A social scientific framework for social systems in online video games: Building a better looking for raid loot system in World of Warcraft | | BIBAK | Full-Text | 1-12 | |
Travis L. Ross; Lauren B. Collister | |||
This paper examines social behavior in the online video game World of
Warcraft. Specifically focusing on one element of social design: the behavior
of players in the first release of Looking-for-Raid (LFR) loot system of World
of Warcraft. It uses lens of economic game theory, combined with Williams
(2010) mapping principle and a modern theoretical account of human
decision-making, to explore how theory about individual interactions in
well-defined contexts (games) can explain collective behavior. It provides some
support for this theoretical approach with an examination of data collected as
part of an ethnographic study, through focus groups, and a survey distributed
to 333 World of Warcraft players. It concludes with a discussion of the results
and some guidelines for predicting collective outcomes in certain types of
online games using the introduced framework. Keywords: Online video games; Collective behavior; Game theory; Mixed-motive game; Online communities; Social behavior |
Cyberbullying in social networking sites: An adolescent victim's perspective | | BIBAK | Full-Text | 13-20 | |
Rebecca Dredge; John Gleeson; Xochitl de la Piedad Garcia | |||
Online social networking sites (SNS) are a ubiquitous platform for
communication. However, SNS can provide opportunities for abuse and harassment,
typically referred to as cyberbullying. The current study examined adolescent
victims' understanding of cyberbullying, the specific types of cyberbullying
events experienced in SNS and the impact of these events. Twenty-five
adolescents (15-24 years old) who responded to an invitation for participants
with previous negative experiences in SNS took part in individual
semi-structured interviews. Results showed that the basic criteria for the
definition of cyberbullying published in previous research were either not
referenced by participants, or they were more complex than initially
anticipated. The most referenced criterion was the extent to which the
experience had an impact on the victim, which is not a current definitional
criterion. It was also found that 68% of victims reported experiencing a
combined emotional, social and behavioural impact for each cyberbullying
experience, and 12% reported no impact at all. These findings will contribute
to the measurement of cyberbullying from the perspective of victims, and will
also aid the development of intervention strategies based on the most common
impact areas. Keywords: Cyberbullying; Impact; Social networking sites; Definition; Victim perspective |
A longitudinal study of the association between Compulsive Internet use and wellbeing | | BIBAK | Full-Text | 21-28 | |
Linda D. Muusses; Catrin Finkenauer; Peter Kerkhof; Cherrie Joy Billedo | |||
Objective: Compulsive Internet Use (CIU) has been linked to lower wellbeing,
especially among adolescents. Yet, questions regarding the directionality of
this association remain unanswered: CIU may influence wellbeing and vice versa.
Theoretically, both directions are plausible, yet so far no studies have
examined the directionality of these effects among adults. This article aims to
shed light on the directionality of the relation between CIU and both positive
and negative wellbeing, using a prospective, longitudinal sample of adults (n =
398).
Methods: Over the course of four years, participants completed five assessments of their CIU and both positive and negative indicators of wellbeing. Participants were married couples who were recruited in the municipalities where they were married. Results: CIU predicted increases in depression, loneliness and stress over time, and a decrease in happiness. No effect of CIU on the change in self-esteem was found. Further, happiness predicted a decrease in CIU over time. Conclusions: The results suggest CIU lowers wellbeing. This is important given that lowered wellbeing may affect health. Happiness is suggested to be a buffer for developing CIU. Keywords: Compulsive Internet use; Psychological wellbeing; Happiness; Depression; Loneliness |
Theory of Reasoned Action application for Green Information Technology acceptance | | BIBAK | Full-Text | 29-40 | |
Deepti Mishra; Ibrahim Akman; Alok Mishra | |||
The increase in the use of Information Technology (IT) in recent decades has
contributed to additional power consumption as well as a potential overuse of
scarce resources. Also, IT is quickly surpassing air transportation in terms of
its carbon footprint. For these reasons, increased environmental awareness has
increased interest in Green Information Technology (GIT) among IT
practitioners. Therefore, the aim of this paper is to investigate behavior for
the adoption of GIT applying the conceptual model, referred to as the 'Theory
of Reasoned Action' (TRA). For this purpose, a survey was conducted among IT
professionals from major public and private sector establishments. Findings
indicated that behavioral intention influences actual behavior positively. IT
professionals with positive intentions towards GIT issues are actually
practicing GIT in their work. Results also indicated that external factors such
as person related beliefs, sector of respondents' establishment, and level of
awareness have significant impact on attitude towards adoption of GIT. Keywords: Green Information Technology; Theory of Reasoned Action; IT professionals; Behavior |
The effects of text presentation format on reading comprehension and video game performance | | BIBAK | Full-Text | 41-47 | |
Alexandra B. Proaps; James P. Bliss | |||
The military has used video games to help geographically distributed
military teams develop specific skills in a safe, controlled environment.
Military trainers have also used hand-held devices and rapid serial visual
presentation (RSVP) of text and graphics for training and mission planning.
This research continued previous work investigating the influence of RSVP of
intelligence reports on task performance, reading comprehension, and affect.
Seventy-eight participants moved through a video game to find a target avatar
as quickly as possible based on intelligence reports. There were two
presentation styles (RSVP or traditional) and two intelligence formats
(content-relevant words or full sentences). Differences in task performance,
reading comprehension, and affect occurred as a function of text presentation.
Participants in the RSVP group found the medic more quickly when reading full
sentences than when reading only content words. Individuals reading traditional
text of content words scored higher on comprehension tests than when reading
either RSVP format. Participants also found RSVP tasks to be more challenging
and more engaging than traditional text formats. These results suggest
researchers and trainers should continue to investigate RSVP to determine its
applicability for training other skills. Keywords: Video game-based training; Military; Mobile devices; Reading comprehension; Rapid serial visual presentation |
Exploring influential social cognitive determinants of social media use | | BIBAK | Full-Text | 48-55 | |
Hyoungkoo Khang; Eun-Kyoung Han; Eyun-Jung Ki | |||
This study explored relationships between social cognitive determinants and
examined their associations with social media usage. Overall, the model
exhibits a goodness-of-fit and secures generalizability. In examining the
social cognitive determinants of social media usage, habit strength was found,
with statistical significance, to be the sole and immediate antecedent of
social media use. Discussion and implications are further offered. Keywords: Social media; Social cognitive theory; Habit; Automaticity |
Are learning styles useful indicators to discover how students use Scrum for the first time? | | BIBAK | Full-Text | 56-64 | |
Ezequiel Scott; Guillermo Rodríguez; Álvaro Soria; Marcelo Campo | |||
Teaching agile practices is in the cutting-edge of Software Engineering
education since agile methodologies are widely used in the industry. An
effective strategy to teach agile practices is the use of a capstone project,
in which students develop requirements following an agile methodology. To
improve students' learning experience, professors have to keep track and
analyze the information generated by the students during the capstone project
development. The problem here arises from the large amount of information
generated in the learning process, which hinders professors to meet each
student's learning profile. Particularly, to know the students skills and
preferences are key aspects on a learner-centered approach of education in
order to personalize the teaching. In this work, we aim to discover the
relationships between students' performance along a Scrum-based capstone
project and their learning style according to the Felder-Silverman model,
towards a first step to build the profiles. To address this issue, we mined
association rules from the interaction of 33 Software Engineering students with
Virtual Scrum, a tool that supports the development of the capstone project in
the course. In the present work we describe promising results in experiments
with a case-study. Keywords: Software Engineering; Agile software development; Software Engineering education; Learning styles |
Styles of moderation in online health and support communities: An experimental comparison of their acceptance and effectiveness | | BIBAK | Full-Text | 65-75 | |
U. Matzat; G. Rooks | |||
Medical and social support communities depend very much on the active
participation of their members. An active nurturing and moderation of online
community activities is often necessary to overcome typical problems of
community interaction, such as a lack of trust and active engagement. However,
it is unclear what types of moderation and social control members do accept and
which are effective. We study the acceptance and effectiveness of different
moderation styles in two experimental scenario studies. Our results demonstrate
that direct forms of control that provide members with incentives are not
accepted and are regarded as ineffective, whereas more indirect forms that rely
on relational interests and normative obligations are regarded to be more
acceptable and effective. Furthermore, positive (rewarding) moderation styles
are more effective than negative (punishing) styles. Members regard negative
moderation styles as more effective for the avoidance of unacceptable
(rule-breaking) behavior than for the stimulation of desirable (e.g., engaging)
behavior. Acceptance and effectiveness of different moderation styles do not
differ between active versus passive members. Keywords: Online community; e-Health; Moderation; Social control; Relational signaling; Social media |
Social categorization and right-wing authoritarianism in reporting potential terrorist threats in cyberspace | | BIBAK | Full-Text | 76-81 | |
Marek Palasinski; Jacek Granat; Kyoung Ok Seol; Lorraine Bowman-Grieve | |||
Two studies, which took social categorization and right-wing
authoritarianism into account two factors unexamined jointly in previous
research, explored reporting of potential terrorist threats in cyberspace in a
generally Muslim-intolerant 'Eastern European' setting. In Study 1, 92 white
men observed a simulated online encounter between an anti-Muslim extremist and
two of his apparent followers 'planning to do something big and violent.' The
results show that participants took less time to respond to the terrorist
threat if Muslims were referred to in terms of a broad European identity rather
than a narrow national identity, but only when participants were primed with
the broad identity. In Study 2, where a separate group of 100 white men
observed the same encounter, the focus was put on the mono-cultural and
multicultural primes of their national identity. The response time was shorter
when participants were primed with the multicultural contents, but only when
the Muslim outgroup was described in terms of national rather than European
inclusion. Providing theoretical guidelines for facilitating the reporting of
potential terrorist threats in cyberspace, this work complements the classical
social identity model of helping by revealing new layers of complex interactive
categorization and their potential application to mobilizing counter-terrorist
community responses. Keywords: Internet; Self-categorization; Terrorist threat |
Cognitive analysis of experts' and novices' concept mapping processes: An eye tracking study | | BIBAK | Full-Text | 82-93 | |
Berrin Dogusoy-Taylan; Kursat Cagiltay | |||
The goal of this study was to explore how designated experts (subject
experts with extensive experience in science education and concept mapping) and
novices (pre-service teachers) establish concept map (CM) development processes
while considering their cognitive processes. Two experiments were conducted in
which eye-tracking, written, and verbal data were collected from 29 novices and
6 subject matter experts. The results showed that despite some similar
strategies, novices and experts followed different patterns during the CM
development process. Both experts and novices embraced deductive reasoning and
preferred hierarchical type CMs. Additional points studied during the process
include filling out requested information in different orders, branch
construction pattern, content richness and progress pattern. Furthermore, eye
behavior patterns also differed among experts and novices. Expert participants
differed from novices in all eye behavior metrics (fixation count, fixation and
visit duration for specific actions). Novices' fixation count (FC) numbers were
higher than the experts' during the entire process and in specific periods. In
conclusion, these pattern differences affect the CM development process
directly. Considering the patterns revealed in the study may help instructors
guide learners more adequately and effectively. Keywords: Concept map; Eye tracking; Cognitive process; Debriefing protocol; Expertise |
Social network sites, marriage well-being and divorce: Survey and state-level evidence from the United States | | BIBAK | Full-Text | 94-101 | |
Sebastián Valenzuela; Daniel Halpern; James E. Katz | |||
This study explores the relationship between using social networks sites
(SNS), marriage satisfaction and divorce rates using survey data of married
individuals and state-level data from the United States. Results show that
using SNS is negatively correlated with marriage quality and happiness, and
positively correlated with experiencing a troubled relationship and thinking
about divorce. These correlations hold after a variety of economic,
demographic, and psychological variables related to marriage well-being are
taken into account. Further, the findings of this individual-level analysis are
consistent with a state-level analysis of the most popular SNS to date: across
the U.S., the diffusion of Facebook between 2008 and 2010 is positively
correlated with increasing divorce rates during the same time period after
controlling for all time-invariant factors of each state (fixed effects), and
continues to hold when time-varying economic and socio-demographic factors that
might affect divorce rates are also controlled. Possible explanations for these
associations are discussed, particularly in the context of pro- and anti-social
perspectives towards SNS and Facebook in particular. Keywords: Social network sites; Facebook; Marriage well-being; Divorce |
Reliance, trust and heuristics in judgmental forecasting | | BIBAK | Full-Text | 102-113 | |
Jorge A. Alvarado-Valencia; Lope H. Barrero | |||
Judgmental forecasting gives light to the use of computers in human decision
making. This paper reviews studies in judgmental forecasting focusing on what
has been learned from human judgment and human-computer interaction. Available
information was analyzed in the framework of three dimensions: reliance and
trust on computer suggestions and heuristics employed by forecasters to produce
forecasts. Results show that computer's advice disuse is pervasive in
forecasting; and the disuse increases with higher task complexity and lower
perceived system performance. Explanations and past performance are good
candidates to increase trust in computer's advice, but the appropriate format
to deliver this information is still controversial. Forecasters usually
overforecast but report to prefer underforecast, which can lead to a cognitive
dissonance and in turn to conflicting goals in the task. Heuristics research in
time series forecasting indicates that forecasters heavily assess their own
judgment, which in turn tend to be grounded in last outcomes and an overall
evaluation of features like mean, trend and autocorrelation. It appears that
heuristics not always lead to harmful biases for the forecast. Keywords: Judgmental forecasting; Human-computer interaction; Trust; Reliance; Heuristics |
Revisiting civic voluntarism predictors of college students' political participation in the context of social media | | BIBAK | Full-Text | 114-121 | |
Yeojin Kim; Hyoungkoo Khang | |||
Utilizing and revamping the civic voluntarism model developed by Verba et
al. (1995), this study examines civic voluntarism predictors and their
influence on college students' online and offline political participation in
the context of social media. Results showed that college students with more
civic voluntarism predictors (i.e., resources, psychological engagement, and
recruitment) tend to participate more in political activities. The findings
further revealed that individual subcomponents of each civic voluntarism
predictor have different effects on SNS and offline political participation.
The findings also confirmed that there is a mediating role of SNS political
participation between civic voluntarism predictors and offline political
participation. Keywords: Civic voluntarism model; Political participation; Social networking service; College students |
Adolescents' moral evaluations and ratings of cyberbullying: The effect of veracity and intentionality behind the event | | BIBAK | Full-Text | 122-128 | |
Victoria Talwar; Carlos Gomez-Garibello; Shaheen Shariff | |||
The constant exposure to electronic media has increased the likelihood of
adolescents experiencing hurtful events such as cyberbullying. The current
study examined how adolescents' moral evaluations of cyberbullying are affected
by different aspects of the event including falsity of posts, power imbalance
and intention to harm. Adolescents between 12-13 years of age (n = 77) and
15-16 years of age (n = 77) read moral vignettes and were asked to evaluate the
actions of the protagonist. They were also asked if the behaviour in the
vignette was an incident of cyberbullying. Participants also filled out a
questionnaire about their own experiences with cyberbullying. It was found that
adolescents evaluated as more negative those situations depicting false
stories, imbalance of power, and intention to harm; Younger children had
difficulties recognizing the intentions behind on-line posts. Adolescents who
have cyber-intimidated others were less severe in their evaluations and less
likely to rate vignettes as cyberbullying compared to other youth. Keywords: Moral evaluation; Cyberbullying; Adolescents |
The effects of gratifications on intention to read citizen journalism news: The mediating effect of attitude | | BIBAK | Full-Text | 129-137 | |
Julian Lin | |||
This paper investigates gratifications of reading citizen journalism news by
applying the research model drawn from the uses and gratifications approach,
and the cognitive-affective-conative framework. Based on the uses and
gratifications literature and the cognitive-affective-conative framework, the
effects of gratifications on attitude (i.e., affective) and intention (i.e.,
conative) are examined. The indirect effects of gratifications on intention to
read news (i.e., conation) through the interpretation of affection that users
experienced are also examined. Using a survey conducted across nearly 300
users, the results show that all gratifications, except for escape, have direct
effects on attitude. However, none of the gratifications has a direct effect on
intention. The proposed model shows that attitude mediates the path between the
effects of all gratifications and intention. The model explains a high
percentage of variance with gratifications explaining about 46% of the variance
in attitude. However, their effects on intention are limited when attitude is
controlled. Keywords: Mediation; User acceptance; Gratification; Citizen journalism news |
Social networking sites and other media use, acculturation stress, and psychological well-being among East Asian college students in the United States | | BIBAK | Full-Text | 138-146 | |
Namkee Park; Hayeon Song; Kwan Min Lee | |||
It is notable that previous studies often looked at either traditional mass
media or new technologies in explaining the effects of media on acculturation.
We claim that media effects on acculturation should be investigated by
simultaneously considering traditional and new media, as today's media
environment is far from being simple. The present study examined the effects of
ethnic social networking site (SNS) and Facebook use (i.e., minutes per week),
interpersonal and mass media use, and individual differences on Korean and
Chinese college students' acculturative stress and psychological well-being in
the United States. An online survey was conducted in two large universities
that were located in cities that were not main ethnic residential enclaves for
Korean and Chinese people. The findings indicated that the students who used
Facebook only demonstrate a lower degree of acculturative stress and a higher
degree of psychological well-being compared to other groups in the study. In
addition, the use of ethnic SNS is positively associated with acculturative
stress. Also, individual differences -- extraversion, years of stay in the
U.S., academic achievement stress, and English competence -- showed strong
explanatory power to account for the students' acculturative stress and
psychological well-being. Theoretical implications and limitations of the study
were discussed. Keywords: Ethnic SNS; Facebook; Individual differences; International students; Acculturative stress; Psychological well-being |
Actual and ideal self-congruity affecting consumers' emotional and behavioral responses toward an online store | | BIBAK | Full-Text | 147-153 | |
Wanmo Koo; Erin Cho; Youn-Kyung Kim | |||
Recognizing that a consumer's congruity judgment with a store image can be
formed with both actual and ideal self-images, this study investigates the
differential effects that these two congruity judgments might have on a
consumer's evaluation of an online store. The results indicate that the closer
the image of an online store is to the consumer's actual self, the more
favorably the store is evaluated. Interestingly, however, the proximity between
the image of an online store and a consumer's ideal self has a negative effect
on consumer evaluation toward the store. The results also indicate that the
positive visual cues of an online store generate consumer delight more
significantly than information cues do. Consumer delight is found to
significantly increase the intention to make an initial purchase from the
store. Keywords: Atmospherics; Self-congruity; Online store; Ideal self; Actual self; Consumer delight |
Predictors of cyberbullying perpetration among college students: An application of the Theory of Reasoned Action | | BIBAK | Full-Text | 154-162 | |
Ashley N. Doane; Matthew R. Pearson; Michelle L. Kelley | |||
The present study tested the Theory of Reasoned Action (TRA) as an
explanation for cyberbullying perpetration among 375 (128 male, 246 female)
college students. Empathy toward cyberbullying victims was also included in the
models. Participants completed the cyberbullying perpetration scale of the
Cyberbullying Experiences Survey (Doane, Kelley, Chiang, & Padilla, 2013)
that assesses four types of cyberbullying (deception, malice, public
humiliation, and unwanted contact). Across all four models, results showed that
lower empathy toward cyberbullying victims predicted more favorable attitudes
toward cyberbullying perpetration, more favorable attitudes toward
cyberbullying predicted higher intentions to cyberbully, and higher
cyberbullying intentions predicted more frequent perpetration of cyberbullying
behaviors. Injunctive norms regarding cyberbullying (e.g., perception of peers'
approval of cyberbullying perpetration) predicted intentions to engage in
malice and unwanted contact behaviors. The results demonstrate that the TRA is
a useful framework for understanding cyberbullying perpetration. Keywords: Cyberbullying; Attitudes; Descriptive norms; Injunctive norms; College students |
Texting as a distraction to learning in college students | | BIBA | Full-Text | 163-167 | |
Stephanie Dietz; Christopher Henrich | |||
Texting has been shown to be cognitively distracting for students in lecture settings, but few have done empirical work, or looked at moderating effects between texting and academic outcomes. This experimental study compared the proportion of correct answers on a lecture quiz between students who were randomly assigned to text message during a pre-recorded lecture and those who were not, while investigating possible moderators. The participants who text messaged throughout the lecture scored significantly lower in percent of correct responses (t(95) = -4.6, p < .001, d = .93). No moderating effects were found, including: perceived distraction, perceived texting ability, number of text messages sent and received during the lecture, age, and gender. |
The influence of web aesthetics on customers' PAD | | BIBAK | Full-Text | 168-178 | |
Shu-Hao Chang; Wen-Hai Chih; Dah-Kwei Liou; Lih-Ru Hwang | |||
One key focus of an online retail website is to enhance the consumers'
online shopping behavior. Based on the Stimulus-Organism-Response (S-O-R)
framework and pleasure, arousal, and dominance (PAD) emotional model, we
investigated the relationship between consumers' emotional model and purchase
behavior from the perspective of web aesthetics, and how web aesthetics affect
their purchase behaviors through the emotional model. Using 441 questionnaire
responses and structural equation modeling, we verified that both aesthetic
formality and aesthetic appeal influence purchase behaviors through the
emotional model. In the emotional model, web aesthetics have significant and
positive influences on control, which is composed of behavior control,
cognitive control, and decisional control. Control indirectly influences
pleasure through the mediations of energetic arousal and tense arousal.
Additionally, pleasure and searching on other websites positively influences
purchasing behavior. The aim of this study was to provide practical
recommendations in the establishment of a pattern of web aesthetics that
influence consumers' emotions. Keywords: Stimulus-Organism-Response theory; PAD theory; Web aesthetics; Emotional model |
Underlying factors of social capital acquisition in the context of online-gaming: Comparing World of Warcraft and Counter-Strike | | BIBAK | Full-Text | 179-189 | |
Felix Reer; Nicole C. Krämer | |||
The present study examines how players' behaviors within gaming-communities
(clans and guilds) influence the acquisition of social capital in
online-gaming. In contrast to most existing studies, our study asks for crucial
underlying factors of social capital acquisition and thereby includes players
of online-games of different genres to allow comparisons. We hypothesize that
frequently playing together (familiarity), participating in offline events
(physical proximity) and being involved in clan/guild administration (social
proximity) lead to more communication with fellow players and foster
self-disclosure towards fellow players, which together facilitates the
formation of bridging and bonding social capital. A sample of 682 clan/guild
players of the games Counter-Strike and World of Warcraft was recruited via
Internet and was asked to fill out a questionnaire. Results of a path analysis
support our assumptions and enhance previous findings that players of
online-games especially gain positive social outcomes, when they go beyond the
game and join game-related groups, engage in clan/guild administration and
participate in offline events. By revealing the crucial role of self-disclosure
and communication frequency as underlying factors of social capital acquisition
in online-gaming, our results provide a deeper insight into these mechanisms
than existing studies. Our findings have implications of general importance,
since the tested model worked well for player samples stemming from
online-games of different genres. Keywords: Social capital; Self-disclosure; Online-games; Clans; Guilds |
Does virtual diversity matter?: Effects of avatar-based diversity representation on willingness to express offline racial identity and avatar customization | | BIBAK | Full-Text | 190-197 | |
Jong-Eun Roselyn Lee | |||
The present experiment investigated how avatar-based racial diversity
representation of virtual worlds influences racial minority individuals'
expression of their offline racial identity in the virtual realm. Black and
White participants, after being exposed to low- vs. high-diversity
representation of Second Life, were given an opportunity to customize a Second
Life avatar for themselves. Participants also reported how willing they were to
reveal offline racial identity in the virtual world. Perceived racial
characteristics (Black-looking vs. White-looking) of the avatars customized by
the participants were rated by two independent coders who were blind to the
objectives and hypotheses of the present experiment. The results showed that
White participants' willingness to reveal offline racial identity and avatar
customization were not affected by the levels of avatar-based diversity
representation. By contrast, Black participants showed differential responses
after being exposed to low- vs. high-diversity representation. When compared
with Black participants in the high-diversity condition, Black participants in
the low-diversity condition were less willing to reveal their offline racial
identity. Furthermore, the avatars customized by Black participants in the
low-diversity condition were rated by the independent coders as more
White-looking when compared with the avatars customized by Black participants
in the high-diversity condition, hinting at virtual racial passing. Keywords: Avatar; Virtual world; Race; Social identity; Avatar customization |
Predicting the drivers of behavioral intention to use mobile learning: A hybrid SEM-Neural Networks approach | | BIBAK | Full-Text | 198-213 | |
Garry Wei-Han Tan; Keng-Boon Ooi; Lai-Ying Leong; Binshan Lin | |||
This study empirically investigates on the elements that affect the user's
intention to adopt mobile learning (m-learning) using a hybrid Structural
Equation Modeling -- Artificial Neural Networks (SEM-ANN) approach. A
feed-forward-back-propagation multi-layer perceptron ANN with the significant
determinants from SEM as the input units and the Root Mean Square of Errors
(RMSE) indicated that the ANN achieved high prediction accuracy. All
determinants are relevant and their normalized importance was examined through
sensitivity analysis. The explanation on new computer technologies acceptance
have been primarily based on the Technology Acceptance Model (TAM). Since TAM
omits the psychological science constructs, the study address the weaknesses by
incorporating two additional constructs, namely the personal innovativeness in
information technology (PIIT) and social influences (SI). Out of the 400 survey
distributed to mobile users, 216 usable questionnaires were returned. The
results uncovered that the intention to adopt m-learning has significant
relationship with TAM. The findings for PIIT, SI and the control variables of
age, gender and academic qualifications however show mixed results. The results
provide valuable information for mobile manufacturers, service providers,
educational institutions and governments when strategizing their adoption
strategies. Additionally, from the perspective of an emerging market, the study
has successfully extended TAM with psychological constructs. Keywords: Mobile learning (m-learning); Technology Acceptance Model (TAM); Structural Equation Modeling (SEM); Artificial Neural Networks (ANN); User behavior |
The examination of individuals' virtual loneliness states in Internet addiction and virtual environments in terms of inter-personal trust levels | | BIBAK | Full-Text | 214-224 | |
Ertugrul Usta; Özgen Korkmaz; Ibrahim Kurt | |||
The aim of this study is to put forth what kind of a relationship there is
among the loneliness states of the individuals, the Internet addiction and
interpersonal trust levels in virtual environments by examining these states
felt by the individuals in virtual environments; and to try to define the
virtual loneliness concept in this way. This study is a descriptive study. It
has been carried out in scanning model. The study group of this study consists
of 225 women, 129 men, 354 people. Data were collected using Virtual
Environment Loneliness Scale, Virtual Environment Interpersonal Trust Scale and
Internet Addiction Scale. The analyses of arithmetic mean, standard deviation,
modes, median, frequency, t, Anova, LSD, Correlation ve Regression have been
carried out on. As a result: Virtual environment loneliness is predicted by
loneliness factor, interpersonal trust and Internet addiction factor. The order
of importance of predictor variable in terms of factors: virtual distrust,
virtual honesty, the loss of control and desire for being online for more.
These factors are meaningful predictors of virtual level and regression
equality is: virtual loneliness = 48.073-0.156, virtual dishonesty +0.172,
virtual honesty +0.113 the loss of control +0.052 desire for being online for
more. Keywords: Internet; Loneliness; Confidence; Internet addiction; Virtual loneliness |
Cyberspace as a generator of changes in the aggressive-victim role | | BIBAK | Full-Text | 225-233 | |
Isabel Cuadrado-Gordillo; Inmaculada Fernández-Antelo | |||
The interaction of adolescents' presential and cyberspace contexts
accentuates the emergence of the aggressive-victim role. This profile takes on
new dimensions as a result of the many combinations involved in the
co-existence of bullying and cyberbullying. The twofold object of the present
work was to: (i) determine the prevalence of victim-aggressive in the various
forms that this role might be found in the context of bullying and
cyberbullying; and (ii) explore the synergistic relationship established
between the type and frequency of the abuse suffered and the type and frequency
of the aggression perpetrated. The sample consisted of 1648 adolescents of from
12 to 16 years in age. The instrument used to acquire the data was a
questionnaire. The results revealed the existence of four categories of
aggressive victims: traditional aggressive-victims, aggressive-cybervictims,
cyberaggresive-victims, and cyberaggresive-cybervictims. The types of bullying
suffered and perpetrated were found to be directly related and the frequencies
of these two classes of attack were positively correlated. This allows one to
predict the cyberspace and presential behaviour that will be displayed by
adolescents who are being subjected to certain types of bullying and
cyberbullying. Keywords: Agressive-victim; Cyberbullying; Bullying; Co-occurrence; Cybervictim; Cyberbully |
Determinants of repurchase intention in online group-buying: The perspectives of DeLone & McLean IS success model and trust | | BIBAK | Full-Text | 234-245 | |
Meng-Hsiang Hsu; Chun-Ming Chang; Kuo-Kuang Chu; Yi-Jung Lee | |||
The purpose of this study is to propose a theoretical model to examine the
antecedents of repurchase intention in online group-buying by integrating the
perspective of DeLone & McLean IS success model and the literature of
trust. The model was tested using the data collected from 253 customers of a
group-buying website in Taiwan. The results show that satisfaction with
website, satisfaction with sellers, and perceived quality of website have
positive influences on repurchase intention, while perceived quality of website
and perceived quality of sellers have significant impacts on satisfaction with
website and satisfaction with sellers, respectively. The results also show that
trust in website has positive influences on perceived quality of website and
satisfaction with website, whereas trust in sellers influence perceived quality
of sellers and satisfaction with sellers significantly. Finally, the results
show that perceived size of website has positive influence on trust in website,
while reputation of website and reputation of sellers significantly affect
trust in website and trust in sellers, respectively. The implications for
theory and practice and suggestions for future research are also discussed. Keywords: Online group-buying; Repurchase intention; IS success model; Trust; Reputation; Perceived size |
Who drives a crisis? The diffusion of an issue through social networks | | BIBAK | Full-Text | 246-257 | |
Minjung Sung; Jang-Sun Hwang | |||
Digital convergence has permeated the media environment. Social network
services such as Twitter and blogs have dramatically changed how people collect
and process information. The purpose of this study is to use content analysis
to investigate the inter-media agenda-setting relationship among different
media regarding a crisis. The findings support the inter-media agenda-setting
effects in various dimensions, with Twitter being the leading outlet of
crisis-related reports in terms of volume and content. Keywords: Inter-media agenda-setting; Social media; Crisis communication; Content analysis |
Machiavellianism, self-monitoring, self-promotion and relational aggression on Facebook | | BIBAK | Full-Text | 258-262 | |
L. Abell; G. Brewer | |||
Machiavellianism is a personality trait characterized by cynicism, emotional
detachment and a willingness to manipulate others. Research investigating the
behavior of Machiavellian men and women has focused on its influence in offline
relationships. The popularity of social networking sites suggests that it is
also important to consider the interactions of Machiavellian men and women in
this context as well. Men (N = 54) and women (N = 189) completed questionnaires
assessing Machiavellianism, self-monitoring, self-promotion and relational
aggression. Analyses revealed that women who were high in Machiavellianism
engaged in more dishonest self-promotion and relational aggression towards a
close friend on Facebook whilst males with high levels of Machiavellianism
engaged in more self-promoting behavior. In addition, both men and women high
in Machiavellianism engaged in more self-monitoring. The findings demonstrate
the importance of considering the influence of personality on online behavior
and associated gender differences. Keywords: Facebook; Machiavellianism; Relational aggression; Self-monitoring; Self-promotion |
Understanding the motivation to use web portals | | BIBAK | Full-Text | 263-273 | |
Junghyun Nam | |||
The purpose of this research was to study the motivation attributes of
information products from the end-users' perspective, and to measure the impact
of these attributes on intention-to-use. In the context of Web portal use, the
information product generally includes three types of services: personal
services (e.g., email), information services (e.g., online news) and search
services. The literature underscores the importance of motivational factors
such as social escapism and privacy concerns on the intention to use. Drawing
from this theoretical background, an initial set of motivation attributes has
been identified, and an experimental study using 142 subjects as Web portal
users has been conducted. As far as impact analyses are concerned, social
escapism motivation, information motivation, interactive control motivation,
and socialization were found to highly correlate to all of the three types of
services and the combined use. Lessons learned from this study should also help
IT professionals to design, develop and deploy more effective general web
portals. Keywords: Web portals; Motivation; Intention to use; Social escapism; Web use; Entertainment |
Personality and Internet usage: A large-scale representative study of young adults | | BIBAK | Full-Text | 274-281 | |
Gloria Mark; Yoav Ganzach | |||
Studies that have examined the relationship between personality and Internet
use so far were largely conducted on the basis of small, non-representative
samples, and have yielded conflicting results. In the current study we estimate
the relationship of the Big 5 personality traits and Internet use in a large
nationally representative U.S. sample of over 6900 young adults with average
age of 26. Our results suggest that global Internet use is positively related
to Extraversion, Neuroticism, and Conscientiousness. We also examine the
relationship of the Big 5 with online communication, leisure, academic, and
economic activities. Extraversion is correlated with the most different
Internet activities. Our findings contrast with many of the relationships found
in previous research which have used small, homogeneous samples. We discuss
these differences in term of the size and type of samples which were used in
previous research, in terms of the time periods of Internet development in
which the research was conducted, and in terms of the Internet activities which
were measured. Keywords: Personality; Big-Five; Internet; Internet communication; Leisure; Academic activities |
Virtual vs. real body in exergames: Reducing social physique anxiety in exercise experiences | | BIBAK | Full-Text | 282-285 | |
Hayeon Song; Jihyun Kim; Kwan Min Lee | |||
Research indicates that people with body image dissatisfaction (BID) are not
benefited from exercising in group contexts. The current study tested whether
exercise video games (exergames) can provide unique opportunities for exercise
interventions through the use of avatars. An experiment was conducted using a 2
(BID: High vs. Low) × 2 (Exercise context: Solitary vs. Group)
between-subjects design. Results demonstrated that individuals with high BID
reported similar or more favorable exergame experiences compared to individuals
with low BID. Further, individuals' social physique anxiety was significantly
reduced during exergame play. Self-presence mediated the relationship between
exercise context and exergame experiences. Keywords: Exercise; Game; Avatar; Body image; Presence |
Children's perception of uncanny human-like virtual characters | | BIBAK | Full-Text | 286-296 | |
Angela Tinwell; Robin J. S. Sloan | |||
The Uncanny Valley phenomenon predicts that humans will be less accepting,
to the point of rejection, of synthetic agents with a human-like appearance.
This is due to a perception of a strangeness or difference in how those
characters look and behave from the human norm. Virtual characters with a
human-like appearance are increasingly being used in children's animation and
video games. While studies have been conducted in adult perception of the
Uncanny Valley in human-like virtual characters, little work exists that
explores children's perception of "uncanniness" in human-like virtual
characters. Sixty-seven children between 9 and 11 years of age rated humans and
human-like virtual characters showing different facial expressions for
perceived strangeness, friendliness, and human-likeness. The results showed
that children do experience uncanniness in human-like virtual characters,
perceived as stranger, less friendly, and less human-like than humans. This
perception of the uncanny was exaggerated further in human-like characters with
aberrant facial expression. That is, when showing a startled expression and/or
happiness with a lack of movement in the upper face including the eyes,
eyebrows, and forehead. The possible implications of including human-like
virtual characters in animation and video games for this age group are
discussed. Keywords: Uncanny Valley; Children; Facial expression; Human-like charactersl; Video games; Animation |
Does exposure to sexually explicit Internet material increase body dissatisfaction? A longitudinal study | | BIBAK | Full-Text | 297-307 | |
Jochen Peter; Patti M. Valkenburg | |||
Research on the consequences of exposure to sexually explicit Internet
material (SEIM) has neglected body dissatisfaction as a potential outcome.
Additionally, research on body dissatisfaction has ignored exposure to SEIM as
a potential predictor. Within a social comparison framework, we studied whether
exposure to SEIM predicted overall body dissatisfaction, as well as
dissatisfaction with one's stomach size, penis size (for males), and breast
size (for women). Based on a two-wave panel survey held among a nationally
representative sample of 1879 Dutch respondents we found that more frequent
exposure to SEIM increased males' dissatisfaction with their body in general
and their stomach in particular. However, more frequent exposure to SEIM did
not increase males' dissatisfaction with their penis size. Among females, SEIM
was generally unrelated to body dissatisfaction. The effects of exposure to
SEIM on the various dimensions of body dissatisfaction differed neither by age
nor by sexual orientation. Keywords: Internet pornography; Media effects; Body satisfaction |
Damaged corporate reputation: Can celebrity Tweets repair it? | | BIBAK | Full-Text | 308-315 | |
Nienke D. Van Norel; Piet A. M. Kommers; Joris J. Van Hoof; Joost W. M. Verhoeven | |||
These days, many corporations engage in Twitter activities as a part of
their communication strategy. Corporations can use this medium to share
information with stakeholders, to answer customer questions, or to build on
their image. In this study we examined the extent to which celebrity Tweet
messages can be used to repair a damaged corporate reputation, and how this
message should be designed and what celebrity should be 'used'.
In two experiments, a 2 × 2 (attractive celebrity versus intelligent celebrity) × (personal message versus general message) design was used. In total, 163 respondents first expressed their feelings regarding the two organisations in a baseline reputation measurement (M = 4.72 on 7 point Likert scale). After that a news items was presented communicating a big fraud and mismanagement, resulting in a decreased reputation score (M = 4.10). In the final stage one of the four experimental Tweets was presented, aimed at repairing the damaged reputation, which succeeded (M = 4.43). For both organisations, the crisis prime significantly decreased reputation scores, and the Tweet significantly increased reputation score again. The analysis of variance shows a main effect for type of celebrity. In our experiment the intelligent celebrity's Tweet was best to use. The study reveals that celebrities' Tweets can restore a positive public opinion about corporations. This study shows that when it comes to serious matters, an intelligent celebrity, who has the best fit with the topic, is of best impact. Consequences for corporate communication and future research are discussed. Keywords: Twitter; Tweet Impact; Tweet Design; Corporate Reputation; Celebrity Tweets |
Databases' interface interactivity and user self-efficacy: Two mediators for flow experience and scientific behavior improvement | | BIBAK | Full-Text | 316-322 | |
S. Mahdi Hosseini; Rahmatollah Fattahi | |||
Testing the influence of user interface interactivity (UII) in databases on
scientific behaviors (SB) and investigating the flow experience (FE) as
mediator between UII and SB, as well as the role of self-efficacy (SE) as an
interferer were the aims of this research. 366 Faculty members and Ph.D.
students participated as scholars to complete a questionnaire. We made a SB
questionnaire through a comparative review of the related literature on FE, UII
and SE. Structural equation modeling was used for data analysis. We found that
the more self-efficient participants, the more they experience UII and SB
changes/adaptations. Also, we found those participants who experienced more
flow, had more chance to experience SB changes and adaptations in UII
environments. Keywords: Scientific behavior; User interface; Interactivity; Flow theory; Self efficacy; Researchers |
Online sexual activity in Mainland China: Relationship to sexual sensation seeking and sociosexuality | | BIBAK | Full-Text | 323-329 | |
Lijun Zheng; Yong Zheng | |||
In this study, we examined online sexual activity (OSA) in Mainland China.
Specifically, characteristics of OSA and its relation with sexual sensation
seeking and sociosexuality were investigated. OSAs were categorized as viewing
sexually-explicit material (SEM), sexual partner seeking, cybersex, and
flirting. Participants (N = 460) completed measures of OSA experience within
the past 12 months, sexual sensation seeking, and sociosexuality. The majority
of participants reported OSA experiences in the past 12 months. However, more
men reported engaging in all subtypes of OSA experience than women, and men
reported a higher frequency of SEM and flirting than women. Income and sexual
experience were also related to frequency of OSA. In addition, sexual sensation
seeking, sociosexual behavior and desire, but not sociosexual attitude,
significantly predicted OSA. Moreover, sexual sensation seeking, sociosexual
behavior, and sociosexual desire fully mediated the relationship between gender
and OSA. The results indicated that variables related to offline sexual
behavior are also related to OSA, and may account for gender differences in OSA
experiences. Keywords: Online sexual activity; Sexual sensation seeking; Sociosexuality; Gender differences |
Learning with dynamic and static visualizations: Realistic details only benefit learners with high visuospatial abilities | | BIBAK | Full-Text | 330-339 | |
Birgit Brucker; Katharina Scheiter; Peter Gerjets | |||
Learning environments can nowadays easily be enriched with different
presentation formats of visualizations, because computer graphics technology is
constantly and rapidly developing. This study investigates the effectiveness of
dynamic compared to static visualizations. Moreover, the influence of realistic
details in the visualizations as well as learners' prerequisites in terms of
their visuospatial abilities were addressed. Eighty university students were
randomly assigned to four conditions of a two-by-two between subjects design
with the two independent variables dynamism and realism. Learning outcomes were
measured by means of a verbal factual knowledge test about the terminology and
visuospatial details and a pictorial recognition test about the dynamic
processes. Data analyses revealed no effects for factual knowledge. With
respect to recognition, learners with dynamic visualizations outperformed
learners with static visualizations. Furthermore, there was an interaction
between learners' visuospatial abilities and the degree of realism in the
visualization: learners with lower visuospatial abilities showed better
recognition with schematized visualizations, whereas learners with higher
visuospatial abilities showed better recognition with realistic visualizations.
The results imply that when designing instructional materials, both the type of
knowledge that has to be acquired as well as learners' prerequisites such as
their visuospatial abilities need to be considered. Keywords: Learning; Realism; Schematization; Dynamic and static visualizations; Pictorial recognition; Visuospatial abilities |
Effects of support and job demands on social media use and work outcomes | | BIBAK | Full-Text | 340-349 | |
Peerayuth Charoensukmongkol | |||
Studies related to the use of social media in the workplace are still
somewhat scarce despite their increasing popularity in social media research.
This paper aims to investigate how employee perceptions of a workplace related
to coworker support, supervisor support, and job-related demands can determine
the degree of attachment some employees feel to social media use at work. The
study also explores some consequences of social media use at work by analyzing
its associations with job satisfaction, job performance, and cognitive
absorption. The data was collected through the snowball sampling technique of
170 employees in Thailand and analyzed using partial least squares regression.
For the factors predicted to influence social media use at work, the analysis
found that coworker support and job demands are positively associated with
social media use intensity, while supervisor support is negatively associated
with it. The analysis also found a positive association between job
satisfaction and job performance and social media use at work. An indirect
relationship between social media use and cognitive absorption was also found
through the mediating effect of job satisfaction. Overall, the evidence
suggests that social media use at work may not necessarily lead to negative
job-related outcomes. Keywords: Social media; Social exchange; Social support; Social capital; Media synchronicity theory; Job performance |
Becoming a blogger: Trajectories, norms, and activities in a community of practice | | BIBAK | Full-Text | 350-358 | |
Vanessa P. Dennen | |||
This naturalistic study of a blogging community examines the norms and
activities that govern the establishment of a community of practice. Activity
theory and communities of practice are used as frameworks to guide the analysis
of this study. Six brief cases are used to illustrate the paths of blogging
newcomers, as they shift from peripheral to inbound paths, and in some cases to
insider positions within the community. Findings show that the community values
newcomer practices such as engaging in legitimate peripheral participation via
observation of norms. Further, although the community is welcoming of
newcomers, the burden is on the newcomer to learn about and interact
appropriately within the community. Keywords: Blog; Community of practice; Newcomer; Online community |
Social belongingness satisfaction as a function of interaction medium: Face-to-face interactions facilitate greater social belonging and interaction enjoyment compared to instant messaging | | BIBAK | Full-Text | 359-364 | |
Donald F. Sacco; Mohamed M. Ismail | |||
Humans are inherently social, requiring stable access to relationships and
groups. Historically, such belonging was satisfied through face-to-face
interactions. More recently, numerous technological developments have expanded
the type and format of social interactions available to potentially satisfy
social belonging. Of interest in the current research was whether
computer-mediated communication (CMC) fulfills belongingness needs to the same
extent as face-to-face interaction. Participants engaged in a virtual social
interaction (Instant Messenger; IM) or a face-to-face interaction (FTF) with a
same-sex peer, or completed a separately run control condition involving no
social interaction. Participants then reported their basic belongingness needs
satisfaction, their mood, and their enjoyment of the previous interaction (for
participants in the virtual and face-to-face interaction conditions). The
results indicated that participants in the FTF interaction condition reported
greater basic social needs satisfaction and positive mood compared to both
virtual interaction and no interaction condition participants; however both FTF
and virtual interaction participants reported less negative mood compared to
participants in the no interaction condition. Collectively, these results
demonstrate although computer-mediated social interactions can benefit users
(i.e., reduce negative mood), they do not have the same beneficial impact on
increasing positive mood and satisfying social belongingness needs compared to
FTF interactions. Keywords: Computer-mediated interaction; Face-to-face interaction; Social belonging |
Level of interactivity and executive functions as predictors of learning in computer-based chemistry simulations | | BIBAK | Full-Text | 365-375 | |
Bruce D. Homer; Jan L. Plass | |||
High school students' learning outcomes was examined comparing exploratory
vs. worked simulations. The effects of added icons and students' executive
functions were also examined. In Study 1, urban high school students (N = 84)
were randomly assigned to one of four versions of a web-based simulation of
kinetic molecular theory that varied in instructional format (exploratory vs.
worked simulation) and representation (added icons vs. no added icons).
Learning was assessed at two levels: comprehension and transfer. For transfer,
a main effect was found for instructional format: the exploratory condition
yielded greater levels of transfer than the worked simulation. Study 2 used the
same conditions and a more complex simulation, the ideal gas law, with a
similar sample of students (N = 67). For transfer, an interaction between
instructional format and executive functions was found: Whereas students with
higher levels of executive functions had better transfer with the exploratory
condition, students with lower levels of executive functions had better
transfer with the guided simulations. Results are discussed in relation to
current theories of instructional design and learning. Keywords: Learning; Simulations; Multimedia; Executive functions; Cognitive load; Chemistry |
Body in the interactive game: How interface embodiment affects physical activity and health behavior change | | BIBAK | Full-Text | 376-384 | |
Sung Yeun (Su) Kim; Nathan Prestopnik; Frank A. Biocca | |||
Does the delivery platform for a health behavior game contribute to its
effectiveness? With the growing popularity of interactive video games that
combine physical exercise with gameplay, known as "exergames," there has been a
burgeoning interest in their impact on users' exercise attitudes and behavioral
outcomes. This study examines how the level of user interface embodiment, the
degree to which the user's body interacts with the game, affects the user's
experience, game behavior, and intention for behavior change. We conducted a
between-participants experiment in which participants (N = 119) played an
exergame under one of the three levels of user interface embodiment (low,
medium, and high). Our results revealed a significant positive main effect of
user interface embodiment on user experience (i.e., the sense of being in the
game, "presence," and enjoyment); level of energy expenditure (change in heart
rate); and intention to further engage in exergame-play exercise but not
necessarily to increase exercise in the physical world. A further analysis
revealed the mediating roles of user experience in the association between user
interface embodiment and intention to repeat exergaming and a potential link
between heart rate change and level of presence in the game. We conclude that
type of interface is a key variable in this health communication environment,
affecting user experience, behavior, and some intention for behavior change. Keywords: Exergame; User interface embodiment; Presence; Enjoyment; Physical activity; Health behavior change |
Social gaming, lonely life? The impact of digital game play on adolescents' social circles | | BIBAK | Full-Text | 385-390 | |
Rachel Kowert; Emese Domahidi; Ruth Festl; Thorsten Quandt | |||
In recent years, there have been rising concerns about the impact of online
video game play on users' socialization, particularly among adolescent players.
The current study addresses one of these concerns and evaluates the potential
impact of social displacement on the size and quality of users' social circles
due to video game play. Using a representative sample of adolescent players,
the results provide support for the emergence of social displacement effects.
Increased social online video game play, but not social offline video game
play, was found to correspond with smaller, and lower quality, offline social
circles. However, further research is needed to assess the impact of these
declines on everyday socialization, such its potential negative influence on
the development and maintenance of social skills. Keywords: Video games; Online video games; Adolescents; Social displacement; Social circles |
Exploring the structural relationships between high school students' Internet-specific epistemic beliefs and their utilization of online academic help seeking | | BIBAK | Full-Text | 391-400 | |
Wen-Ching Lee; Yen-Lin Chiu; Jyh-Chong Liang; Chin-Chung Tsai | |||
The purpose of this study was to examine the structural relationships
between the Internet-specific epistemic beliefs (ISEB) and the online academic
help seeking (OAHS) of high school students in Taiwan. Data were collected from
342 Taiwanese high school students by utilizing two self-report instruments:
the ISEB survey (including Uncertainty, Complexity and Self-Source of
Internet-based knowledge as well as Justification for Internet-based knowing)
and the OAHS questionnaire (containing Information Search, Formal Query and
Informal Query in online information searching contexts). The results of the
exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) as
well as the alpha values indicated that both the ISEB and OAHS instruments
possessed adequate validity and reliability. The path analyses with structural
equation modeling (SEM) further verified that students' ISEB were related to
their behaviors of online help seeking while undertaking academic tasks on the
Internet. It is reported that students with naïve beliefs regarding
Uncertainty, Complexity and Self-Source of Internet-based knowledge intended to
conduct online information help seeking strategies (Uncertainty: Formal Query,
Informal Query; Complexity: Information Search, Formal Query, Informal Query;
Self-Source: Informal Query). For example, students with naïve beliefs in
Uncertainty of Internet-based knowledge had a higher tendency to use help
seeking relating to Formal Query and Informal Query. However, students who
believed that course-related content on the Internet should be evaluated
through different aspects of other sources (i.e., sophisticated beliefs
regarding Justification for Internet-based knowing) were more likely to use
Information Search and Informal Query online help seeking strategies. Keywords: Internet-specific epistemic beliefs; Online academic help seeking |
Using erroneous examples to improve mathematics learning with a web-based tutoring system | | BIBAK | Full-Text | 401-411 | |
Deanne M. Adams; Bruce M. McLaren; Kelley Durkin; Richard E. Mayer; Bethany Rittle-Johnson; Seiji Isotani; Martin van Velsen | |||
This study examines whether asking students to critique incorrect solutions
to decimal problems based on common misconceptions can help them learn about
decimals better than asking them to solve the same problems and receive
feedback. In a web-based tutoring system, 208 middle school students either had
to identify, explain, and correct errors made by a fictional student (erroneous
examples group) or solve isomorphic versions of the problems with feedback
(problem-solving group). Although the two groups did not differ significantly
on an immediate posttest, students in the erroneous examples group performed
significantly better on a delayed posttest administered one week later (d =
.62). Students in the erroneous examples group also were more accurate at
judging whether their posttest answers were correct (d = .49). Students in the
problem-solving group reported higher satisfaction with the materials than
those in the erroneous examples group, indicating that liking instructional
materials does not equate to learning from them. Overall, practice in
identifying, explaining, and correcting errors may help students process
decimal problems at a deeper level, and thereby help them overcome
misconceptions and build a lasting understanding of decimals. Keywords: Erroneous examples; Problem solving; Mathematics learning; Computer-based tutors; Decimals |
Measurement equivalence and latent mean differences of personality scores across different media and proctoring administration conditions | | BIBAK | Full-Text | 412-421 | |
Gargi Sawhney; Konstantin P. Cigularov | |||
Despite substantial interest and research in measuring personality, little
is known about the measurement equivalence and mean differences in scores on
personality measures across different administration conditions. The aim of the
present study was to assess measurement equivalence and latent and observed
mean differences of scores on the Big Five factor markers from the
International Personality Item Pool across three conditions: paper-and-pencil
proctored, computer-based proctored, and computer-based non-proctored.
Undergraduate students (N = 401) from a Midwestern university responded to the
personality questionnaire in one of the three conditions. Results indicated
configural, metric, scalar, and invariant uniqueness equivalence for four of
the five scales across the three conditions; Conscientiousness scores showed
partial metric equivalence across computer-based proctored and computer-based
non-proctored conditions. Apart from latent and observed mean differences for
Emotional Stability scores in paper-and-pencil proctored vs. computer-based
non-proctored conditions, no significant differences were found for the other
four personality scales. These findings justify both collection and comparison
of personality data using the Big Five factor markers and similar personality
assessments across the three conditions. Future research should attempt to
replicate the findings of the current study in high-stakes environments. Keywords: Measurement equivalence; Latent means; Personality; Paper-and-pencil test; Computer-based test; Proctoring |
How design characteristics of robots determine evaluation and uncanny valley related responses | | BIBAK | Full-Text | 422-439 | |
Astrid M. Rosenthal-von der Pütten; Nicole C. Krämer | |||
Against the background of the uncanny valley hypothesis (Mori, 1970) and its
conceptual shortcomings the present study aims at identifying design
characteristics which determine the evaluation of robots. We conducted a
web-based survey (N = 151) with standardized pictures of 40 robots which were
evaluated. A cluster analysis revealed six clusters of robots. We were able to
identify different groups of robots which were rated significantly different on
six dimensions. Interestingly, in two clusters robots were rated both low in
human-likeness and low in "mechanical" indicating that in future research these
adjectives should be used separately. The robots in those clusters with a high
mean concerning "Threatening" are almost all bi-pedal robots. In contrast to
the humanoid robots (cluster 5), the android robots (clusters 3 and 4) were
rated higher on "Familiarity", and on "Likability" although all three clusters
(3, 4, and 5) were rated as "Threatening" which contrasts the uncanny valley
hypothesis. Moreover, the data in the present study could not be explained by a
cubic function as would be suggested by the graph proposed by Mori, but rather
by linear or quadratic relationships. Keywords: Uncanny valley; Android; Robot; Human-robot interaction; Design characteristics |
How do people use Facebook features to manage social capital? | | BIBAK | Full-Text | 440-445 | |
Eunsun Lee; Yeo Jung Kim; Jungsun Ahn | |||
The goal of this study is to examine and understand the relationship between
the utilization of Facebook features and two types of social capital: bonding
and bridging. An online survey was conducted using a college sample (n = 256).
The results show that, with bonding social capital, the frequent use of Like
feature was positively associated whereas that of Comment was negatively
associated. With bridging social capital, the frequent use of Wall was
positively associated. The results also show that the preference for Wall,
Friend, Comment, News Feed, Like, Message, Photo, and Chat was positively
associated with both bonding and bridging social capital. On the other hand,
the preference for Status and Group was positively associated only with
bridging social capital. Limitations of this study and the implications of the
findings are discussed and suggestions for future research are provided. Keywords: Facebook features; Facebook feature use; Bonding social capital; Bridging social capital |
Does Facebook make you lonely?: A meta analysis | | BIBAK | Full-Text | 446-452 | |
Hayeon Song; Anne Zmyslinski-Seelig; Jinyoung Kim; Adam Drent; Angela Victor; Kikuko Omori; Mike Allen | |||
This meta-analysis explores the relationship between Facebook use and
loneliness. Examination of the literature containing quantitative measurements
of both Facebook use and loneliness, including close variations of the
definition of loneliness, produced a sample of 18 research effects (N = 8798)
for review. This study asks two main questions: (1) Does using Facebook
increase or decrease loneliness?; and (2) What causes what?: Does Facebook make
its users lonely (or less lonely), or do lonely people (or less lonely people)
use Facebook? First, researchers observed a significant overall average effect
in the positive relationship between Facebook use and loneliness. Researchers
also point to measurements of Facebook use as well as measurements of
loneliness (and its variations) as possible moderating features or sources of
variability in the relationship. Testing the relationship between Facebook use
and loneliness in the context of two causal models revealed that (a) the first
model outlining a path from elements of loneliness to Facebook use was not an
adequate explanation of the data; whereas, (b) testing the relationship for a
path in the second model from elements of Facebook use to loneliness showed
results consistent with the data. Keywords: Facebook; Loneliness; Meta analysis; Internet; Social media; Internet paradox |
Investigating factors affecting social presence and user satisfaction with Mobile Instant Messaging | | BIBAK | Full-Text | 453-459 | |
Solomon O. Ogara; Chang E. Koh; Victor R. Prybutok | |||
The purpose of this study is to examine the factors that influence social
presence and user satisfaction with Mobile Instant Messaging (mIM). The
proposed research model integrates channel expansion, social influence, social
presence and media richness theories, to explain how user experience, social
influence, and medium richness influence social presence and user satisfaction
with mIM. A total of 239 students from a state university in the US
participated in this study. Data was collected via a web-based survey. The
results suggest that user experience, social influence, and perceived richness
are important drivers for social presence and user satisfaction in mIM. The
implications of the study findings are discussed in the paper. Keywords: User satisfaction; User experience; Social presence; Social influence; Richness; Mobile Instant Messaging |
Self-disclosure on Facebook among female users and its relationship to feelings of loneliness | | BIBAK | Full-Text | 460-468 | |
Yeslam Al-Saggaf; Sharon Nielsen | |||
The purpose of this study is to determine if there is a relationship between
loneliness and self-disclosure in social networking sites (i.e., Facebook). The
study collected data from six hundred and sixteen (616) female Facebook users
whose profiles were publicly available online. Out of these 616 Facebook users,
half (308) were categorised as 'connected' and the remaining 308 users were
categorised as 'lonely'; based on clearly stating this feeling in their latest
wall posting. Data for each attribute in the user's Facebook profile was
recorded as a binomial outcome (Present (1)/Absent (0)). Attributes were
grouped together and the binomial responses totalled. The results of this study
have shown that more 'lonely' people disclosed their Personal Information,
Relationship Information, and Address than 'connected' people and more
'connected' people disclosed their Views and their Wall than 'lonely' people.
The study has found no other significant associations between loneliness and
the other variables. In addition, in the discussion section the article also
highlights the implications of self-disclosure on SNSs users' wellbeing. Keywords: Social networking sites; Loneliness; Self-disclosure; Facebook; Binomial data; Poisson distribution; Generalised linear model |
Developing early warning systems to predict students' online learning performance | | BIBAK | Full-Text | 469-478 | |
Ya-Han Hu; Chia-Lun Lo; Sheng-Pao Shih | |||
An early warning system can help to identify at-risk students, or predict
student learning performance by analyzing learning portfolios recorded in a
learning management system (LMS). Although previous studies have shown the
applicability of determining learner behaviors from an LMS, most investigated
datasets are not assembled from online learning courses or from whole learning
activities undertaken on courses that can be analyzed to evaluate students'
academic achievement. Previous studies generally focus on the construction of
predictors for learner performance evaluation after a course has ended, and
neglect the practical value of an "early warning" system to predict at-risk
students while a course is in progress. We collected the complete learning
activities of an online undergraduate course and applied data-mining techniques
to develop an early warning system. Our results showed that, time-dependent
variables extracted from LMS are critical factors for online learning. After
students have used an LMS for a period of time, our early warning system
effectively characterizes their current learning performance. Data-mining
techniques are useful in the construction of early warning systems; based on
our experimental results, classification and regression tree (CART),
supplemented by AdaBoost is the best classifier for the evaluation of learning
performance investigated by this study. Keywords: Learning management system; e-Learning; Early warning system; Data-mining; Learning performance prediction |
Social engagement and user immersion in a socially based virtual world | | BIBAK | Full-Text | 479-486 | |
Austin M. Grinberg; Jesus Serrano Careaga; Matthias R. Mehl; Mary-Frances O'Connor | |||
Research into online social virtual worlds demonstrates their utility as a
methodological tool for studying social behaviors and traits. Less is known
about what aspects of the virtual world lead users to experience a sense of
immersion (i.e., a psychological state characterized by perceiving oneself to
be enveloped by a virtual environment; Witmer & Singer, 1998). The current
study extends previous research by assessing the importance of social
engagement with other avatars as a key component of immersion in virtual
worlds. Participants navigated a virtual "hotel" in Second Life, an online
social virtual world. We assessed participants' social engagement with other
avatars and the amount participants explored the virtual space e.g., spatial
exploration. Positive associations between social engagement and immersion, and
negative associations between spatial exploration and immersion, suggest that
the users' social experience outweighed the users' spatial experience in
creating a sense of immersion in this virtual world. This was despite the fact
that the social experience was ultimately less realistic than the visual one.
This finding, along with previous literature, suggests that the social nature
of virtual worlds is a key component of user's sense of immersion in the
virtual environment. Keywords: Virtual world; Avatar; Exploratory behavior; Immersion; Online; Social interaction |
Social desirability is the same in offline, online, and paper surveys: A meta-analysis | | BIBAK | Full-Text | 487-495 | |
D. Dodou; J. C. F. de Winter | |||
The aim of this meta-analysis was to compare social desirability scores
between paper and computer surveys. Subgroup analyses were conducted with
Internet connectivity, level of anonymity, individual or group test setting,
possibility of skipping items, possibility of backtracking previous items,
inclusion of questions of sensitive nature, and social desirability scale type
as moderators. Subgroup analyses were also conducted for study characteristics,
namely the randomisation of participants, sample type (students vs. other), and
study design (between- vs. within-subjects). Social desirability scores between
the two administration modes were compared for 51 studies that included 62
independent samples and 16,700 unique participants. The overall effect of
administration mode was close to zero (Cohen's d = 0.00 for fixed-effect and d
= -0.01 for random-effects meta-analysis). The majority of the effect sizes in
the subgroup analyses were not significantly different from zero either. The
effect sizes were close to zero for both Internet and offline surveys. In
conclusion, the totality of evidence indicates that there is no difference in
social desirability between paper-and-pencil surveys and computer surveys.
Publication year and sample size were positively correlated (ρ = .64),
which suggests that certain of the large effects that have been found in the
past may have been due to sampling error. Keywords: Social desirability; Meta-analysis; Self-disclosure; Decline effect |
Social media and student learning behavior: Plugging into mainstream music offers dynamic ways to learn English | | BIBAK | Full-Text | 496-501 | |
Hsing-chin Lee | |||
The purpose of this study demonstrates how social media enables mainstream
English songs to be extended into the classroom as teaching material for
learning English as a second language. Students thrive under such fun
conditions and enjoyable activities, improving their listening skills and
bettering their control of the English language by learning common, everyday
phrases most useful for modern day English communication. The teaching
procedure, approach and course of events during the learning activity is
described. Researchers such as Berk (2009) emphasize the use of video clips
from TV movies, YouTube, and mtvU in the classroom as a systematic teaching
tool to improve learning in college courses. Similarly, this paper would like
to advance the idea that learning English mainstream songs can be a ubiquitous
form of learning since the involvement of technology is omnipresent, and the
ease of implementing it into the classroom is readily attainable. Keywords: Social media; YouTube; Mainstream music; Ubiquitous; Technology; Mobile device |
When email use gets out of control: Understanding the relationship between personality and email overload and their impact on burnout and work engagement | | BIBAK | Full-Text | 502-509 | |
Kathrin Reinke; Tomas Chamorro-Premuzic | |||
Research on email overload has mainly focused on email-related predictors
and on linking it to stress and productivity. However, only few studies have
considered personality traits to explain email overload and no studies to date
have examined burnout and work engagement as potential consequences. Hence,
this study was conducted (N = 201) to test to which extent Core
Self-Evaluations, the Big Five traits and ambition predict email overload
beyond email-related predictors. Moreover, the relationship between email
overload and burnout/work engagement was examined. Results show that Core
Self-Evaluations predict email overload beyond other personality traits and
email-related measures. Second, high feelings of email overload and low Core
Self-Evaluations are suggested to contribute to higher levels of burnout and
low work engagement, beyond other personality traits and control variables.
Theoretical and practical implications are discussed. This study demonstrated
the importance of personality, in particular of Core Self-Evaluations, to
explain email overload. Moreover, it strongly indicates that email overload is
not only related to productivity but also to burnout and work engagement. Keywords: Email overload; Personality traits; Core Self-Evaluations; Burnout; Work engagement |
Explaining cyberloafing: The role of the theory of planned behavior | | BIBAK | Full-Text | 510-519 | |
Kevin Askew; John E. Buckner; Meng U. Taing; Alex Ilie; Jeremy A. Bauer; Michael D. Coovert | |||
The Internet enables employees to be more productive than ever before, but
it also allows employees a new way to escape from work -- cyberloafing. In our
investigation, we test the validity of the Theory of Planned Behavior as a
model of cyberloafing. In Study 1, the goal is to provide an initial test of
the theory. In Study 2, we cross-validate the results from Study 1 in a sample
that approaches representing the general working population. Results
unanimously support the main TPB model, the model accounting for 32% and 37% of
the variance in cyberloafing in Studies 1 and 2, respectively. The discussion
addresses both the theoretical impact and practical implications of our work. Keywords: Cyberloafing; Cyberslacking; Personal web usage; Theory of planned behavior; Cyberdeviancy |
A bumpy ride on the information superhighway: Exploring turbulence online | | BIBAK | Full-Text | 520-529 | |
Eden Litt; Eszter Hargittai | |||
Managing our personal information is becoming increasingly complex as people
share more and more about themselves and others online. Beyond the ordinary
challenges people face in disclosing information in face-to-face settings, the
Internet presents additional demands users must take into account related to
the size and diversity of their audience as well as the longevity and
accessibility of their communication. Using survey data from a diverse group of
young adults, this paper explores turbulence online, that is, the breakdown of
privacy expectations that result in information spreading beyond a user's
desired audience. More than a third of these young adults reported at least one
turbulent encounter online ranging in tangible consequences like ending a
friendship or trouble at work or school to emotional trouble like feelings of
embarrassment or betrayal. Results suggest that successful privacy management
online requires a combination of social and technological skills and behaviors.
Findings also bring to light new questions on self- versus other-generated
turbulence and broader implications for researchers, designers, and users. Keywords: Turbulence; Privacy; Disclosure; Internet skills; Self-monitoring |
Social sharing through interpersonal media: Patterns and effects on emotional well-being | | BIBAK | Full-Text | 530-541 | |
Mina Choi; Catalina L. Toma | |||
Social sharing is the act of discussing significant emotional events with
others. Using a daily diary methodology, this study investigated (1) patterns
of media use for social sharing; and (2) effects of mediated social sharing on
sharers' emotions. Results show that easily accessible and non-intrusive media
(i.e., texting, Twitter) were more likely to be used for sharing positive than
negative events, and intrusive and rich media (i.e., phone calling) were more
likely to be used for sharing negative than positive events. Highly intense
positive events were more likely to be shared via Twitter than low-intensity
positive events, and highly intense negative events were more likely to be
shared face-to-face than low-intensity negative events. Regardless of the
medium used, people experienced increased positive affect after sharing
positive events, and increased negative affect after sharing negative events.
The results extend the social sharing framework, and advance the media use and
effects literature. Keywords: Social sharing; Capitalization; Emotional well-being; Media use; Media affordances |
Why do media users multitask?: Motives for general, medium-specific, and content-specific types of multitasking | | BIBAK | Full-Text | 542-548 | |
Yoori Hwang; HyoungJee Kim; Se-Hoon Jeong | |||
This study examined the major motives for multitasking, and how those
motives are related to general, medium-specific, and content-specific types of
multitasking. The major motives for multitasking identified in this study are
as follows: information, social, enjoyment, efficiency, and habit. Of these
motives, general multitasking behavior was predicted by information,
efficiency, and habit. In terms of medium-specific types of multitasking,
TV-based multitasking was predicted by habit motive, Internet-based
multitasking was predicted by information and enjoyment, and mobile-based
multitasking was predicted by information motives. In terms of content-specific
multitasking, news-related multitasking was predicted by information motives,
entertainment-related multitasking was predicted by information and enjoyment
motives, and advertising-related multitasking was predicted by information and
social motives. Keywords: Multitasking; Motives; Medium-specific; Content-specific; Uses and gratifications |
Motivational factors of information exchange in social information spaces | | BIBAK | Full-Text | 549-558 | |
Christina Matschke; Johannes Moskaliuk; Franziska Bokhorst; Till Schümmer; Ulrike Cress | |||
Research has shown that there are many barriers that hinder people to
participate in online information exchange. We provide an overview about the
research done so far and classify the found motivational factors. With two
empirical studies we test the simultaneous impact of these factors in order to
identify the most important ones. Study 1, a qualitative interview study with
potential users investigates key motivational factors for information exchange.
Study 2, a quantitative study with users of an established social information
space relates all motivational factors to subjective and objective measures of
participation in information exchange. We found that internal motivation, gain
of prestige, quality and quantity of content and procedural fairness are the
strongest motivational factors supporting participation, whereas time and
effort requirements for contribution and fear of personal feedback are the
strongest factors hindering contribution. Implications for theory and practice
are discussed. Keywords: Information exchange; Participation; Internal motivation; Social information spaces; Knowledge sharing |
Corrigendum to "Relational maintenance on social network sites: How Facebook communication predicts relational escalation" [Comput. Hum. Behav. 35 (2014) 124-131] | | BIB | Full-Text | 559 | |
Victoria Schwanda Sosik; Natalya N. Bazarova |