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That’s Good News ☹ 这是个好消息
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2022-04-06 DOI: 10.1027/1864-1105/a000342
Elisabeth Beyersmann, Signy Wegener, Nenagh Kemp
Abstract. The use of emojis in digital communication has become increasingly popular, but how emojis are processed and integrated in reading processes remains underexplored. This study used eye-tracking to monitor university students’ ( n = 47) eye movements while reading single-line text messages with a face emoji embedded medially. Messages contained a semantically congruent emoji (e.g., That’s good news 😊 tell me more), a semantically incongruent emoji (e.g., That’s good news ☹ tell me more), or a dash (e.g., That’s good news – tell me more). Results revealed that emoji congruency did not influence early fixation measures (first fixation duration and gaze duration), nor the probability of regressions. However, there was a significant congruency effect in total reading time and trial dwell time, showing that incongruence incurred a processing cost. The present results extend previously reported semantic congruency effects in sentence reading to the processing of emojis. This result suggests that the semantic content conveyed by face emojis is integrated with sentence context late in processing. We further found that the use of congruent emojis improved the relationship between sender and receiver: Ratings collected separately suggested that message senders were liked better if they included congruent than incongruent emojis. Overall, emojis attracted attention: Participants were twice as likely to fixate on emojis than on dashes, and to fixate on emojis for longer.
摘要表情符号在数字交流中的使用越来越受欢迎,但表情符号在阅读过程中的处理和整合方式仍未得到充分探索。这项研究使用眼球追踪技术来监测大学生(n = 47)在阅读中间嵌入表情符号的单行短信时的眼球运动。消息包含语义一致的表情符号(例如,这是好消息😊告诉我更多),语义不一致的表情符号(例如,这是好消息,告诉我更多),或破折号(例如,这是好消息-告诉我更多)。结果显示,表情符号的一致性不影响早期注视测量(第一次注视时间和注视时间),也不影响回归概率。然而,总阅读时间和试验停留时间存在显著的一致性效应,表明不一致性产生了处理成本。目前的结果将先前报道的句子阅读中的语义一致性效应扩展到表情符号的处理。这一结果表明,表情符号所传达的语义内容在加工后期才与句子语境融合。我们进一步发现,使用一致的表情符号改善了发送者和接收者之间的关系:单独收集的评分表明,如果消息发送者使用一致的表情符号,他们会比使用不一致的表情符号更受欢迎。总的来说,表情符号吸引了人们的注意力:参与者关注表情符号的可能性是关注破折号的两倍,而且关注表情符号的时间更长。
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引用次数: 3
Touched by Tragedy 被悲剧感动
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2022-02-02 DOI: 10.17026/dans-z6p-nf4x
Enny Das, Lisette te Hennepe
Abstract. Humans avoid thinking about death, yet they often watch tragic movies in which the main characters die. Seeking to explain this paradox, this research assessed conditions that motivate narrative processing of tragic movies about the loss of a loved one. Participants were assigned to a 3 (Mortality Salience of Self vs. Loved One vs. Control) × 2 (Movie Ending: Meaningful vs. Open) factorial design ( N = 187), and then completed measures of death-thought accessibility, mixed affect, boundary expansion, and identification. The two different mortality salience conditions increased death-thought accessibility in the same way. However, only mortality salience of a loved one increased mixed affect for movies with meaningful endings, which, in turn, predicted identification with the protagonist and boundary expansion into the story world. The findings suggest that movies about loss with meaningful endings may invite viewers to emotionally process the fundamental fear of losing a loved one.
摘要人类不愿思考死亡,但他们经常观看主角死亡的悲剧电影。为了解释这一悖论,本研究评估了关于失去亲人的悲剧电影的叙事处理的动机条件。参与者被分配到3(自我vs.爱人vs.对照组的死亡率显著性)× 2(电影结局:有意义vs.开放)因子设计(N = 187),然后完成死亡思想可及性、混合情感、边界扩展和识别的测量。两种不同的死亡率显著性条件以相同的方式增加了死亡思想的可及性。然而,对于结局有意义的电影,只有对所爱之人死亡的关注才会增加混合情感,这反过来又预示着对主角的认同和对故事世界的边界扩展。研究结果表明,结局有意义的关于失去的电影可能会让观众在情感上处理对失去亲人的根本恐惧。
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引用次数: 2
Moral Minds in Gaming 游戏中的道德心态
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2021-12-15 DOI: 10.1027/1864-1105/a000323
Elisabeth Holl, André Melzer
Abstract. Games including meaningful narratives and moral decisions have become increasingly popular. This case study examines (a) the prevalence of morality and moral foundations, (b) player decisions when encountering moral options, and (c) the influence of contextual factors (i.e., time pressure, played avatar, and humanness of nonplayable characters) on moral decision-making in the popular video game Detroit: Become Human. Based on extensive coding of available world statistics we identified 73.21% morally relevant (vs. morally irrelevant) decisions in the game with a high prevalence for harm- and authority-related situations. Although players had an overall tendency to engage in moral behavior, they were more likely to act “good” when under time pressure and if nonhuman characters were involved. Our findings are discussed with regard to common theories of morality. Results support the notion that prior theoretical assumptions may be successfully mapped onto top-selling video games.
摘要包括有意义的叙述和道德决策在内的游戏越来越受欢迎。本案例研究考察了流行电子游戏《底特律:成为人类》中(a)道德和道德基础的普遍性,(b)玩家在遇到道德选择时的决策,以及(c)情境因素(即时间压力、扮演的化身和非玩家角色的人性)对道德决策的影响。根据对现有世界统计数据的广泛编码,我们在游戏中确定了73.21%的道德相关(与道德无关)决策,其中与伤害和权威相关的情况发生率很高。尽管玩家总体上倾向于从事道德行为,但在时间压力下,如果涉及非人类角色,他们更有可能表现得“好”。我们的发现是关于共同的道德理论进行讨论的。研究结果支持了这样一种观点,即先前的理论假设可以成功地映射到最畅销的电子游戏上。
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引用次数: 0
Attitude-Consistent Health Messages About Electronic Cigarettes Increase Processing Time 关于电子烟的态度一致的健康信息增加了处理时间
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2021-11-19 DOI: 10.1027/1864-1105/a000312
Shelby Wilcox, Richard Huskey, David C. DeAndrea
Abstract. Online contexts are becoming a widely available space to disseminate health information and target specific populations for health campaigns. Limited evidence for health message engagement in these contexts exists. This study draws on the elaboration likelihood model and construal-level theory to predict processing time and recall when individuals are presented with messages for or against electronic cigarette use from socially close or distant sources. Participants ( N = 159) were shown messages about electronic cigarettes, designed to look like tweets, from socially close and socially distant message senders. Processing times were highest for pro-attitudinal messages while messages from socially close sources were more likely to be recalled, and furthering social distance increased the difference in processing times for pro- and counter-attitudinal messages. We demonstrate the applicability of behavioral measures in online studies, while finding that attitudes, social distance, and their interaction affect measures of message processing. These findings suggest further exploration may be needed to differentiate between processing time and counterarguing. From our findings, we offer applied practitioners guidance on how to develop messages that target audiences will spend more time considering and are more likely to remember.
摘要在线环境正在成为传播卫生信息和针对特定人群开展卫生运动的广泛可用空间。在这些背景下参与卫生信息的证据有限。本研究利用精化似然模型和识解水平理论来预测当个体从社会近或远的来源获得支持或反对使用电子烟的信息时的处理时间和回忆。研究人员向参与者(N = 159)展示了有关电子烟的信息,这些信息设计得像推特一样,来自社交关系密切和社交关系疏远的信息发送者。亲态度信息的加工时间最高,而社会关系较近的信息更容易被回忆,而且社会距离越远,亲态度信息和反态度信息的加工时间差异越大。我们证明了行为测量在在线研究中的适用性,同时发现态度、社会距离及其相互作用影响信息处理的测量。这些发现表明,可能需要进一步的探索来区分处理时间和反驳时间。根据我们的研究结果,我们为应用从业者提供了如何开发目标受众将花费更多时间考虑并更有可能记住的信息的指导。
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引用次数: 4
Can Narratives Increase Compliance? 叙述能提高遵从性吗?
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2021-11-12 DOI: 10.1027/1864-1105/a000311
Liyuan Wang, S. Murphy, Nathan Walter
Abstract. The current study assessed whether vicariously experiencing story characters granting a small favor can induce similar intentions from its audiences. Acting upon the perspectives of story characters, audiences may agree to a subsequent larger request to the same cause, as in the case of vicarious foot-in-the-door (VFITD). Study 1 found that a VFITD story was more effective in eliciting prosocial intentions than a non-VFITD story and a non-narrative message. That is, the VFITD condition generated greater intentions to volunteer in a series of activities, with attitudes mediating this process. Study 2 replicated this result. It also showed that when a VFITD story can generate sufficient levels of identification, it is more effective than a non-VFITD narrative in eliciting prosocial intentions. Implications of this study are also discussed.
摘要目前的研究评估了是否间接体验故事人物给予小帮助可以引起类似的意图从观众。根据故事人物的视角,观众可能会同意随后的更大的请求,就像在替代性脚在门(VFITD)的情况下一样。研究1发现,与非VFITD故事和非叙事信息相比,VFITD故事在激发亲社会意图方面更有效。也就是说,VFITD条件在一系列活动中产生了更大的志愿意愿,而态度则调节了这一过程。研究2重复了这一结果。研究还表明,当一个VFITD故事能够产生足够程度的认同时,它比一个非VFITD故事在引发亲社会意图方面更有效。本文还讨论了本研究的意义。
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引用次数: 0
“Don’t Give Up!” “不要放弃!”
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2021-11-08 DOI: 10.1027/1864-1105/a000313
John A. Velez, W. Jang, Joshua M. Jordan, William R. Walker
Abstract. The determination exhibited by players is a valuable quality in other contexts that require persistence. Research suggests that competitive and difficult video game play may acclimate players to arduous challenges and steel them against later hardships. Participants played competitively (one-on-one) or cooperatively with a non-player character (two-on-two) against non-player character opponents of varying difficulty (e.g., easy, moderate, or hard) in Super Smash Bros. Subsequent persistence was measured by time spent on an anagram task that included unsolvable items. Results suggest that video game competitiveness is necessary to facilitate subsequent persistence. However, the difficulty of opponents did not influence players’ subsequent persistence, even when withstanding the most competence-thwarting game play against hard opponents. The current study suggests that competitive play, in general, sufficiently jumpstarts persistent behaviors in players and that, instead of players cultivating persistence by enduring frustrating game play, they may be invigorated or enticed to attain goals when challenged.
摘要在其他需要坚持的情况下,球员表现出的决心是一种宝贵的品质。研究表明,竞争激烈、难度大的电子游戏可能会让玩家适应艰巨的挑战,并使他们在以后的困难中坚强起来。参与者在《超级粉碎兄弟》中与不同难度(如易、中或难)的非玩家角色对手进行竞争(一对一)或与非玩家角色合作(二对二)。随后的持久性通过在包含无法解决项目的变位符任务上花费的时间来衡量。研究结果表明,电子游戏的竞争力对于促进后续的持久性是必要的。然而,对手的难度并没有影响玩家随后的坚持,即使在与强硬对手的比赛中承受了最大的能力阻碍。目前的研究表明,一般来说,竞争性游戏会充分激发玩家的持久行为,玩家不会通过忍受令人沮丧的游戏来培养持久性,而是会在受到挑战时被激励或引诱去实现目标。
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引用次数: 1
“Don’t Give Up!”: Can the competitiveness and difficulty of video games build persistence for a subsequent non-gaming task? “不要放弃!”:电子游戏的竞争力和难度能否为后续非游戏任务培养持久性?
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2021-11-08 DOI: 10.17605/OSF.IO/SM64K
John A. Velez, W. Jang
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引用次数: 0
Call for Papers: Emerging Adulthood and Media Use: Adding a Developmental Perspective 征文:新兴成人和媒体使用:增加一个发展的视角
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2021-10-01 DOI: 10.1027/1864-1105/a000317
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引用次数: 0
When Posting Is Believing 当发帖是可信的
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2021-09-27 DOI: 10.1027/1864-1105/a000308
S. Winter, Paola Remmelswaal, Anne L. Vos
Abstract. Social network sites (SNS) facilitate the expression of users’ opinions to a large audience. This research aimed to investigate whether the characteristics of this new media context strengthen the adaptation of opinions to the majority and lead to an internalization of the expressed views. Based on literature on public self-presentation and identity shifts, it was assumed that the publicness of and the identifiability within SNS elicit stronger expression effects than online forums or non-public settings. A between-subjects experiment ( N = 302) varied the visible majority opinion on a news issue as well as the media context in which participants were asked to write down their opinion. Results showed significant adaptation effects to the majority (positive vs. negative comments) across media contexts. The internalization of attitudes was stronger in SNS groups with a more relevant audience but also occurred in other settings. Consequences for the formation of public opinion are discussed.
摘要社交网站(SNS)有助于向大量受众表达用户的意见。本研究旨在调查这种新媒体背景的特征是否加强了意见对大多数人的适应,并导致所表达的意见的内化。基于关于公众自我展示和身份转变的文献,假设社交网络的公开性和可识别性比在线论坛或非公开环境引发更强的表达效果。受试者之间的实验(N=302)改变了大多数人对新闻问题的看法,以及参与者被要求写下他们的看法的媒体背景。结果显示,在媒体环境中,大多数人(正面评论与负面评论)都有显著的适应效果。在有更多相关受众的SNS群体中,态度的内化更强,但也发生在其他环境中。讨论了公众舆论形成的后果。
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引用次数: 1
Narrative Media’s Emphasis on Distinct Moral Intuitions Alters Early Adolescents’ Judgments 叙事媒体对独特道德直觉的重视改变了早期青少年的判断
IF 1.7 4区 心理学 Q2 COMMUNICATION Pub Date : 2021-08-26 DOI: 10.1027/1864-1105/A000307
Lindsay S. Hahn, Ron Tamborini, Sujay Prabhu, Clare Grall, E. Novotny, Brian Klebig
Abstract. Logic from the model of intuitive morality and exemplars (MIME) suggests that narrative media emphasizing moral intuitions can increase the salience of those intuitions in audiences. To d...
摘要直觉道德与典范(MIME)模型的逻辑表明,强调道德直觉的叙事媒体可以增加这些直觉在受众中的显著性。d……
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引用次数: 10
期刊
Journal of Media Psychology-Theories Methods and Applications
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