Hum. Behav. 33 (2014) 256-269] | | BIB | Full-Text | 586 | |
Yoo Jung Kim; JinYoung Han |