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Toxic positivity on social media: The drawbacks and benefits of sharing positive (but potentially platitudinous) messages online 社交媒体上的有毒正面信息:在网上分享积极(但可能是陈词滥调)信息的弊端和益处
Pub Date : 2023-12-05 DOI: 10.1177/14614448231213944
Z. Lew, Andrew J. Flanagin
Sharing positive messages on social media can produce positive outcomes for message senders due to self-effects—the effect of sending messages on message senders themselves. In this domain, one question is whether the performative display of positivity can engender positivity. By examining the sharing of personal experiences in a positive manner on social media, several boundary conditions to self-effects were found: displaying positivity is beneficial to message senders only if message senders have higher (vs. lower) self-esteem or if they experience less (vs. more) toxicity—defined as the suppression of the negative aspects of one’s perceived reality due to engagement with or sending a positive message. Otherwise, displaying positivity can dampen enjoyment or make message senders reluctant to commit to their public self-presentations. However, after people receive feedback from friends, perceived social approval is a better predictor of enjoyment and commitment than displaying positivity.
在社交媒体上分享积极的信息可以为信息发送者带来积极的结果,这是由于自我效应——发送信息对信息发送者自身的影响。在这个领域,一个问题是,积极的表现是否能产生积极。通过研究在社交媒体上以积极的方式分享个人经历,我们发现了自我效应的几个边界条件:只有当信息发送者有更高(相对较低)的自尊,或者如果他们经历更少(相对较多)的毒性——定义为由于参与或发送积极信息而抑制一个人感知现实的消极方面——显示积极对信息发送者是有益的。否则,表现出积极的一面可能会降低乐趣,或者让信息发送者不愿承诺公开展示自己。然而,在人们从朋友那里得到反馈后,感知到的社会认可比表现出积极的态度更能预测人们的享受和承诺。
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引用次数: 0
An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder 探讨游戏社区为何会使年轻的非正常游戏玩家容易患上网络游戏障碍症
Pub Date : 2023-12-04 DOI: 10.1177/14614448231215348
Enrico Gandolfi, R. Ferdig, Karlie Krause, Ilker Soyturk, Grace Morris, Sarah Delahanty
Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder (IGD). A sample of 1176 gamers completed an online survey investigating game habits, community involvement, and gaming preferences as measured by both the Game Community of Inquiry Scale (GCoIS) and the Internet Gaming Disorder Scale-Short form (IGDS9-SF). Results from a multiple hierarchical regression indicated several predictors of problematic gaming, including both community attractiveness and community receptiveness. Moreover, data showed that younger gamers and non-normative gamers were more vulnerable to problematic gaming and more severe symptoms of IGD.
现有文献主要是评估电子游戏内容对社交和行为功能的影响。然而,随着多人在线游戏、直播和社交媒体平台上的社区讨论,电子游戏参与度的参数已经扩大。本研究旨在探讨参与网络游戏社区与问题游戏行为和网络游戏障碍(IGD)症状之间的关系。1176名玩家完成了一项在线调查,通过游戏社区调查量表(GCoIS)和网络游戏障碍量表(IGDS9-SF)来衡量游戏习惯、社区参与和游戏偏好。多重层次回归的结果显示了问题游戏的几个预测因素,包括社区吸引力和社区接受度。此外,数据显示,年轻玩家和非规范玩家更容易出现问题游戏和更严重的IGD症状。
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引用次数: 0
Narrative authority in online video: Legacy media and digital native production styles 网络视频中的叙事权威:传统媒体和数字原生制作风格
Pub Date : 2023-12-04 DOI: 10.1177/14614448231215483
M. Bock, Christopher T. Assaf, Robert J Richardson, D. Tsyrenzhapova
This project examines the way journalists establish narrative authority in online video news through their strategic uses of epistemological production elements. Journalists have historically constructed video news stories with a combination of linguistic and photographic epistemic components to assert their role as authoritative arbiters of factual reality. Online news makes extensive use of video, but production formats and their associated epistemic strategies vary, largely in accordance with the traditions and values of different organizations. This study represents one part of a larger content analysis of video news narrative. It examines the epistemological choices in online video news narratives as produced by legacy print organizations (LP), TV stations (TV), or digital natives (DN). The results show that legacy traditions still divide print and TV organizations, while authority in DN video is constructed in a more diffuse and participatory style reflective of online culture.
本项目考察了记者通过对认识论生产要素的策略性使用,在网络视频新闻中建立叙事权威的方式。记者历来将语言和摄影知识成分结合起来构建视频新闻故事,以维护他们作为事实现实权威仲裁者的角色。在线新闻广泛使用视频,但生产格式及其相关的认知策略各不相同,这在很大程度上取决于不同组织的传统和价值观。本研究代表了视频新闻叙事更大内容分析的一部分。它考察了在线视频新闻叙事的认识论选择,由传统印刷组织(LP)、电视台(TV)或数字原住民(DN)制作。结果表明,传统遗产仍然将印刷和电视组织分开,而DN视频中的权威是以一种更分散和参与性的方式构建的,反映了在线文化。
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引用次数: 0
Information, identity, and action: The messages of the Dutch anti-vaccination community on Telegram 信息、身份和行动:荷兰反疫苗接种社区在 Telegram 上的信息
Pub Date : 2023-12-04 DOI: 10.1177/14614448231215735
Anniek Schlette, Jan‐Willem van Prooijen, A. Blokland, F. Thijs
The anti-vaccination movement has successfully spread its views on social media. This study examined how community building emerges in the messages of Dutch anti-vaccination Telegram groups. Particularly, we investigated the extent to which these groups provide a platform for sharing information, perpetuating a shared identity, and promoting action. As negative emotions are considered a prime driver of collective action, we examined to what extent the messages had a negative valence. We used a mixed-method approach through a quantitative content analysis of 4654 text messages from five Telegram groups, while also examining the nature of the content through a qualitative analysis. The results suggest that most messages contained a form of shared identity (ingroup favoritism and outgroup hostility) or (mis)information, and, to a lesser extent, encouragements for (online) action. Moreover, most content had a negative valence. These findings illustrate how online groups might be sources of (mis)information, polarization, and intergroup hostility.
反疫苗运动成功地在社交媒体上传播了自己的观点。这项研究考察了社区建设如何在荷兰反疫苗电报组的信息中出现。特别地,我们调查了这些群体在多大程度上提供了一个分享信息、延续共同身份和促进行动的平台。由于负面情绪被认为是集体行动的主要驱动力,我们研究了这些信息在多大程度上具有负面效价。我们采用混合方法,对来自五个Telegram群组的4654条短信进行定量内容分析,同时通过定性分析检查内容的性质。结果表明,大多数信息包含一种形式的共享身份(群体内偏爱和群体外敌意)或(错误)信息,并且在较小程度上鼓励(在线)行动。此外,大多数内容具有负效价。这些发现说明了网络群体可能是(错误)信息、两极分化和群体间敌意的来源。
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引用次数: 0
Book review: Hyperculture: Culture and globalization 书评超文化:文化与全球化
Pub Date : 2023-12-02 DOI: 10.1177/14614448231216084
Mark Brewin
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引用次数: 0
Good night versus goodbye? Comparing the mourning remarks of virtual and human uploaders through a data-mining approach 晚安还是再见?通过数据挖掘方法比较虚拟上传者和人类上传者的悼念言论
Pub Date : 2023-12-02 DOI: 10.1177/14614448231212822
Yi Mou, Jianfeng Lan, Yingjia Huang
In response to the rapid growth in the popularity of virtual humans, this study investigates the attitudes and perceptions of young viewers, from Generation Z in particular, toward virtual uploaders (VTubers). We qualitatively and quantitatively compared the online mourning directed at the “demised” virtual uploaders and deceased human uploaders, and human celebrities through a data-mining approach. Two salient patterns emerge. The mourning remarks for virtual uploaders are considerably different from those concerning human celebrities. And the mourning remarks for the disembodied human uploaders are more consistent with those for virtual uploaders, but the remarks for embodied human uploaders are more in line with those for offline celebrities. Our findings suggest that young viewers are becoming accustomed to virtual beings in online environments and are beginning to treat humans like machines based on their similarities (the degree of embodiment in this case). Young generations immersed in virtual spaces may develop different concepts of life, demise, and even humanity.
为了应对虚拟人的迅速普及,本研究调查了年轻观众,特别是Z一代,对虚拟上传者(VTubers)的态度和看法。我们通过数据挖掘方法,定性和定量地比较了针对“死亡”的虚拟上传者和已故的人类上传者以及人类名人的在线哀悼。出现了两个显著的模式。对虚拟上传者的哀悼与对人类名人的哀悼有很大的不同。对无实体上传者的哀悼言论与对虚拟上传者的哀悼言论更为一致,而对有实体上传者的哀悼言论与对线下名人的哀悼言论更为一致。我们的研究结果表明,年轻的观众正在逐渐习惯网络环境中的虚拟人物,并开始根据他们的相似性(在这种情况下的具体化程度)将人类视为机器。沉浸在虚拟空间中的年轻一代可能会对生命、死亡甚至人性产生不同的概念。
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引用次数: 0
Less vigilant in the mobile era? A comparison of information processing on mobile phones and personal computers 移动时代警惕性降低?手机和个人电脑的信息处理比较
Pub Date : 2023-11-30 DOI: 10.1177/14614448231209475
Mengqi Liao, Jinping Wang, Cheng Chen, S. S. Sundar
Do people process information differently on mobile phones compared to computers? We investigate this question by conducting two online field experiments. We randomly assigned participants to use their mobile phones or personal computers (PCs) to process different kinds of information. Study 1 ( N = 116) discovered that participants using mobile phones process emails more efficiently (i.e., spend less time) than those using PCs. Study 2 ( N = 241) extended this to online deceptive content and found that individuals using mobile phones, especially habitual users, are more efficient, but engage in less information processing, are less attentive and less vigilant about misinformation, compared to those using PCs. However, the latter are more likely to succumb to phishing emails by clicking on malicious links. We discuss theoretical implications for information processing across media devices and practical implications for combating misinformation and cybersecurity attacks.
与电脑相比,人们使用手机处理信息的方式是否有所不同?我们通过两个在线现场实验来研究这个问题。我们随机分配参与者使用手机或个人电脑(PC)处理不同类型的信息。研究 1(N = 116)发现,使用手机的参与者比使用电脑的参与者处理电子邮件的效率更高(即花费的时间更少)。研究 2 ( N = 241) 将这一研究扩展到了网上欺骗性内容,发现与使用个人电脑的人相比,使用手机的人,尤其是习惯性用户,效率更高,但处理信息的时间更少,注意力更不集中,对错误信息的警惕性更低。然而,后者更有可能通过点击恶意链接而屈服于网络钓鱼邮件。我们讨论了跨媒体设备信息处理的理论意义,以及打击错误信息和网络安全攻击的实际意义。
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引用次数: 0
Happiest streaming platform on earth: The role of presumed influence in the parental control decision process 地球上最幸福的流媒体平台假定影响在家长控制决策过程中的作用
Pub Date : 2023-11-29 DOI: 10.1177/14614448231215486
Chelsea E. Moss, T. F. Waddell
In accordance with the influence of presumed influence (IPI) model, parents’ views toward utilizing parental controls on video streaming platforms should be related to perceptions of content’s negative influence on children. Perceptions of child-friendliness of streaming platforms and family cohesion levels should also be expected to mediate and moderate, respectively, this relationship such that perceiving a platform as child-friendly would be negatively related to judgments of content’s negative effects on children as well as views toward using parental controls. The present survey of parents ( N = 806) generally revealed that parents believing content of specific ratings would negatively affect their child expressed greater likelihood of using parental controls on Netflix, Amazon Prime Video, and Disney+. In addition, this relationship was mediated by perceptions of platform child-friendliness but was not moderated at the second stage by family cohesion. Theoretical and practical implications are discussed.
根据假定影响(IPI)模型,家长对在视频流媒体平台上使用家长控制的看法应与内容对儿童负面影响的看法相关。对流媒体平台的儿童友好度和家庭凝聚力水平的看法也会分别调解和缓和这种关系,因此,认为平台对儿童友好的看法会与内容对儿童的负面影响的判断以及对使用家长控制的看法呈负相关。本次对家长的调查(N = 806)普遍显示,认为特定评级的内容会对孩子产生负面影响的家长更倾向于在 Netflix、Amazon Prime Video 和 Disney+ 上使用家长控制功能。此外,这种关系还受到平台儿童友好度认知的调节,但在第二阶段没有受到家庭凝聚力的调节。本文讨论了其理论和实践意义。
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引用次数: 0
Digital news media as a social resilience proxy: A computational political economy perspective 数字新闻媒体作为社会复原力的替代物:计算政治经济学视角
Pub Date : 2023-11-29 DOI: 10.1177/14614448231214149
Paško Bilić, David Dukić, Lucija Arambašić, Matej Gjurković, Jan Šnajder, Ivo Furman
This article investigates how the COVID-19 pandemic was framed in public, private and non-profit media production. It conceptualises digital news as an indicator of social resilience and the interaction between social and biological/natural systems. We analysed news articles published in 2020/2021 on 21 Croatian websites using natural language processing. We collected 985,850 articles and manually coded samples to train different classifiers. The first classifier was developed to determine which articles relate to COVID-19. The second classifier was used for articles’ topic classification; the third classifier was used to classify articles into resilience classes. A limited discussion of transformative (long-term) resilience, especially in private media, contributed to the most significant content share. The debate focused on keeping the status quo through coping or returning to pre-pandemic conditions through adaptive mechanisms. The news media contributed to how public issues were framed and how science and scientific research were discussed.
本文研究了 COVID-19 大流行是如何在公共、私营和非营利性媒体制作中被定格的。文章将数字新闻概念化为社会复原力以及社会与生物/自然系统之间互动的指标。我们使用自然语言处理技术分析了克罗地亚 21 家网站在 2020/2021 年发布的新闻文章。我们收集了 985 850 篇文章,并对样本进行人工编码,以训练不同的分类器。第一个分类器用于确定哪些文章与 COVID-19 有关。第二个分类器用于文章主题分类;第三个分类器用于将文章划分为复原力类别。对变革性(长期)复原力的有限讨论,尤其是在私营媒体中的讨论,导致了最重要的内容份额。讨论的重点是通过应对措施保持现状,或通过适应机制恢复到大流行前的状况。新闻媒体对如何界定公共问题以及如何讨论科学和科学研究做出了贡献。
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引用次数: 0
Observe, inspect, modify: Three conditions for generative AI governance 观察、检查、修改:生成式人工智能治理的三个条件
Pub Date : 2023-11-29 DOI: 10.1177/14614448231214811
Fabian Ferrari, José van Dijck, Antal van den Bosch
In a world increasingly shaped by generative AI systems like ChatGPT, the absence of benchmarks to examine the efficacy of oversight mechanisms is a problem for research and policy. What are the structural conditions for governing generative AI systems? To answer this question, it is crucial to situate generative AI systems as regulatory objects: material items that can be governed. On this conceptual basis, we introduce three high-level conditions to structure research and policy agendas on generative AI governance: industrial observability, public inspectability, and technical modifiability. Empirically, we explicate those conditions with a focus on the EU’s AI Act, grounding the analysis of oversight mechanisms for generative AI systems in their granular material properties as observable, inspectable, and modifiable objects. Those three conditions represent an action plan to help us perceive generative AI systems as negotiable objects, rather than seeing them as mysterious forces that pose existential risks for humanity.
在像 ChatGPT 这样的生成式人工智能系统越来越多地塑造的世界里,缺乏检验监督机制有效性的基准是研究和政策面临的一个问题。管理生成式人工智能系统的结构条件是什么?要回答这个问题,关键是要将生成式人工智能系统定位为监管对象:可被监管的物质项目。在此概念基础上,我们提出了三个高层次条件,以构建关于生成式人工智能治理的研究和政策议程:工业可观察性、公共可检查性和技术可修改性。从经验上讲,我们以欧盟的《人工智能法》为重点来阐释这些条件,将对生成式人工智能系统监督机制的分析建立在其作为可观察、可检查和可修改对象的细粒度物质属性的基础上。这三个条件代表了一项行动计划,帮助我们将人工智能生成系统视为可协商的对象,而不是将其视为对人类生存构成威胁的神秘力量。
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引用次数: 0
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New Media & Society
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