Pub Date : 2022-04-06DOI: 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.
{"title":"That’s Good News ☹","authors":"Elisabeth Beyersmann, Signy Wegener, Nenagh Kemp","doi":"10.1027/1864-1105/a000342","DOIUrl":"https://doi.org/10.1027/1864-1105/a000342","url":null,"abstract":"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.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"1 1","pages":""},"PeriodicalIF":1.7,"publicationDate":"2022-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42428628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Touched by Tragedy","authors":"Enny Das, Lisette te Hennepe","doi":"10.17026/dans-z6p-nf4x","DOIUrl":"https://doi.org/10.17026/dans-z6p-nf4x","url":null,"abstract":"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.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2022-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42827824","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-15DOI: 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.
{"title":"Moral Minds in Gaming","authors":"Elisabeth Holl, André Melzer","doi":"10.1027/1864-1105/a000323","DOIUrl":"https://doi.org/10.1027/1864-1105/a000323","url":null,"abstract":"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.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2021-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46115758","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-11-19DOI: 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.
{"title":"Attitude-Consistent Health Messages About Electronic Cigarettes Increase Processing Time","authors":"Shelby Wilcox, Richard Huskey, David C. DeAndrea","doi":"10.1027/1864-1105/a000312","DOIUrl":"https://doi.org/10.1027/1864-1105/a000312","url":null,"abstract":"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.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2021-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46126935","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-11-12DOI: 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.
{"title":"Can Narratives Increase Compliance?","authors":"Liyuan Wang, S. Murphy, Nathan Walter","doi":"10.1027/1864-1105/a000311","DOIUrl":"https://doi.org/10.1027/1864-1105/a000311","url":null,"abstract":"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.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2021-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41838855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-11-08DOI: 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.
{"title":"“Don’t Give Up!”","authors":"John A. Velez, W. Jang, Joshua M. Jordan, William R. Walker","doi":"10.1027/1864-1105/a000313","DOIUrl":"https://doi.org/10.1027/1864-1105/a000313","url":null,"abstract":"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.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46213113","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"“Don’t Give Up!”: Can the competitiveness and difficulty of video games build persistence for a subsequent non-gaming task?","authors":"John A. Velez, W. Jang","doi":"10.17605/OSF.IO/SM64K","DOIUrl":"https://doi.org/10.17605/OSF.IO/SM64K","url":null,"abstract":"","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42717847","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-01DOI: 10.1027/1864-1105/a000317
{"title":"Call for Papers: Emerging Adulthood and Media Use: Adding a Developmental Perspective","authors":"","doi":"10.1027/1864-1105/a000317","DOIUrl":"https://doi.org/10.1027/1864-1105/a000317","url":null,"abstract":"","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46261743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-09-27DOI: 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.
{"title":"When Posting Is Believing","authors":"S. Winter, Paola Remmelswaal, Anne L. Vos","doi":"10.1027/1864-1105/a000308","DOIUrl":"https://doi.org/10.1027/1864-1105/a000308","url":null,"abstract":"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.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2021-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49123739","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-26DOI: 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...
{"title":"Narrative Media’s Emphasis on Distinct Moral Intuitions Alters Early Adolescents’ Judgments","authors":"Lindsay S. Hahn, Ron Tamborini, Sujay Prabhu, Clare Grall, E. Novotny, Brian Klebig","doi":"10.1027/1864-1105/A000307","DOIUrl":"https://doi.org/10.1027/1864-1105/A000307","url":null,"abstract":"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...","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" ","pages":""},"PeriodicalIF":1.7,"publicationDate":"2021-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47221708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}