Pub Date : 2018-04-01DOI: 10.1027/1864-1105/a000186
Michal Hershman Shitrit, Jonathan Cohen
The increased popularity of reality shows has been followed by criticism that they rely on viewers’ enjoyment of the humiliation and degradation of participants. This study included 163 Israelis who reported on their own willingness to participate in reality shows and how they would react if family members were to participate. Positive correlations between these responses and reported viewing enjoyment dispel the myth that viewers’ enjoyment comes primarily from watching others suffer and being humiliated.
{"title":"Why Do We Enjoy Reality Shows: Is It Really All About Humiliation and Gloating?","authors":"Michal Hershman Shitrit, Jonathan Cohen","doi":"10.1027/1864-1105/a000186","DOIUrl":"https://doi.org/10.1027/1864-1105/a000186","url":null,"abstract":"The increased popularity of reality shows has been followed by criticism that they rely on viewers’ enjoyment of the humiliation and degradation of participants. This study included 163 Israelis who reported on their own willingness to participate in reality shows and how they would react if family members were to participate. Positive correlations between these responses and reported viewing enjoyment dispel the myth that viewers’ enjoyment comes primarily from watching others suffer and being humiliated.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"10 1","pages":"104–111"},"PeriodicalIF":1.7,"publicationDate":"2018-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85543056","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 : 2018-01-01DOI: 10.1027/1864-1105/a000183
Ron Tamborini, Sujay Prabhu, Robert J. Lewis, M. Grizzard, A. Eden
The model of intuitive morality and exemplars (MIME) predicts that media content can increase the accessibility of preconscious moral intuitions, which shape subsequent moral decision making. To date, attempts to demonstrate evidence of this intuitive, preconscious process with self-report measures have met with little success. The current paper presents results from a study designed to test the MIME’s predictions, measuring the accessibility of moral intuitions with a moral foundations–affect misattribution procedure (MF-AMP) argued in the current paper to be more capable of detecting the aforementioned effect. An experiment manipulated exposure to media content that focused on care and fairness to test the proposition that media content can increase the accessibility of these moral intuitions. The findings offer preliminary evidence supporting the MIME’s proposition that media content featuring behaviors relevant to specific moral intuitions can increase (temporarily at least) the accessibility of those specific moral intuitions in the audiences.
{"title":"The Influence of Media Exposure on the Accessibility of Moral Intuitions and Associated Affect","authors":"Ron Tamborini, Sujay Prabhu, Robert J. Lewis, M. Grizzard, A. Eden","doi":"10.1027/1864-1105/a000183","DOIUrl":"https://doi.org/10.1027/1864-1105/a000183","url":null,"abstract":"The model of intuitive morality and exemplars (MIME) predicts that media content can increase the accessibility of preconscious moral intuitions, which shape subsequent moral decision making. To date, attempts to demonstrate evidence of this intuitive, preconscious process with self-report measures have met with little success. The current paper presents results from a study designed to test the MIME’s predictions, measuring the accessibility of moral intuitions with a moral foundations–affect misattribution procedure (MF-AMP) argued in the current paper to be more capable of detecting the aforementioned effect. An experiment manipulated exposure to media content that focused on care and fairness to test the proposition that media content can increase the accessibility of these moral intuitions. The findings offer preliminary evidence supporting the MIME’s proposition that media content featuring behaviors relevant to specific moral intuitions can increase (temporarily at least) the accessibility of those specific moral intuitions in the audiences.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"6 1","pages":"79–90"},"PeriodicalIF":1.7,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79606457","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 : 2018-01-01DOI: 10.1027/1864-1105/a000175
Jihyun Kim, C. Erik Timmerman
Since their inception, the popularity of exercise-based video games, or exergames, has continued to grow. Acknowledging the rapid growth of exergames, scholars have investigated exergame play experiences with a focus on the feedback a player receives about performance (e.g., progress bar, score) and how this information can influence game play experiences. To extend the existing exergame research, this study has two primary goals: (a) to test how the supportiveness of verbal feedback messages from an exergame can influence players’ exergame experiences and (b) to evaluate the way that a player’s sense of social presence may serve as a mechanism for understanding the link between feedback and experiences. An experiment (N = 47) was conducted using a between-subjects design. Two groups were compared: highly supportive versus lowly supportive feedback condition. The findings reveal that players who receive highly supportive feedback report greater exergame experience (e.g., enjoyment) than players who receive lowly supportive feedback. Further, social presence is a key variable that mediates the relationship between feedback and exergame experiences. Although the current research findings are important, they are limited to explaining short-term, immediate responses after exergame play among college students. The current research provides implications for research and practice. In particular, the study contributes to an extended understanding of feedback in exergame research and social presence research. At a practical level, the findings suggest that exergame designers should consider incorporating more supportive social feedback messages into a game.
{"title":"Effects of Supportive Feedback Messages on Exergame Experiences: A Mediating Role of Social Presence","authors":"Jihyun Kim, C. Erik Timmerman","doi":"10.1027/1864-1105/a000175","DOIUrl":"https://doi.org/10.1027/1864-1105/a000175","url":null,"abstract":"Since their inception, the popularity of exercise-based video games, or exergames, has continued to grow. Acknowledging the rapid growth of exergames, scholars have investigated exergame play experiences with a focus on the feedback a player receives about performance (e.g., progress bar, score) and how this information can influence game play experiences. To extend the existing exergame research, this study has two primary goals: (a) to test how the supportiveness of verbal feedback messages from an exergame can influence players’ exergame experiences and (b) to evaluate the way that a player’s sense of social presence may serve as a mechanism for understanding the link between feedback and experiences. An experiment (N = 47) was conducted using a between-subjects design. Two groups were compared: highly supportive versus lowly supportive feedback condition. The findings reveal that players who receive highly supportive feedback report greater exergame experience (e.g., enjoyment) than players who receive lowly supportive feedback. Further, social presence is a key variable that mediates the relationship between feedback and exergame experiences. Although the current research findings are important, they are limited to explaining short-term, immediate responses after exergame play among college students. The current research provides implications for research and practice. In particular, the study contributes to an extended understanding of feedback in exergame research and social presence research. At a practical level, the findings suggest that exergame designers should consider incorporating more supportive social feedback messages into a game.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"9 1","pages":"29–40"},"PeriodicalIF":1.7,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87795880","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 : 2018-01-01DOI: 10.1027/1864-1105/a000176
Bryan Mclaughlin
Scholars have increasingly employed social identity theory to explain how and why political polarization occurs. This study aims to build off of this work by proposing that perception of intergroup conflict serves as a mechanism that mediates the effect of news media coverage on political polarization. Specifically, I argue that the news media’s emphasis on political animosity can cultivate partisans’ perception that the parties are in conflict, which provides a context that makes partisan identity salient and, ultimately, leads to higher levels of affective and ideological polarization. This hypothesis is tested with an experiment using an American national sample of Democrats and Republicans (N = 300). Participants read a news story in which the public believes the parties are in a state of either high or low conflict (or they did not receive a news story). Using mediation analysis, the results of the study provide evidence that news media coverage of political conflict leads to increased perception of intergroup conflict, which then leads to higher levels of (a) partisan identification, (b) affective polarization, and (c) ideological polarization.
{"title":"Commitment to the Team: Perceived Conflict and Political Polarization","authors":"Bryan Mclaughlin","doi":"10.1027/1864-1105/a000176","DOIUrl":"https://doi.org/10.1027/1864-1105/a000176","url":null,"abstract":"Scholars have increasingly employed social identity theory to explain how and why political polarization occurs. This study aims to build off of this work by proposing that perception of intergroup conflict serves as a mechanism that mediates the effect of news media coverage on political polarization. Specifically, I argue that the news media’s emphasis on political animosity can cultivate partisans’ perception that the parties are in conflict, which provides a context that makes partisan identity salient and, ultimately, leads to higher levels of affective and ideological polarization. This hypothesis is tested with an experiment using an American national sample of Democrats and Republicans (N = 300). Participants read a news story in which the public believes the parties are in a state of either high or low conflict (or they did not receive a news story). Using mediation analysis, the results of the study provide evidence that news media coverage of political conflict leads to increased perception of intergroup conflict, which then leads to higher levels of (a) partisan identification, (b) affective polarization, and (c) ideological polarization.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"28 1","pages":"41–51"},"PeriodicalIF":1.7,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90218260","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 : 2018-01-01DOI: 10.1027/1864-1105/a000174
A. Shaw, K. Kenski, Jennifer Stromer-Galley, Rosa Mikeal Martey, Benjamin A. Clegg, Joanna E. Lewis, J. Folkestad, T. Strzalkowski
As research on serious games continues to grow, we investigate the efficacy of digital games to train enhanced decision making through understanding cognitive biases. This study investigates the ability of a 30-minute digital game as compared with a 30-minute video to teach people how to recognize and mitigate three cognitive biases: fundamental attribution error, confirmation bias, and bias blind spot. We investigate the effects of character customization on learning outcomes as compared with an assigned character. We use interviews to understand the qualitative differences between the conditions. Experimental results suggest that the game was more effective at teaching and mitigating cognitive biases than was the training video. Although interviews suggest players liked avatar customization, results of the experiment indicate that avatar customization had no significant effect on learning outcomes. This research provides information future designers can use to choose the best medium and affordances for the most effective learning outcomes on cognitive processes.
{"title":"Serious Efforts at Bias Reduction: The Effects of Digital Games and Avatar Customization on Three Cognitive Biases","authors":"A. Shaw, K. Kenski, Jennifer Stromer-Galley, Rosa Mikeal Martey, Benjamin A. Clegg, Joanna E. Lewis, J. Folkestad, T. Strzalkowski","doi":"10.1027/1864-1105/a000174","DOIUrl":"https://doi.org/10.1027/1864-1105/a000174","url":null,"abstract":"As research on serious games continues to grow, we investigate the efficacy of digital games to train enhanced decision making through understanding cognitive biases. This study investigates the ability of a 30-minute digital game as compared with a 30-minute video to teach people how to recognize and mitigate three cognitive biases: fundamental attribution error, confirmation bias, and bias blind spot. We investigate the effects of character customization on learning outcomes as compared with an assigned character. We use interviews to understand the qualitative differences between the conditions. Experimental results suggest that the game was more effective at teaching and mitigating cognitive biases than was the training video. Although interviews suggest players liked avatar customization, results of the experiment indicate that avatar customization had no significant effect on learning outcomes. This research provides information future designers can use to choose the best medium and affordances for the most effective learning outcomes on cognitive processes.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"67 3 1","pages":"16–28"},"PeriodicalIF":1.7,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86806514","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 : 2018-01-01DOI: 10.1027/1864-1105/a000168
Nathan Walter, Y. Tsfati
This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character’s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as “living in a violent society.” By contrast, those who did not interact with the game attributed responsibility for the character’s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar’s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist.
{"title":"Interactive Experience and Identification as Predictors of Attributing Responsibility in Video Games","authors":"Nathan Walter, Y. Tsfati","doi":"10.1027/1864-1105/a000168","DOIUrl":"https://doi.org/10.1027/1864-1105/a000168","url":null,"abstract":"This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character’s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as “living in a violent society.” By contrast, those who did not interact with the game attributed responsibility for the character’s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar’s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"18 1","pages":"3–15"},"PeriodicalIF":1.7,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80064405","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 : 2017-10-01DOI: 10.1027/1864-1105/a000181
F. Arendt, Christina Peter, J. Beck
Previous research indicates that exposure to the idealized thin media standard of female beauty can contribute to body dissatisfaction, negative self-perception, depressed mood, and disordered eating. Importantly, studies have revealed that social comparison processes underlie this negative media effect: Women routinely compare themselves with the encountered mass-mediated thin ideals, which, in turn, elicits negative consequences. While there are a multitude of studies on this topic, little is known about how this negative effect can be counteracted. We tested whether watching an awareness intervention video highlighting the artificial nature of mass-mediated idealized female beauty reduces social comparison processes in a subsequent situation. As a replication of previous research, we found that exposure to the awareness intervention material reduced social comparison processes. Supplementary analysis revealed that this effect was mediated through a change in the ideal self: Watching the awareness material elicited a more realistic perception of the specific body that individuals ideally wanted to possess. This more realistic ideal-self standard, in turn, reduced social comparison processes.
{"title":"Idealized Female Beauty, Social Comparisons, and Awareness Intervention Material: Evidence for Preventive Effects in Young Women","authors":"F. Arendt, Christina Peter, J. Beck","doi":"10.1027/1864-1105/a000181","DOIUrl":"https://doi.org/10.1027/1864-1105/a000181","url":null,"abstract":"Previous research indicates that exposure to the idealized thin media standard of female beauty can contribute to body dissatisfaction, negative self-perception, depressed mood, and disordered eating. Importantly, studies have revealed that social comparison processes underlie this negative media effect: Women routinely compare themselves with the encountered mass-mediated thin ideals, which, in turn, elicits negative consequences. While there are a multitude of studies on this topic, little is known about how this negative effect can be counteracted. We tested whether watching an awareness intervention video highlighting the artificial nature of mass-mediated idealized female beauty reduces social comparison processes in a subsequent situation. As a replication of previous research, we found that exposure to the awareness intervention material reduced social comparison processes. Supplementary analysis revealed that this effect was mediated through a change in the ideal self: Watching the awareness material elicited a more realistic perception of the specific body that individuals ideally wanted to possess. This more realistic ideal-self standard, in turn, reduced social comparison processes.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"43 1","pages":"188–197"},"PeriodicalIF":1.7,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79283117","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 : 2017-10-01DOI: 10.1027/1864-1105/a000166
S. Schwan, D. Bauer, L. Kampschulte, Constanze Hampp
In two experiments, the notion was tested that real objects receive more attention and are better remembered than respective photographs of objects. Both objects and photographs were presented behind glass in display showcases in a museum and, hence, were largely equivalent in terms of providing visual information. The results of Experiment 1 indicated that participants pay more attention to real objects than to respective photographs. In addition, Experiment 2 indicated that participants retrieve more memory details about an object if they have seen it as a real object in comparison with a respective photograph. This study provides the first evidence that observers take the different ontological status of photographs and real objects into account, processing the former less elaborately than the latter. More specifically, the present findings are compatible with an early-stage model, which assumes that attribution of authenticity is done heuristically at an early stage, thereby influencing the amount and depth of subsequent stages of information processing, including inspection time and cognitive elaboration.
{"title":"Representation Equals Presentation?: Photographs of Objects Receive Less Attention and Are Less Well Remembered Than Real Objects","authors":"S. Schwan, D. Bauer, L. Kampschulte, Constanze Hampp","doi":"10.1027/1864-1105/a000166","DOIUrl":"https://doi.org/10.1027/1864-1105/a000166","url":null,"abstract":"In two experiments, the notion was tested that real objects receive more attention and are better remembered than respective photographs of objects. Both objects and photographs were presented behind glass in display showcases in a museum and, hence, were largely equivalent in terms of providing visual information. The results of Experiment 1 indicated that participants pay more attention to real objects than to respective photographs. In addition, Experiment 2 indicated that participants retrieve more memory details about an object if they have seen it as a real object in comparison with a respective photograph. This study provides the first evidence that observers take the different ontological status of photographs and real objects into account, processing the former less elaborately than the latter. More specifically, the present findings are compatible with an early-stage model, which assumes that attribution of authenticity is done heuristically at an early stage, thereby influencing the amount and depth of subsequent stages of information processing, including inspection time and cognitive elaboration.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"43 1","pages":"176–187"},"PeriodicalIF":1.7,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77043295","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 : 2017-10-01DOI: 10.1027/1864-1105/a000173
A. Eden, Ron Tamborini
This study tested the relationship between morality and disposition formation proposed by disposition theory using intuitive moral intuitions as indicators of membership in a morality subculture. After completing a measure of intuitive morality, participants read a short scenario varying the morality of a character’s behavior, and then rated their moral approbation of the behavior and liking for the character. Results indicated that moral approbation mediated the relationship between character behavior and character disposition, and that intuitive morality moderated this relationship for the violation condition. Findings highlight the importance of moral intuitions in disposition formation processes, and support the use of intuitive morality in understanding responses to media characters.
{"title":"Moral Intuitions: Morality Subcultures in Disposition Formation","authors":"A. Eden, Ron Tamborini","doi":"10.1027/1864-1105/a000173","DOIUrl":"https://doi.org/10.1027/1864-1105/a000173","url":null,"abstract":"This study tested the relationship between morality and disposition formation proposed by disposition theory using intuitive moral intuitions as indicators of membership in a morality subculture. After completing a measure of intuitive morality, participants read a short scenario varying the morality of a character’s behavior, and then rated their moral approbation of the behavior and liking for the character. Results indicated that moral approbation mediated the relationship between character behavior and character disposition, and that intuitive morality moderated this relationship for the violation condition. Findings highlight the importance of moral intuitions in disposition formation processes, and support the use of intuitive morality in understanding responses to media characters.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":" 17","pages":"198–207"},"PeriodicalIF":1.7,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72384522","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 : 2017-09-01DOI: 10.1027/1864-1105/a000226
Mina Choi, Catalina L. Toma
Romantic breakups are prevalent and distressing experiences in the lives of college students. The present study examined (a) college students’ media use for discussing their breakups with various relational partners; and (b) the association between this sharing and personal growth, a eudaimonic marker of well-being. For geographically close relationships, participants used face-to-face interaction the most for breakup-related sharing, followed by texting, and least of all the phone. This pattern was different for long-distance relationships, where texting prevailed, followed by the phone, and least of all face-to-face. Differences also emerged based on relationship type with the sharers (friends vs. family). Only face-to-face sharing with close friends was associated with sharers’ personal growth after the breakup. The results extend the social sharing theoretical framework by incorporating media factors and advance the literature on media use and psychological well-being.
{"title":"Social Sharing With Friends and Family After Romantic Breakups: Patterns of Media Use and Effects on Psychological Well-Being","authors":"Mina Choi, Catalina L. Toma","doi":"10.1027/1864-1105/a000226","DOIUrl":"https://doi.org/10.1027/1864-1105/a000226","url":null,"abstract":"Romantic breakups are prevalent and distressing experiences in the lives of college students. The present study examined (a) college students’ media use for discussing their breakups with various relational partners; and (b) the association between this sharing and personal growth, a eudaimonic marker of well-being. For geographically close relationships, participants used face-to-face interaction the most for breakup-related sharing, followed by texting, and least of all the phone. This pattern was different for long-distance relationships, where texting prevailed, followed by the phone, and least of all face-to-face. Differences also emerged based on relationship type with the sharers (friends vs. family). Only face-to-face sharing with close friends was associated with sharers’ personal growth after the breakup. The results extend the social sharing theoretical framework by incorporating media factors and advance the literature on media use and psychological well-being.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":"110 1","pages":"166–172"},"PeriodicalIF":1.7,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86058028","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}