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The Role of Envy in Linking Active and Passive Social Media use to Memory Functioning. 嫉妒在主动和被动使用社交媒体与记忆功能之间的联系中的作用。
Q1 Social Sciences Pub Date : 2022-01-01 DOI: 10.1037/ppm0000318
Neika Sharifian, Afsara B Zaheed, Laura B Zahodne

Social media use has previously been shown to have negative implications for cognition. Scarce research has examined underlying pathways through which social media use may influence cognition. One potential pathway involves the consequences of social comparison, such that those who use social media more frequently may feel worse about themselves and more envious toward others. In turn, these negative socioemotional states could compromise memory. Further, whether an individual uses social media actively or passively may moderate these associations. Using an online adult lifespan sample (n=592), the current cross-sectional study examined whether socioemotional consequences of social comparison (self-esteem and envy) mediated relationships between social media use and memory (everyday memory failures and episodic memory) and whether active/passive use moderated these associations. Mediation models revealed that higher envy, but not lower self-esteem, partially explained the relationship between higher social media use and more self-reported everyday memory failures. Neither envy nor self-esteem mediated the relationship between higher social media use and lower objective episodic memory performance. Additionally, higher social media use was associated with higher envy to a greater extent for active users compared to passive users. These findings may suggest that high social media use has negative ramifications for both subjective and objective memory and that increased feelings of envy may partially explain these effects for subjective, but not objective, memory.

此前已有研究表明,使用社交媒体会对认知产生负面影响。很少有研究调查了社交媒体使用可能影响认知的潜在途径。一个潜在的途径涉及社会比较的后果,比如那些更频繁使用社交媒体的人可能会对自己感觉更差,更嫉妒别人。反过来,这些消极的社会情绪状态可能会损害记忆。此外,个人是否主动或被动地使用社交媒体可能会缓和这些关联。使用在线成人寿命样本(n=592),当前的横断面研究检验了社会比较的社会情感后果(自尊和嫉妒)是否介导了社交媒体使用与记忆(日常记忆失败和情景记忆)之间的关系,以及主动/被动使用是否调节了这些关联。中介模型显示,更高的嫉妒,而不是更低的自尊,部分解释了更高的社交媒体使用和更多的自我报告的日常记忆失败之间的关系。嫉妒和自尊都没有中介较高的社交媒体使用和较低的客观情景记忆表现之间的关系。此外,与被动用户相比,活跃用户对社交媒体的使用程度越高,嫉妒程度越高。这些发现可能表明,高度使用社交媒体对主观和客观记忆都有负面影响,而嫉妒感的增加可能部分解释了这些对主观记忆的影响,而不是客观记忆。
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引用次数: 5
"Ur a freakin goddess!": Examining Appearance Commentary on Instagram. “你真是个女神!”Instagram上的外貌评论。
Q1 Social Sciences Pub Date : 2021-10-01 Epub Date: 2021-04-08 DOI: 10.1037/ppm0000341
Kaitlyn Burnell, Madeleine J George, Allycen R Kurup, Marion K Underwood

Frequent use of highly visual online platforms such as Instagram may be linked to greater body image concerns. One prominent feature of Instagram is the ability to receive feedback in the form of likes and comments. The goal of this cross-sectional study (conducted in laboratory and online) was to examine college students' receipt of appearance commentary on their most recent Instagram posts, and how this relates to their self-reported body image concerns. The Instagram commentary that 337 students (M age=20.39) received on their posts was observationally coded for positivity and negativity. Receiving positive appearance commentary was common and linked to greater appearance-related social media consciousness, and, weakly, to body surveillance. There were no associations with self-objectification, appearance-contingent self-worth, facial satisfaction, and body dissatisfaction. Negative appearance commentary was not associated with body image concerns. Photos depicting only the self were especially likely to elicit positive appearance commentary. Females received more positive appearance commentary compared to males, whereas males received more negative appearance commentary. Future research should examine long-term effects of receiving appearance comments via Instagram.

频繁使用Instagram等高度可视化的在线平台可能与更大的身体形象担忧有关。Instagram的一个突出特点是能够以喜欢和评论的形式接收反馈。这项横断面研究(在实验室和网上进行)的目的是调查大学生收到的关于他们最近Instagram帖子的外貌评论,以及这与他们自我报告的身体形象担忧之间的关系。337名学生(M年龄=20.39岁)在Instagram上收到的评论被观察为积极和消极。接受正面的外貌评论是很常见的,这与更强的与外貌相关的社交媒体意识有关,与身体监控的关系也很弱。与自我物化、外表自我价值、面部满意度和身体不满意没有关联。负面的外貌评论与对身体形象的担忧无关。只描绘自己的照片尤其有可能引发正面的外貌评论。与男性相比,女性收到了更多正面的外貌评论,而男性则收到了更多负面的外貌评论。未来的研究应该考察通过Instagram接收外貌评论的长期影响。
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引用次数: 5
Selfie Appearance Investment and Peer Feedback Concern: Multi-Method Investigation of Adolescent Selfie Practices and Adjustment. 自拍外观投资与同伴反馈关注:青少年自拍实践与适应的多方法调查
Q1 Social Sciences Pub Date : 2021-10-01 Epub Date: 2021-04-15 DOI: 10.1037/ppm0000342
Jacqueline Nesi, Sophia Choukas-Bradley, Anne J Maheux, Savannah R Roberts, Christina Sanzari, Laura Widman, Mitchell J Prinstein

Sharing "selfies" on social media is common among adolescents. The frequency with which adolescents post selfies may be less important than behaviors and cognitions underlying selfie-posting, and these practices may differ by gender. This multi-method study explored selfie practices in a school-based sample of 639 adolescents (M age=17.6; 53.5% female). Participants completed self-report measures of selfie practices, body esteem, depressive symptoms, and peer behaviors. In addition, a subset of participants' social media pages (n = 245) were observationally-coded for numbers of selfies, followers, and likes. Factor analyses revealed two distinct selfie practices: selfie appearance investment and selfie peer feedback concern. Girls posted selfies more frequently, and reported greater levels of appearance investment and concern over peer feedback on selfies compared to boys. Multiple group structural equation models indicated that for boys and girls, selfie appearance investment was associated with depressive symptoms. For girls only, selfie peer feedback concern was associated with excessive reassurance-seeking and lower body esteem. No associations were revealed between observationally-coded measures of selfie-posting frequency and psychosocial outcomes. Overall, findings suggest that frequency of selfie-posting may be less relevant for understanding adolescent adjustment than investment in and concern over the selfie-posting experience.

在社交媒体上分享 "自拍照 "在青少年中很常见。与自拍背后的行为和认知相比,青少年发布自拍照的频率可能并不那么重要,而且这些行为可能因性别而异。这项采用多种方法的研究探讨了 639 名青少年(平均年龄为 17.6 岁,53.5% 为女性)在学校的自拍行为。参与者完成了有关自拍行为、身体自尊、抑郁症状和同伴行为的自我报告测量。此外,还对一部分参与者的社交媒体页面(n = 245)进行了自拍数量、粉丝数和点赞数的观察编码。因子分析揭示了两种不同的自拍行为:自拍外表投资和自拍同伴反馈关注。与男生相比,女生发布自拍照的频率更高,对自拍照的外观投资和对同伴反馈的关注程度也更高。多组结构方程模型表明,对于男生和女生来说,自拍的外观投资与抑郁症状有关。仅对女生而言,自拍时对同伴反馈的关注与过度寻求安慰和身体自尊较低有关。观察编码的自拍发布频率与社会心理结果之间没有关联。总之,研究结果表明,与对自拍体验的投入和关注相比,自拍频率对于了解青少年的适应情况可能没有那么重要。
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引用次数: 0
When the camera does lie: Selfies are dishonest indicators of dominance. 当相机说谎时:自拍是不诚实的统治指标。
Q1 Social Sciences Pub Date : 2020-10-31 DOI: 10.1037/ppm0000260
Amberley Gale, Michael B. Lewis
Photographic self-portraits, or selfies, are used for a variety of reasons. Research has shown that selfies taken from below make the person appear more dominant. The current research explores whether selfies offer an honest depiction of a person’s personality. It was also explored how people change the visual properties of selfies for different situations. Seventy five participants took two selfies of themselves in two scenarios: either for a CV for a job application or for a dating website. Participants’ personality characteristics of warmth and dominance were also recorded. Differences in the two scenarios showed that participants were more likely to rotate their head slightly for the dating scenario than for the CV scenario and they were also more likely to use a lower camera angle for the CV scenario than the dating scenario suggesting that they were aware that a lower camera angle makes one appear more dominant. Personality characteristics correlated with elevation of the selfies. People who were more dominant tended to use a higher camera angle, which, ironically, previous research shows produces an image that appears less dominant. Selfies, therefore, can be seen as a dishonest depiction of personality.
使用摄影自拍照或自拍的原因多种多样。研究表明,从下面自拍会让人看起来更有统治力。目前的研究探讨了自拍是否能真实地描绘一个人的个性。研究还探讨了人们如何在不同的情况下改变自拍的视觉特性。75名参与者在两种情况下自拍了两张自己的照片:要么是求职简历,要么是约会网站。还记录了参与者的温暖和支配的个性特征。这两种场景的差异表明,与简历场景相比,参与者在约会场景中更有可能稍微旋转头部,而且他们在简历场景中也更有可能使用比约会场景更低的相机角度,这表明他们意识到更低的相机角度会让人看起来更具统治力。个性特征和自拍水平相关。更具统治力的人倾向于使用更高的相机角度,具有讽刺意味的是,之前的研究表明,这会产生一种看起来不那么具有统治力的图像。因此,自拍可以被视为对个性的不诚实描述。
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引用次数: 3
Fandom, social media, and identity work: The emergence of virtual community through the pronoun “we”. 粉丝、社交媒体和身份工作:通过代词“我们”出现的虚拟社区。
Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1037/ppm0000259
S. Lee, Jin-young Tak, Eunjoo Kwak, T. Lim
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引用次数: 8
Apologies in the #MeToo moment. 在#MeToo时刻道歉。
Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1037/ppm0000261
G. Nigro, E. Ross, Talia Binns, Ceria Kurtz
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引用次数: 4
Video game players’ personality traits: An exploratory cluster approach to identifying gaming preferences. 电子游戏玩家的个性特征:识别游戏偏好的探索性集群方法
Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1037/PPM0000245
C. Potard, Audrey Henry, A. H. Boudoukha, R. Courtois, Alexandre Laurent, Baptiste Lignier
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引用次数: 14
Examining the effects of exposure to a sexualized female video game protagonist on women’s body image. 研究接触性感化的女性电子游戏主角对女性身体形象的影响。
Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1037/PPM0000251
Danielle Lindner, M. Trible, Ilana B. Pilato, C. Ferguson
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引用次数: 6
He does not look like video games made him do it: Racial stereotypes and school shootings. 他看起来不像是电子游戏让他这么做的:种族刻板印象和校园枪击事件。
Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1037/ppm0000255
P. Markey, James D. Ivory, Erica B. Slotter, M. Oliver, Omar M. Maglalang
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引用次数: 8
Policy on unreliable game addiction diagnoses puts the cart before the horse. 关于不可靠的游戏成瘾诊断的政策是本末倒置的。
Q1 Social Sciences Pub Date : 2020-10-01 DOI: 10.1037/PPM0000249
C. Ferguson, Anthony M. Bean, R. Nielsen, M. Smyth
Internationally, several policies have been designed to prevent pathological or “problematic” gaming issues in youth, commonly referred to simply as ‘game addiction’. Particularly following the release of the World Health Organization’s (WHO) “gaming disorder” diagnoses, policy makers may be inclined to enact further policies on this matter. With new data reflecting lack of success for South Korea’s shutdown policy, the efficacy of current policy efforts remain in doubt. Given continued controversies regarding whether pathological gaming (PG) or gaming disorder (GD) is best conceptualized as a unique disorder rather than symptomatic of other, underlying disorders, little data has emerged to encourage policy interventions. By contrast, policy interventions at this juncture may risk doing considerable harm and wag the dog in the sense of reifying a pathological gaming disorder that remains problematic and under contentious debate in the field. We advise caution, ethnographic and qualitative research approaches, open science, etiological comprehension, and more time to fully understand whether pathological gaming is the best target for policy interventions and informing clinicians. In 2018 the World Health Organization (WHO) announced the release of their “gaming disorder” diagnosis, marking the first time that video gaming could be labeled as an addiction and a clinical disorder. Gaming disorder was defined by the WHO as gaming to an extent that it interferes with other life activities. The WHO did not provide further specific symptoms or clinical information, aside from classifying it as an addictive behavior, leaving much interpretation in the hands of clinicians. As clinicians rely heavily on clearly defined criteria, this may be considered an unorthodox approach not just to psychological research, but clinical research and utility which impacts millions of people everyday who seek out psychological services. By contrast, the American Psychiatric Association has proposed a category for further study, “internet gaming disorder” (IGD) which provides specific symptoms which are very similar to substance abuse and gambling disorder symptoms1. Research into this area has been convoluted at best suggesting the proposed criteria may not be measuring any meaningful construct which should be of concern to policy makers. However, as research on gaming overuse has been conducted for years prior without consistent results, the lack of solid conclusions should not be surprising. Even with the controversies surrounding problematic video gaming, clinics have been developed across the world to treat pathological gaming (PG) and gaming disorder (GD), even before the WHO’s official diagnosis. While some countries had already enacted policies designed to curb gaming overuse, potentially using poorly informed methods ultimately causing more harm than good, it appears probable that more countries may follow suit with policy efforts to curb gaming overuse. But are su
在国际上,已经制定了一些政策来防止青少年出现病态或“有问题的”游戏问题,通常简称为“游戏成瘾”。特别是在世界卫生组织(WHO)发布“游戏障碍”诊断后,政策制定者可能倾向于在这个问题上制定进一步的政策。新的数据显示,韩国的关停政策没有取得成功,目前的政策努力的效果仍令人怀疑。鉴于关于病态游戏(PG)或游戏障碍(GD)是一种独特的疾病,而不是其他潜在疾病的症状的最佳概念的持续争议,很少有数据出现来鼓励政策干预。相比之下,在这个关键时刻的政策干预可能会造成相当大的伤害,并在物化病态游戏障碍的意义上摇摆不定,这在该领域仍然存在问题并处于争议性辩论中。我们建议谨慎,采用人种学和定性研究方法,开放科学,病因学理解,以及更多的时间来充分了解病理游戏是否是政策干预和告知临床医生的最佳目标。2018年,世界卫生组织(世卫组织)宣布发布了他们的“游戏障碍”诊断,这标志着视频游戏第一次被贴上了成瘾和临床障碍的标签。世界卫生组织将游戏障碍定义为游戏干扰其他生活活动的程度。世界卫生组织除了将其归类为成瘾行为外,没有提供进一步的具体症状或临床信息,将许多解释留给了临床医生。由于临床医生严重依赖明确定义的标准,这可能被认为是一种非正统的方法,不仅是心理学研究,而且是临床研究和实用程序,每天影响数百万寻求心理服务的人。相比之下,美国精神病学协会提出了一个进一步研究的类别,“网络游戏障碍”(IGD),它提供了与药物滥用和赌博障碍症状非常相似的特定症状。对这一领域的研究充其量是令人费解的,表明拟议的标准可能无法衡量任何有意义的结构,这应该引起政策制定者的关注。然而,由于对游戏过度使用的研究已经进行了多年,但没有一致的结果,因此缺乏可靠的结论并不令人惊讶。尽管围绕问题电子游戏存在争议,但世界各地已经建立了治疗病态游戏(PG)和游戏障碍(GD)的诊所,甚至在世界卫生组织正式诊断之前。虽然一些国家已经制定了旨在遏制游戏过度使用的政策,但可能使用的信息不充分的方法最终会造成弊大于利,但似乎更多国家可能会效仿这一政策,努力遏制游戏过度使用。但是这些政策是否有效,过度使用游戏是否成为这些政策的有效目标?关于网络游戏障碍症状的问题起源的讨论,请参阅(Nielsen 2018a, 2018b)关于针对游戏过度使用的公共政策的有效性,并为未来的政策提供建议。游戏过度使用研究概述关于游戏过度使用的学术研究早在1983年就开始了,当时可能是第一篇关于“垃圾时间瘾君子”的文章(Soper & Miller, 1983)。在这中间的36年里,在PsychINFO上搜索“病态游戏”或“电子游戏成瘾”的主题,得到了101篇文章。所以这绝对是一个非常有趣的话题。已经从不同的角度写了一些关于这个主题的优秀评论(例如Hellman et al., 2013;连接部分,2018)。对这个近40年历史的研究领域的全面总结超出了本文的范围。因此,我们在这里的回顾是总结性的。许多研究都集中在病态游戏的参数上。这些问题包括它的概念效用、诊断手段、生物或神经标记(如果有的话)、区分病态和沉浸式游戏(例如Charlton & Danforth, 2007)、与其他精神障碍的共同发生,以及对新技术的文化反应,包括技术恐惧症和道德恐慌(Bowman, 2016)。尽管经过了几十年的研究,学者们对这些问题的看法仍然存在很大分歧。这并不是说一种观点是正确的,另一种观点是错误的,只是要指出,广泛的文献并不总是在这些基本问题上提供共识或清晰度。也许大多数学者都同意的一个问题是,有些人玩游戏而不是从事其他生活责任。 然而,究竟是游戏本身造成了这种情况,还是游戏只是一些人用来转移注意力的一种有趣的活动,目前尚不清楚。尽管如此,为了减少这种行为,一些针对病态游戏的政策已经取得了进展。现在我们来讨论一下这些政策。Kiraly及其同事(2018)对当前针对有争议的病态游戏(PG)概念的政策进行了重要回顾。政策方法包括那些旨在限制获取可能被过度使用的技术的方法,以及那些旨在向用户本身提供某种警告的方法。我们将依次简要回顾其中的每一个。限制访问的政策。减少个人过度使用技术的风险的一种方法是限制他们使用技术。基于这一前提的政策最著名的例子可能是韩国的“关机”政策,该政策试图通过要求年龄验证来限制未成年人在午夜至早上6点之间上网。这一政策的实施是因为人们认为,韩国青少年过度使用互联网已经变得普遍,并正在影响他们的健康和成绩。因此,通过划定一个特定的“无用”时区,《关闭法》旨在让年轻人有充足的睡眠和上学准备,并限制过度使用造成的其他心理健康问题。该法律于2011年启动,在韩国经受住了宪法挑战,但仍存在争议。关于停摆法的有效性,证据普遍不表明停摆法在改善青少年心理健康方面有效。早期的工作表明,法律对青少年互联网使用的实际影响很小(Sung, 2014)。最近,对韩国“关闭”政策的有效性进行了实证评估(Lee, Kim & Hong, in press)。该评估发现,该政策使青少年每晚的睡眠时间增加了约1.5分钟,并将游戏成瘾的可能性降低了0.7%,但仅适用于女性用户。作者的结论是,政策和不当的言论管制的潜在人权成本远远大于青少年健康方面的适度收益。最近的一项预注册研究(Przybylski, 2018)发现,数字屏幕时间对儿童睡眠的影响很小,而且不实用(占观察到的变异性的1.9%)。Przybylski还得出结论,其他环境因素,如家庭生活、学校学习和人际关系,比屏幕时间更容易导致睡眠减少。这一发现进一步质疑,是否有证据表明有任何形式的监管或禁止儿童或青少年使用科技产品的政策。其他国家也尝试过各种各样的关闭法。泰国在21世纪初颁布了一项关闭法律,尽管后来被废除。越南和中国也已经实施或考虑实施关停法。2018年6月,法国政客投票决定从2018年9月起禁止在中小学使用手机。据报道,这项禁止在校使用手机的立法旨在提高学生的注意力,防止网络欺凌和观看色情内容。对这一禁令的批评集中在教师对所有学生实施和监督这一禁令的实用性上。疲劳系统/警告信息。疲劳系统是一种阻碍玩家继续玩游戏的系统。这些措施可以采取多种形式,如在设定时间限制后分配更少的经验值、成就等,或者在玩家超过一定时间后向他们提供警告。目前,有关此类系统的法规似乎仅限于中国(Kiraly等人,2018),尽管它们可以由设计师自己自愿包含在平台中。疲劳系统受到了一些关于潜在隐私问题的批评,以及游戏玩法的停止点可能会在有意义的体验中途中断游戏。对疲劳系统的实证分析很少,尽管Davies和Blake(2016)的一项分析表明,软警告和逐步减少激励的系统造成的干扰比自动停机更少。然而,经验值等激励机制只与玩家动机的一小部分相关,疲劳系统可能对内在动机的影响较小,如自我决定理论(Przybylski, Rigby & Ryan, 2010)。换句话说,如果玩家的游戏动机是内在的,那么操纵外部影响可能不会产生什么结果。上瘾程度评级。 另一种可能性是将潜在的玩家上瘾程度作为评级系统的一部分,如娱乐软件评级委员会(ESRB)或泛欧游戏信息(PEGI)系统。这种评级可能是针对特定机制,如战利品箱
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引用次数: 8
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Psychology of Popular Media Culture
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