This paper examines intergroup contact hypothesis in interactions in video games to conceptualize how intergroup contact with characters in games may relate to attitudes toward minorities. Intergroup contact hypothesis states that intergroup contact leads to more positive attitudes and stereotype reduction. It also specifies situational factors that promote or hinder such an outcome. In an online survey a sample of 1627 gamers stated games they played the most and filled out a questionnaire measuring their attitudes toward minorities. Independent judges assessed games that were played by most participants (N = 44 games). A multilevel regression analysis revealed that average quality of contact with minorities in a game (measured at game-level, as a characteristic of a game) was associated with higher acceptance of minorities of the players (measured at individual level). Diversity of the game world generated by fictional races had no significant connection to attitudes. Game-level predictors largely increased fit to the data showing that game worlds were significant for the acceptance of minorities. The results supply preliminary evidence for the validity of the intergroup contact hypothesis for the interactions with characters in video games.
{"title":"Virtual contact hypothesis: Preliminary evidence for intergroup contact hypothesis in interactions with characters in video games","authors":"Agnieszka Mulak, Mikołaj Winiewski","doi":"10.5817/cp2021-4-6","DOIUrl":"https://doi.org/10.5817/cp2021-4-6","url":null,"abstract":"This paper examines intergroup contact hypothesis in interactions in video games to conceptualize how intergroup contact with characters in games may relate to attitudes toward minorities. Intergroup contact hypothesis states that intergroup contact leads to more positive attitudes and stereotype reduction. It also specifies situational factors that promote or hinder such an outcome. In an online survey a sample of 1627 gamers stated games they played the most and filled out a questionnaire measuring their attitudes toward minorities. Independent judges assessed games that were played by most participants (N = 44 games). A multilevel regression analysis revealed that average quality of contact with minorities in a game (measured at game-level, as a characteristic of a game) was associated with higher acceptance of minorities of the players (measured at individual level). Diversity of the game world generated by fictional races had no significant connection to attitudes. Game-level predictors largely increased fit to the data showing that game worlds were significant for the acceptance of minorities. The results supply preliminary evidence for the validity of the intergroup contact hypothesis for the interactions with characters in video games.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"15 2","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72576989","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The current study was designed based on the two-process model of the relatedness need to investigate the cyber-psychological mechanisms in the relationship between relatedness frustration and social networking sites (SNSs) behaviors. Chinese college students (N = 494; 190 males; Mage = 18.81 ± .92) were recruited to complete online questionnaires to measure relatedness frustration, relatedness satisfaction, affiliation motivation, and WeChat engagement. Path analyses indicated that relatedness frustration was directly related to defensive WeChat engagement and indirectly related to WeChat involvement and active engagement via affiliation motivation. Affiliation motivation played a significant mediating role, with the relationship between affiliation motivation and WeChat involvement being moderated by relatedness satisfaction. Specifically, this relationship existed only when the level of relatedness satisfaction was high. This study helps to understand motivational coping mechanisms among people with different levels of relatedness satisfaction in relation to SNSs after experiencing relatedness frustration. Potential limitations and future directions of this paper to the cyber-psychology literature are discussed.
{"title":"The relationships among relatedness frustration, affiliation motivation, and WeChat engagement, moderated by relatedness satisfaction","authors":"Yunxiang Chen, Ruoxuan Li, Xiangping Liu","doi":"10.5817/cp2021-4-7","DOIUrl":"https://doi.org/10.5817/cp2021-4-7","url":null,"abstract":"The current study was designed based on the two-process model of the relatedness need to investigate the cyber-psychological mechanisms in the relationship between relatedness frustration and social networking sites (SNSs) behaviors. Chinese college students (N = 494; 190 males; Mage = 18.81 ± .92) were recruited to complete online questionnaires to measure relatedness frustration, relatedness satisfaction, affiliation motivation, and WeChat engagement. Path analyses indicated that relatedness frustration was directly related to defensive WeChat engagement and indirectly related to WeChat involvement and active engagement via affiliation motivation. Affiliation motivation played a significant mediating role, with the relationship between affiliation motivation and WeChat involvement being moderated by relatedness satisfaction. Specifically, this relationship existed only when the level of relatedness satisfaction was high. This study helps to understand motivational coping mechanisms among people with different levels of relatedness satisfaction in relation to SNSs after experiencing relatedness frustration. Potential limitations and future directions of this paper to the cyber-psychology literature are discussed.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"77 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73846728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
During the global COVID-19 pandemic, many people were physically separated from their romantic or sexual partners and added sexting to their sexual repertoire. Sexting involves the exchange of sensitive data and thus necessitates personal and interpersonal privacy management strategies such as information control and privacy boundary communication. This study investigates the psychological predictors of sexting-related privacy management. In an online survey with 494 young adults, we tested demographic, psychological, and behavioral correlates of sexting-related privacy management. Negative binomial regressions revealed that age, gender, and asynchronous sexting frequency positively predicted sexting-related privacy management. COVID-19-related social isolation moderated the positive effect of asynchronous sexting frequency: Asynchronous sexting frequency had a positive effect on sexting-related privacy management only in individuals with low or mean COVID-19-related social isolation. For those who perceived high COVID-19-related social isolation, asynchronous sexting frequency had no positive effect. This suggests that in a context of social isolation, even frequent sexters are willing to sacrifice their privacy. Relationship status, privacy concerns, rejection sensitivity, and synchronous sexting frequency were not related to sexting-related privacy management. The results highlight the various effects of COVID-19-related social isolation.
{"title":"Sexting during social isolation: Predicting sexting-related privacy management during the COVID-19 pandemic","authors":"Marina F. Thomas, Alice Binder, Jörg Matthes","doi":"10.5817/CP2021-3-3","DOIUrl":"https://doi.org/10.5817/CP2021-3-3","url":null,"abstract":"During the global COVID-19 pandemic, many people were physically separated from their romantic or sexual partners and added sexting to their sexual repertoire. Sexting involves the exchange of sensitive data and thus necessitates personal and interpersonal privacy management strategies such as information control and privacy boundary communication. This study investigates the psychological predictors of sexting-related privacy management. In an online survey with 494 young adults, we tested demographic, psychological, and behavioral correlates of sexting-related privacy management. Negative binomial regressions revealed that age, gender, and asynchronous sexting frequency positively predicted sexting-related privacy management. COVID-19-related social isolation moderated the positive effect of asynchronous sexting frequency: Asynchronous sexting frequency had a positive effect on sexting-related privacy management only in individuals with low or mean COVID-19-related social isolation. For those who perceived high COVID-19-related social isolation, asynchronous sexting frequency had no positive effect. This suggests that in a context of social isolation, even frequent sexters are willing to sacrifice their privacy. Relationship status, privacy concerns, rejection sensitivity, and synchronous sexting frequency were not related to sexting-related privacy management. The results highlight the various effects of COVID-19-related social isolation.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"39 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85437004","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jonas De Meulenaere, Bastiaan Baccarne, Cédric Courtois, Koen Ponnet
The current study presents an instrument to measure online neighborhood network (ONN) uses from a social capital perspective. Prior studies have provided tentative evidence that ONNs, developed on social media platforms, can be a means for residents to develop social capital. However, to investigate this claim, a quantitative measurement instrument tailored to group- instead of ego-centered networks, is necessary yet currently lacking. A multi-phase method was applied to develop and test the psychometric properties of our instrument. Drawing upon existing literature, we conceptualized two types of ONN uses: expressive and instrumental uses. Both constructs were subsequently operationalized in a series of research steps. The construct validity (both exploratory and confirmatory), criterion and theoretical validity, and internal consistency of the instrument were tested on a sample of ONN users (n = 668) in Flanders (Belgium). The findings showed that the designed instrument is valid and reliable for assessing ONN uses. As such, the means are provided for investigating the role of ONNs in neighborhood relationship and social capital development, discern between different types of ONN users, and to assess the quality of ONNs with respect to the neighborhood's social life from a policy perspective.
{"title":"The development and psychometric testing of the expressive and instrumental Online Neighborhood Network Uses Scale (ONNUS)","authors":"Jonas De Meulenaere, Bastiaan Baccarne, Cédric Courtois, Koen Ponnet","doi":"10.5817/cp2021-3-8","DOIUrl":"https://doi.org/10.5817/cp2021-3-8","url":null,"abstract":"The current study presents an instrument to measure online neighborhood network (ONN) uses from a social capital perspective. Prior studies have provided tentative evidence that ONNs, developed on social media platforms, can be a means for residents to develop social capital. However, to investigate this claim, a quantitative measurement instrument tailored to group- instead of ego-centered networks, is necessary yet currently lacking. A multi-phase method was applied to develop and test the psychometric properties of our instrument. Drawing upon existing literature, we conceptualized two types of ONN uses: expressive and instrumental uses. Both constructs were subsequently operationalized in a series of research steps. The construct validity (both exploratory and confirmatory), criterion and theoretical validity, and internal consistency of the instrument were tested on a sample of ONN users (n = 668) in Flanders (Belgium). The findings showed that the designed instrument is valid and reliable for assessing ONN uses. As such, the means are provided for investigating the role of ONNs in neighborhood relationship and social capital development, discern between different types of ONN users, and to assess the quality of ONNs with respect to the neighborhood's social life from a policy perspective.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"66 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86892767","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-02-16DOI: 10.23668/PSYCHARCHIVES.4547
Kevin Winter, Birka Zapf, Mandy Hütter, Nicolas Tichy, K. Sassenberg
Most people in industrialized countries regularly purchase products online. Consumers often rely on previous customers’ reviews to make purchasing decisions. The current research investigates whether potential online customers select these reviews in a biased way and whether typical interface properties of product evaluation portals foster biased selection. Based on selective exposure research, potential online customers should have a bias towards selecting positive reviews when they have an initial preference for a product. We tested this prediction across five studies (total N = 1376) while manipulating several typical properties of the review selection interface that should – according to earlier findings – facilitate biased selection. Across all studies, we found some evidence for a bias in favor of selecting positive reviews, but the aggregated effect was non-significant in an internal meta-analysis. Contrary to our hypothesis and not replicating previous research, none of the interface properties that were assumed to increase biased selection led to the predicted effects. Overall, the current research suggests that biased information selection, which has regularly been found in many other contexts, only plays a minor role in online review selection. Thus, there is no need to fear that product evaluation portals elicit biased impressions about products among consumers due to selective exposure.
{"title":"Selective exposure in action: Do visitors of product evaluation portals select reviews in a biased manner?","authors":"Kevin Winter, Birka Zapf, Mandy Hütter, Nicolas Tichy, K. Sassenberg","doi":"10.23668/PSYCHARCHIVES.4547","DOIUrl":"https://doi.org/10.23668/PSYCHARCHIVES.4547","url":null,"abstract":"Most people in industrialized countries regularly purchase products online. Consumers often rely on previous customers’ reviews to make purchasing decisions. The current research investigates whether potential online customers select these reviews in a biased way and whether typical interface properties of product evaluation portals foster biased selection. Based on selective exposure research, potential online customers should have a bias towards selecting positive reviews when they have an initial preference for a product. We tested this prediction across five studies (total N = 1376) while manipulating several typical properties of the review selection interface that should – according to earlier findings – facilitate biased selection. Across all studies, we found some evidence for a bias in favor of selecting positive reviews, but the aggregated effect was non-significant in an internal meta-analysis. Contrary to our hypothesis and not replicating previous research, none of the interface properties that were assumed to increase biased selection led to the predicted effects. Overall, the current research suggests that biased information selection, which has regularly been found in many other contexts, only plays a minor role in online review selection. Thus, there is no need to fear that product evaluation portals elicit biased impressions about products among consumers due to selective exposure.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"11 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74294063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Due to the unpredictable nature of traumatic events, prospective research into trauma relies upon laboratory methods utilising distressing film scenes to act as a trauma analogue measuring vulnerability factors and testing interventions applied to posttraumatic stress disorder (PTSD). This is the first study to test whether Virtual Reality (VR) provides a more effective trauma analogue than traditional on-screen presentation by direct comparison of the same real-life trauma film. Participants viewed footage of a staged car accident either presented in VR (N = 31) or on-screen (OS) (N = 30). Both groups recorded sense of presence, pre- and post-film mood and state anxiety. After the film, some participants (VR: n = 18; OS: n = 12) reported involuntary intrusions of the film and recorded the emotionality of these. VR presentation evoked a greater sense of presence, yet both VR and OS presentation elicited negative mood and involuntary intrusions. Although intrusions were more vivid in the VR condition, there were no significant differences in frequency or distress. However, a greater sense of presence, regardless of medium, was predictive of increased emotional reaction to the film and greater intrusion frequency and distress. Therefore, implementing a VR paradigm could be directly beneficial for TFP research concerning sense of presence or vividness of intrusions. The association between enhanced sense of presence and stress response suggests that an effective trauma analogue should be immersive, and VR presentation is a useful medium to elicit a greater sense of immersion.
由于创伤事件的不可预测性,对创伤的前瞻性研究依赖于实验室方法,利用令人痛苦的电影场景作为创伤模拟物,测量脆弱性因素并测试适用于创伤后应激障碍(PTSD)的干预措施。这是第一个测试虚拟现实(VR)是否提供比传统屏幕上更有效的创伤模拟的研究,通过直接比较相同的现实生活中的创伤电影。参与者观看了在VR (N = 31)或屏幕(OS) (N = 30)中呈现的一场车祸的镜头。两组都记录了在场感、观影前和观影后的情绪和焦虑状态。影片结束后,一些参与者(VR: n = 18;OS: n = 12)报告了电影中无意识的干扰,并记录了这些干扰的情绪。VR展示唤起了更大的存在感,但VR和OS展示都引发了消极情绪和非自愿入侵。虽然在虚拟现实条件下侵入更生动,但在频率或痛苦方面没有显著差异。然而,更强烈的存在感,无论媒介如何,都预示着对电影的情绪反应会增加,入侵频率和痛苦也会增加。因此,实施虚拟现实范式可以直接有利于TFP研究的存在感或生动的入侵。增强的存在感和压力反应之间的联系表明,有效的创伤模拟应该是沉浸式的,而VR呈现是一种有用的媒介,可以引发更大的沉浸感。
{"title":"Virtually renovating the Trauma Film Paradigm: Comparing virtual reality with on-screen presentation of an analogue trauma","authors":"G. Baptie, J. Andrade, A. Bacon, A. Norman","doi":"10.5817/CP2021-1-6","DOIUrl":"https://doi.org/10.5817/CP2021-1-6","url":null,"abstract":"Due to the unpredictable nature of traumatic events, prospective research into trauma relies upon laboratory methods utilising distressing film scenes to act as a trauma analogue measuring vulnerability factors and testing interventions applied to posttraumatic stress disorder (PTSD). This is the first study to test whether Virtual Reality (VR) provides a more effective trauma analogue than traditional on-screen presentation by direct comparison of the same real-life trauma film. Participants viewed footage of a staged car accident either presented in VR (N = 31) or on-screen (OS) (N = 30). Both groups recorded sense of presence, pre- and post-film mood and state anxiety. After the film, some participants (VR: n = 18; OS: n = 12) reported involuntary intrusions of the film and recorded the emotionality of these. VR presentation evoked a greater sense of presence, yet both VR and OS presentation elicited negative mood and involuntary intrusions. Although intrusions were more vivid in the VR condition, there were no significant differences in frequency or distress. However, a greater sense of presence, regardless of medium, was predictive of increased emotional reaction to the film and greater intrusion frequency and distress. Therefore, implementing a VR paradigm could be directly beneficial for TFP research concerning sense of presence or vividness of intrusions. The association between enhanced sense of presence and stress response suggests that an effective trauma analogue should be immersive, and VR presentation is a useful medium to elicit a greater sense of immersion.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"12 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87885339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Despite the widespread use of online sexual material in the general population, the overlap of deviant use of online sexual material (child sexual abusive material) with other types of online sex and gaming addictions has remained controversial. The purpose of this study is to determine, how users of child sexual abusive material (CSAM) differ from persons consulting for problematic online sex and for gaming (sociodemographic details, Internet use patterns, adverse childhood experiences). We assessed online addiction criteria and adverse childhood experiences in 479 consecutive patients (57 CSAM, 67 users of online sexual material, 355 online gamers) by standardized self-report questionnaires (AICA, CTS). Patients presenting with CSAM consumption were well-educated, socially and professionally integrated middle-aged men. While the quantity of Internet use was less excessive compared to users of online sexual material and online gamers, their average online use was mostly addictive and disruptive regarding partnership or family. They reported significantly higher rates of own experiences of sexual childhood abuse and emotional neglect compared to gamers. Better understanding of CSAM consumption in the context of online addictions is a prerequisite for developing specific therapeutic approaches. These need to consider addictive behavior as well as sustained childhood adversities, which might lead to these maladaptive coping strategies.
{"title":"Adverse childhood experiences in persons with excessive and destructive online behaviour","authors":"Carolin Marx, K. Müller, M. Beutel","doi":"10.5817/cp2021-3-5","DOIUrl":"https://doi.org/10.5817/cp2021-3-5","url":null,"abstract":"Despite the widespread use of online sexual material in the general population, the overlap of deviant use of online sexual material (child sexual abusive material) with other types of online sex and gaming addictions has remained controversial. The purpose of this study is to determine, how users of child sexual abusive material (CSAM) differ from persons consulting for problematic online sex and for gaming (sociodemographic details, Internet use patterns, adverse childhood experiences). We assessed online addiction criteria and adverse childhood experiences in 479 consecutive patients (57 CSAM, 67 users of online sexual material, 355 online gamers) by standardized self-report questionnaires (AICA, CTS). Patients presenting with CSAM consumption were well-educated, socially and professionally integrated middle-aged men. While the quantity of Internet use was less excessive compared to users of online sexual material and online gamers, their average online use was mostly addictive and disruptive regarding partnership or family. They reported significantly higher rates of own experiences of sexual childhood abuse and emotional neglect compared to gamers. Better understanding of CSAM consumption in the context of online addictions is a prerequisite for developing specific therapeutic approaches. These need to consider addictive behavior as well as sustained childhood adversities, which might lead to these maladaptive coping strategies.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"14 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78952980","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The present study examined how engaging in public interactions via WeChat Moments (i.e., interactions all WeChat contacts can access) was related to the emotional well-being of Chinese seniors and emerging seniors (50 years or older). Results of an online survey (N = 506) demonstrated that perceived educational self-network discrepancy of WeChat network moderated the relationship between public interactions and emotional well-being such that only at a high level of perceived educational self-network discrepancy public interactions exhibited a significant negative relationship with emotional well-being. Additionally, the interaction between public interactions and perceived educational/social class self-network discrepancy on emotional well-being was further moderated by the participants’ age. Specifically, the relationship between public interactions and emotional well-being was only significant and negative at high levels of perceived educational/social class self-network discrepancy among older Chinese seniors and emerging seniors, whereas this relationship was not significant at any level of perceived educational/social class self-network discrepancy among their younger counterparts. This study develops the scholarship on social networking services and well-being by suggesting that the responses one receives from their online network can have a critical impact on their well-being and provides implications about extending socioemotional selectivity theory.
{"title":"How public interactions via WeChat moments predict the emotional well-being of Chinese seniors and emerging seniors: The moderating roles of perceived self-network discrepancy and age","authors":"J. Rui, Xi Cui, Qian Xu, Nan Yu","doi":"10.5817/cp2021-3-2","DOIUrl":"https://doi.org/10.5817/cp2021-3-2","url":null,"abstract":"The present study examined how engaging in public interactions via WeChat Moments (i.e., interactions all WeChat contacts can access) was related to the emotional well-being of Chinese seniors and emerging seniors (50 years or older). Results of an online survey (N = 506) demonstrated that perceived educational self-network discrepancy of WeChat network moderated the relationship between public interactions and emotional well-being such that only at a high level of perceived educational self-network discrepancy public interactions exhibited a significant negative relationship with emotional well-being. Additionally, the interaction between public interactions and perceived educational/social class self-network discrepancy on emotional well-being was further moderated by the participants’ age. Specifically, the relationship between public interactions and emotional well-being was only significant and negative at high levels of perceived educational/social class self-network discrepancy among older Chinese seniors and emerging seniors, whereas this relationship was not significant at any level of perceived educational/social class self-network discrepancy among their younger counterparts. This study develops the scholarship on social networking services and well-being by suggesting that the responses one receives from their online network can have a critical impact on their well-being and provides implications about extending socioemotional selectivity theory.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"58 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73991671","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to identify “obsessive” and “harmonious” involvements in MMORPGs and to verify their relationships with players’ self-esteem and well-being. An international sample of 147 MMORPG players participated in a longitudinal design filling out for 3 times an online questionnaire measuring game involvement (in terms of Internet Gaming Disorder [IGD] symptoms, time spent playing the video game, sense of presence while playing, and avatar identification), global self-esteem, and well-being (i.e., meaningful life, engaged life, and pleasant life). Results supported the presence of these two different types of involvement: Obsessive involvement, characterized by a close association between IGD symptoms and playing time; Harmonious involvement, characterized by a close association between presence, avatar identification, and IGD symptoms. Cross-lagged effects showed that, over time, low self-esteem and low meaningful life predicted obsessive involvement, which in turn predicted engaged life. The present study contributes to a better understanding of the effects between video games use and the users’ self-esteem and well-being. Furthermore, it contributes to the theoretical debate about problematic involvement in videogames, also providing some indications about problematic gaming assessment and prevention.
{"title":"Harmonious and obsessive involvement, self-esteem, and well-being. A longitudinal study on MMORPG players","authors":"Federica Sibilla, A. Musetti, T. Mancini","doi":"10.5817/cp2021-3-1","DOIUrl":"https://doi.org/10.5817/cp2021-3-1","url":null,"abstract":"Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to identify “obsessive” and “harmonious” involvements in MMORPGs and to verify their relationships with players’ self-esteem and well-being. An international sample of 147 MMORPG players participated in a longitudinal design filling out for 3 times an online questionnaire measuring game involvement (in terms of Internet Gaming Disorder [IGD] symptoms, time spent playing the video game, sense of presence while playing, and avatar identification), global self-esteem, and well-being (i.e., meaningful life, engaged life, and pleasant life). Results supported the presence of these two different types of involvement: Obsessive involvement, characterized by a close association between IGD symptoms and playing time; Harmonious involvement, characterized by a close association between presence, avatar identification, and IGD symptoms. Cross-lagged effects showed that, over time, low self-esteem and low meaningful life predicted obsessive involvement, which in turn predicted engaged life. The present study contributes to a better understanding of the effects between video games use and the users’ self-esteem and well-being. Furthermore, it contributes to the theoretical debate about problematic involvement in videogames, also providing some indications about problematic gaming assessment and prevention.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"66 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80009596","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual Reality (VR) technology can be used to influence performance on endurance exercises. In this study, we focused on manipulating perception of own-body strength by exercising in VR as a muscular avatar. In this repeated-measure study, twenty-nine participants performed biceps curl exercise in a maximum repetitions protocol, up to exhaustion. The exercise was done either in VR as a muscular avatar, or without VR, in front of the mirror. Dependent variables were the number of exercise repetitions and self-reported exertion. We also controlled blood glucose level, perceived weight of the barbell and level of embodiment. Participants performed significantly more biceps curl repetitions in the VR condition (Z = -2.05, p < .05) with an effect size of d = 0.36. The self-reported effort did not differ significantly between conditions. The results of this study may have an applied significance since number of exercise repetitions is an ecologically valid measure, directly relevant to real training protocols.
虚拟现实(VR)技术可以用来影响耐力运动的表现。在这项研究中,我们专注于通过在VR中作为肌肉化身锻炼来操纵对自己身体力量的感知。在这项重复测量的研究中,29名参与者在最大重复协议中进行二头肌弯曲锻炼,直到筋疲力尽。这个练习有两种,一种是在虚拟现实中扮演肌肉发达的化身,另一种是在没有虚拟现实的情况下,在镜子前完成的。因变量为运动重复次数和自我报告的运动强度。我们还控制了血糖水平,杠铃的感知重量和体现水平。参与者在VR条件下进行了更多的二头肌弯曲重复(Z = -2.05, p < 0.05),效应量为d = 0.36。在不同条件下,自我报告的努力程度没有显著差异。本研究的结果可能具有应用意义,因为运动重复次数是一种生态有效的测量方法,与真实的训练方案直接相关。
{"title":"Exercise in virtual reality with a muscular avatar influences performance on a weightlifting exercise","authors":"Marcin Czub, Paweł Janeta","doi":"10.5817/cp2021-3-10","DOIUrl":"https://doi.org/10.5817/cp2021-3-10","url":null,"abstract":"Virtual Reality (VR) technology can be used to influence performance on endurance exercises. In this study, we focused on manipulating perception of own-body strength by exercising in VR as a muscular avatar. In this repeated-measure study, twenty-nine participants performed biceps curl exercise in a maximum repetitions protocol, up to exhaustion. The exercise was done either in VR as a muscular avatar, or without VR, in front of the mirror. Dependent variables were the number of exercise repetitions and self-reported exertion. We also controlled blood glucose level, perceived weight of the barbell and level of embodiment. Participants performed significantly more biceps curl repetitions in the VR condition (Z = -2.05, p < .05) with an effect size of d = 0.36. The self-reported effort did not differ significantly between conditions. The results of this study may have an applied significance since number of exercise repetitions is an ecologically valid measure, directly relevant to real training protocols.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"1 1","pages":""},"PeriodicalIF":2.9,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90279173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}