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Selectively localized: Temporal and visual structure of smartphone screen activity across media environments 选择性定位:跨媒体环境的智能手机屏幕活动的时间和视觉结构
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2022-02-21 DOI: 10.1177/20501579221080333
Daniel Muise, Yingdan Lu, Jennifer Pan, Byron Reeves
This study demonstrates how localization and homogenization can co-occur in different aspects of smartphone usage. Smartphones afford individualization of media behavior: users can begin, end, or switch between countless tasks anytime, but this individualization is shaped by shared environments such that smartphone usage may be similar among those who share such environments but contain differences, or localization, across environments or regions. Yet for all users, smartphone screen interactions are bounded and guided by nearly identical smartphone interfaces, suggesting that smartphone usage may be similar or homogenized across all individuals regardless of environment. We study homogenization and localization by comparing the temporal, visual, and experiential composition of screen activity among individuals in three dissimilar media environments—the United States, China, and Myanmar—using one week of screenshot data captured passively every 5 s by the novel Screenomics framework. We find that overall usage levels are consistently dissimilar across media environments, while metrics that depend more on moment-level decisions and user-interface design do not vary significantly across media environments. These results suggest that quantitative research on homogenization and localization should analyze behavior driven by user interfaces and by contextually determined parameters, respectively.
这项研究证明了本地化和同质化如何在智能手机使用的不同方面同时发生。智能手机提供了媒体行为的个性化:用户可以随时开始、结束或在无数任务之间切换,但这种个性化是由共享环境塑造的,例如,在共享这种环境的人之间,智能手机的使用可能是相似的,但在不同的环境或地区之间存在差异或本地化。然而,对于所有用户来说,智能手机屏幕交互都受到几乎相同的智能手机界面的限制和引导,这表明,无论环境如何,智能手机的使用可能在所有个人中都是相似或同质化的。我们通过比较三个不同媒体环境(美国、中国和缅甸)中个体的屏幕活动的时间、视觉和经验组成来研究同质化和本地化。我们使用了由新颖的屏幕组学框架每隔5秒被动捕获的一周屏幕截图数据。我们发现,在不同的媒体环境中,总体使用水平始终不同,而更多地依赖于瞬间级决策和用户界面设计的指标在不同的媒体环境中没有显著差异。这些结果表明,对同质化和本地化的定量研究应该分别分析由用户界面驱动的行为和由上下文决定的参数驱动的行为。
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引用次数: 2
Your phone ruins our lunch: Attitudes, norms, and valuing the interaction predict phone use and phubbing in dyadic social interactions 你的手机毁了我们的午餐:态度、规范和对互动的重视可以预测二元社交中的电话使用和恶作剧
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-12-23 DOI: 10.1177/20501579211059914
C. Büttner, A. Gloster, Rainer Greifeneder
Phubbing—ignoring another person in order to use a smartphone instead—is an increasingly common behavior that disrupts interactions and harms relationships. Using the frameworks of the theory of planned behavior and an interaction value approach, we examined the driving factors of phubbing frequency. Four preregistered predictors were tested: attitudes toward phubbing, subjective norms of phubbing, interaction value, that is, the extent of valuing a social interaction, and the perceived interaction value of the partner. After having had lunch together, a total of 128 participants in 64 dyads filled out a survey assessing the four predictors. Dyadic linear mixed model analyses confirmed that a more positive attitude toward phubbing increases phubbing, as well as being phubbed. Moreover, we disentangled screen-sharing time (i.e., using a phone together), phone use, co-present phone use (i.e., using a phone alone), and phubbing: we found that valuing the social interaction more decreased phone use, but not phubbing, and holding more accepting subjective norms on phubbing increased co-present phone use, but not phone use in general. We further found that the person that used their phone first, phubbed more. Overall, this research extends our understanding of the factors driving phubbing and may be fruitfully harnessed to reduce phubbing.
Phubing——为了使用智能手机而忽略另一个人——是一种越来越常见的行为,会扰乱互动并损害关系。利用计划行为理论和交互价值方法的框架,我们检验了phubbing频率的驱动因素。测试了四个预先注册的预测因素:对社交的态度、社交的主观规范、互动价值,即对社交互动的重视程度,以及伴侣的感知互动价值。在一起吃过午饭后,64对共128名参与者填写了一份调查,评估了四个预测因素。二元线性混合模型分析证实,对phubbing持更积极的态度会增加phubbining,也会被phubbind。此外,我们将屏幕共享时间(即一起使用手机)、手机使用、共同出现的手机使用(即单独使用手机)和phubbing分开:我们发现,更重视社交互动会减少手机使用,但不会减少phubbining,并且对phubbings持有更可接受的主观规范会增加共同出现的电话使用,但总体上不会增加手机使用。我们进一步发现,最先使用手机的人会说更多的话。总的来说,这项研究扩展了我们对驱鼠因素的理解,并可能被有效地利用来减少驱鼠。
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引用次数: 9
The role of motivation in the digital divide: The moderating effect of device access 动机在数字鸿沟中的作用:设备访问的调节作用
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-12-13 DOI: 10.1177/20501579211060621
Lian Wang, Chun Liu
Socioeconomic status and demographic determinants are the most commonly examined factors in the study of the second-order digital divide regarding the differences associated with Internet use. The role of motivation in digital inequalities is comparatively less studied. We examine motivation and access variables in this paper. Statistical analysis based on a representative survey conducted in China indicates that motivation is a salient predictor of Internet use when other factors are controlled. In addition, device access significantly moderates the association between motivation and certain types of Internet use. While mobile-only users show the same, if not stronger, motivation for using the Internet for the purposes of study, entertainment, and e-commerce, they actually use those functions to a lesser extent than multimodal users. Hence, the digital divide is a multifaceted issue that requires a comprehensive solution.
社会经济地位和人口决定因素是研究二阶数字鸿沟中与互联网使用相关差异的最常见因素。动机在数字不平等中的作用研究相对较少。在本文中,我们研究了动机和访问变量。基于在中国进行的一项有代表性的调查的统计分析表明,在控制其他因素的情况下,动机是互联网使用的显著预测因素。此外,设备访问显著调节了动机和某些类型的互联网使用之间的关联。虽然纯移动用户在将互联网用于学习、娱乐和电子商务方面表现出相同(如果不是更强的话)的动机,但他们实际使用这些功能的程度低于多模式用户。因此,数字鸿沟是一个多方面的问题,需要全面解决。
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引用次数: 2
Book Review: Protests in the Information Age: Social Movements, Digital Practices and Surveillance by Lucas Melgaço and Jeffrey Monaghan 书评:《信息时代的抗议:社会运动、数字实践和监控》,作者:卢卡斯·梅尔加帕拉多和杰弗里·莫纳汉
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-12-01 DOI: 10.1177/20501579211051851a
Maciej Kowalewski
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引用次数: 0
Book Review: Cell Tower by Steven E. Jones 史蒂文·E·琼斯书评:《细胞塔》
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-12-01 DOI: 10.1177/20501579211051851b
Devam Thapa
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引用次数: 0
Dance the Night Away: How Automatic TikTok Use Creates Pre-Sleep Cognitive Arousal and Daytime Fatigue 整夜跳舞:自动使用TikTok如何造成睡前认知唤醒和白天疲劳
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-11-19 DOI: 10.1177/20501579211056116
Kexin Wang, S. Scherr
TikTok is one of the most popular apps. TikTok's endless stream of content, the lack time stamps or notifications of ever being “all caught up,” and concealing the phone's clock make it easy to lose track of time on TikTok. However, there is a lack of knowledge about how TikTok use may therefore interfere with our circadian rhythms, particularly our sleep hygiene. By focusing on pre-sleep cognitive arousal, this study aimed to close this knowledge gap by investigating the association between automatic TikTok use and daytime fatigue. We also investigated how individual preferences for sensation seeking and delayed gratification moderated this relationship. Within a sample of 1,050 TikTok/Douyin users in China, automatic TikTok use was associated with increased daytime fatigue that was mediated by higher levels of cognitive arousal before sleep. This relationship was aggravated by a preference for sensation seeking, and attenuated by a preference for delayed gratification. Above and beyond these early empirical insights, we also provide an early explanatory framework that is meant to systematize both existing and future knowledge about the use of TikTok.
TikTok是最受欢迎的应用程序之一。TikTok的无穷无尽的内容流,没有时间戳或“全部赶上”的通知,以及隐藏手机的时钟,让人很容易在TikTok上忘记时间。然而,对于TikTok的使用如何影响我们的昼夜节律,尤其是睡眠卫生,我们还缺乏了解。通过关注睡眠前的认知唤醒,这项研究旨在通过调查自动TikTok使用与白天疲劳之间的关系来缩小这一知识差距。我们还研究了个人对感觉寻求和延迟满足的偏好如何调节这种关系。在中国1050名抖音/抖音用户的样本中,自动使用抖音与白天疲劳增加有关,这是由睡前更高水平的认知唤醒所介导的。这种关系因寻求感觉的偏好而恶化,因延迟满足的偏好而减弱。除了这些早期的经验见解之外,我们还提供了一个早期的解释框架,旨在将有关TikTok使用的现有和未来的知识系统化。
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引用次数: 8
A meta-analysis of the overall effect of mHealth physical activity interventions for weight loss and the moderating effect of behavioral change theories, techniques, and mobile technologies mHealth体育活动干预对减肥的总体效果以及行为改变理论、技术和移动技术的调节作用的荟萃分析
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-11-16 DOI: 10.1177/20501579211054929
Yan Qin, X. Wang, K. Namkoong
Mobile technologies offer the potential for efficacious and cost-effective lifestyle interventions for weight loss. Extant research indicates that mobile health (mHealth) lifestyle interventions are potentially effective and practical methods of weight loss, but it is less known what intervention characteristics are associated with weight loss effects. This meta-analysis examined the effectiveness of mHealth physical activity interventions for weight loss compared with non-technology/usual care interventions and the moderating effects of behavioral change theories, techniques, and mobile technologies. A total of 24 studies were identified based on inclusion criteria. Weight loss was the primary outcome. The results showed a medium significant effect size (d = 0.395; 95% CI = 0.243, 0.546; Z = 5.107, p < 0.001; N = 5146) favoring mHealth interventions. Interventions were significantly more effective when wearable devices were used (QB = 4.102, df = 1, p < 0.05) and when feedback was employed (QB = 4.566, df = 1, p < 0.05). The implications for future mHealth intervention design are discussed.
移动技术为有效和成本效益高的减肥生活方式干预提供了潜力。现有研究表明,移动健康(mHealth)生活方式干预是潜在的有效和实用的减肥方法,但尚不清楚哪些干预特征与减肥效果相关。这项荟萃分析检验了mHealth体育活动干预与非技术/常规护理干预相比对减肥的有效性,以及行为改变理论、技术和移动技术的调节作用。根据纳入标准,共确定了24项研究。主要结果是体重减轻。结果显示中等显著效应大小(d = 0.395;95%CI = 0.243,0.546;Z = 5.107,第页 < 0.001;N = 5146)支持mHealth干预。当使用可穿戴设备时,干预措施明显更有效(QB = 4.102,df = 1,p < 0.05)以及当采用反馈时(QB = 4.566,df = 1,p < 0.05)。讨论了对未来mHealth干预设计的影响。
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引用次数: 6
Oh, no, Pokémon GO! Media panic and fear of mobility in news coverage of an augmented reality phenomenon 哦,不,神奇宝贝GO!媒体恐慌和对增强现实现象新闻报道中流动性的恐惧
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-11-16 DOI: 10.1177/20501579211052227
T. Laor, H. Rosenberg, Nili Steinfeld
Media panics research is concerned with widespread social anxiety formed around a new technology or medium. This study adds to existing research by characterizing a new form of media panic around augmented reality applications, and specifically that which erupted concerning Pokémon GO, a popular augmented reality game. Based on a content analysis of items related to the game published in Israel's major print and online media in the period immediately following the game's launch, we classify the negative media coverage as a media panic and propose an explanation for its emergence. We argue that the negative reactions to the game stem specifically from the game's unique features and its mobile infrastructure, and especially its use of augmented reality that combines users’ virtual experiences and their interactions in actual physical space. We identify a third wave of mobile panic in this current phenomenon, one which takes into account the unique features of mobile technology as infrastructure for augmented reality applications. In contrast to previous incidents of media panic that focused on the harmful effects of increased technology use by young users, and their detachment from their physical environment, this wave represents an essentially opposite phenomenon, in which physical mobility itself, facilitated by the use of augmented reality, is deemed dangerous to players’ health and safety.
媒体恐慌研究关注的是围绕一种新技术或媒体形成的广泛的社会焦虑。这项研究通过描述一种新形式的媒体对增强现实应用的恐慌,特别是对流行的增强现实游戏《精灵宝可梦GO》的恐慌,为现有研究增添了新的内容。基于对游戏发布后以色列主要印刷媒体和网络媒体上发布的与游戏相关的内容分析,我们将负面媒体报道归类为媒体恐慌,并对其出现提出解释。我们认为,对游戏的负面反应特别源于游戏的独特功能及其移动基础设施,尤其是它对增强现实的使用,该增强现实结合了用户的虚拟体验和他们在实际物理空间中的互动。我们在当前的这一现象中发现了第三波移动恐慌,它考虑到了移动技术作为增强现实应用基础设施的独特特征。与之前关注年轻用户日益使用技术的有害影响以及他们脱离物理环境的媒体恐慌事件不同,这一波浪潮代表了一种基本相反的现象,在这种现象中,增强现实的使用促进了物理移动本身,被认为对玩家的健康和安全是危险的。
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引用次数: 9
The second-level smartphone divide: A typology of smartphone use based on frequency of use, skills, and types of activities 第二级智能手机划分:基于使用频率、技能和活动类型的智能手机使用类型
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-11-09 DOI: 10.1177/20501579221140761
Alexander Wenz, Florian Keusch
Smartphones have become one of the most frequently used devices for accessing the Internet. Although a growing body of research has examined the second-level digital divide with a focus on general Internet and digital media use, little is known about patterns of smartphone use and smartphone-related skills in the general population. This paper examines inequalities in the use of smartphone technology based on two nationally representative samples of smartphone owners collected in Germany in 2017 and 2020. We identify six distinct types of smartphone users by conducting latent class analyses that classify individuals based on their frequency of smartphone use, self-rated smartphone skills, and activities carried out on their smartphone. Smartphone use differs significantly by sociodemographic characteristics and operating system. The types reflecting more frequent and diverse smartphone use are younger, have higher levels of educational attainment, and are more likely to use an iPhone. Overall, the composition of the latent classes and their characteristics are robust across samples.
智能手机已成为访问互联网最常用的设备之一。尽管越来越多的研究关注普通互联网和数字媒体的使用,研究了二级数字鸿沟,但对普通人群中智能手机的使用模式和智能手机相关技能知之甚少。本文基于2017年和2020年在德国收集的两个具有全国代表性的智能手机用户样本,研究了智能手机技术使用中的不平等现象。我们通过进行潜在类别分析来识别六种不同类型的智能手机用户,这些分析根据个人使用智能手机的频率、自评智能手机技能和在智能手机上进行的活动对其进行分类。智能手机的使用因社会人口特征和操作系统而异。反映智能手机使用更频繁和多样化的类型更年轻,受教育程度更高,更有可能使用iPhone。总体而言,潜在类别的组成及其特征在样本中是稳健的。
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引用次数: 2
Book Review: The Politics of Dating Apps: Gender, Sexuality, and Emergent Publics in Urban China by Lik Sam Chan 书评:《约会应用的政治:中国城市中的性别、性和新兴公众》,Lik Sam Chan著
IF 4.9 1区 文学 Q1 COMMUNICATION Pub Date : 2021-11-08 DOI: 10.1177/20501579211051851
Yidong Wang
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引用次数: 0
期刊
Mobile Media & Communication
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