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Social media use and well-being: testing an integrated self-determination theory model 社交媒体的使用与幸福感:一个综合自决理论模型的检验
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2023-03-05 DOI: 10.1080/15213269.2023.2185259
Kennon M. Sheldon, Liudmila Titova
ABSTRACT Although some commentators assert that social media use (SMU) has large negative effects on peoples’ mental health, meta-analyses show the effect is tiny at best, implying that individual differences play an important role. We combined self-determination theory’s organismic integration and basic psychological needs mini-theories to address this issue. Our integrated process model stated that self-determined motivation for SMU affects the extent peoples’ relatedness needs are met during the activity, which in turn affects their subjective well-being (SWB). Cross-sectional study 1 found initial support for this model. Short-term longitudinal studies 2 and 3 assigned Ps to spend a few minutes on an enjoyable social media site (study 2) or on both an enjoyable and a less-enjoyable site (study 3), during the survey itself. In all three cases, self-determined motivation predicted relatedness need-satisfaction and enhanced SWB, after the experience. We conclude that, as with any behavior, peoples’ motivation for SMU matters. Without considering this, blanket statements about SMU effects are likely to be misleading.
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引用次数: 0
A Meta-Analysis of the Effects of Social Media Exposure to Upward Comparison Targets on Self-Evaluations and Emotions 社交媒体接触向上比较目标对自我评价和情绪影响的meta分析
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2023-02-23 DOI: 10.1080/15213269.2023.2180647
Carly A. McComb, E. Vanman, S. Tobin
ABSTRACT Social media have become a pervasive part of contemporary culture and are an essential part of the daily lives of an increasing number of people. Its popularity has brought unlimited opportunities to compare oneself with other people. This meta-analysis combined and summarized the findings of previous experimental research, with the aim of generating causal conclusions regarding the effects of exposure to upward comparison targets on self-evaluations and emotions in a social media context. We identified 48 articles involving 7679 participants through a systematic search and entered 118 effect sizes into a multilevel, random-effects meta-analysis. Analyses revealed an overall negative effect of upward social comparison relative to downward comparison and controls on social media users’ self-evaluations and emotions (g = −0.24, p < .001). Specifically, there were significant negative effects of upward comparison on each outcome variable: body image (g = −0.31, p < .001), subjective well-being (g = −0.19, p < .001), mental health (g = −0.21, p < .001) and self-esteem (g = −0.21, p < .001). This meta-analysis indicates that contrast is the dominant response to upward comparison on social media, which results in negative self-evaluations and emotions.
社交媒体已经成为当代文化中无处不在的一部分,是越来越多的人日常生活中必不可少的一部分。它的流行带来了无限的机会来比较自己和别人。本荟萃分析结合并总结了之前的实验研究结果,旨在得出关于社交媒体背景下向上比较目标对自我评价和情绪的影响的因果结论。我们通过系统检索确定了48篇涉及7679名参与者的文章,并将118个效应量输入到一个多层次、随机效应的meta分析中。分析显示,向上的社会比较相对于向下的比较和控制对社交媒体用户的自我评价和情绪的总体负面影响(g = - 0.24, p < .001)。具体来说,向上比较对每个结果变量都有显著的负面影响:身体形象(g = - 0.31, p < .001)、主观幸福感(g = - 0.19, p < .001)、心理健康(g = - 0.21, p < .001)和自尊(g = - 0.21, p < .001)。这一荟萃分析表明,对比是对社交媒体上向上比较的主要反应,这导致了消极的自我评价和情绪。
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引用次数: 3
Effects of Ingroup and Outgroup Celebrities on Asian American and Hispanic Teens’ Self-Esteem and Ingroup Judgments 内群体和外群体名人对亚裔和西班牙裔青少年自尊和内群体判断的影响
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2023-01-24 DOI: 10.1080/15213269.2023.2169467
Marie-Louise Mares
ABSTRACT Do ingroup celebrities yield psychological benefits or costs for marginalized youth? Might outgroup celebrities prompt a sense of connection and thereby also yield benefits? In two experiments (the latter a replication six years later with different exemplars), Asian American (n1 = 85, n2 = 205) and US Hispanic (n1 = 135, n2 = 220) teens were randomized to see ingroup celebrity profiles, outgroup celebrity profiles, or no-exposure control. In both studies, ingroup celebrities (vs. control) increased Asian American teens’ self-esteem, but not via hypothesized effects on ingroup warmth or pride. In Study 1, Hispanic teens showed no experimental effects of ingroup celebrities; in Study 2, they showed a single moderated effect on perceptions of Hispanic school achievement. Both samples, in both studies, showed minimal effects of outgroup celebrities. Non-experimental associations with perceptions of ingroup celebrities were largely positive. Results highlight the complexity of identity-related effects, including differences between marginalized groups.
摘要:群体内的名人会给边缘化的年轻人带来心理上的好处还是代价?外部群体的名人可能会引发一种联系感,从而也会产生好处吗?在两个实验中(后者是六年后对不同样本的复制),亚裔美国人(n1=85,n2=205)和美国西班牙裔青少年(n1=135,n2=220)被随机分组,观察组内名人档案、组外名人档案或无暴露对照。在这两项研究中,群体内名人(与对照组相比)增加了亚裔美国青少年的自尊,但并不是通过假设的对群体内温暖或自豪感的影响。在研究1中,西班牙裔青少年没有表现出群体内名人的实验效果;在研究2中,他们显示出对西班牙裔学校成绩认知的单一调节效应。在这两项研究中,这两个样本都显示出外部群体名人的影响很小。非实验性的关联与内部群体名人的认知在很大程度上是积极的。研究结果突出了身份相关影响的复杂性,包括边缘化群体之间的差异。
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引用次数: 0
Genetic and Environmental Influences on Playing Video Games 基因和环境对玩电子游戏的影响
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2023-01-12 DOI: 10.1080/15213269.2023.2165504
Toqa Hassan
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引用次数: 1
“Give Your Thumb a Break” from Surfing Tragic Posts: Potential Corrosive Consequences of Social Media Users’ Doomscrolling “让你的拇指休息一下”从冲浪悲剧帖子:社交媒体用户的末日滚动的潜在腐蚀性后果
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2022-12-26 DOI: 10.1080/15213269.2022.2157287
R. Shabahang, S. Kim, A. Hosseinkhanzadeh, M. Aruguete, Keivan Kakabaraee
ABSTRACT Negativity bias predicts that individuals will attend to, learn from, and prioritize negative news more than positive news. Drawing from the addiction components model, this cross-sectional study conceptualized and measured “doomscrolling” as excessive thoughts, urges, or behaviors related to the consumption of negative news on social media platforms. Participants were a convenience sample (N = 747) of Iranian social media users. The 8-item, unidimensional Social Media Doomscrolling Scale showed excellent psychometric properties. Men were more likely than women to report doomscrolling. Most respondents reported arousal following doomscrolling. Doomscrolling was negatively associated with psychological wellbeing, satisfaction with life, and motivation to avoid unhealthy behaviors. Doomscrolling was positively associated to impulsivity, engagement in risky behaviors, depression, and future anxiety. Results suggest that doomscrolling is an arousing activity that has the potential to exacerbate worrisome thoughts about future, breed feelings of hopelessness, cultivate appetite for risk, and stifle health consciousness.
消极偏见预测个体会关注、学习负面新闻,并优先考虑负面新闻多于正面新闻。根据成瘾成分模型,这项横断面研究将“末日滚动”概念化并衡量为与社交媒体平台上负面新闻消费相关的过度想法、冲动或行为。参与者是伊朗社交媒体用户的方便样本(N = 747)。8项单维度社交媒体末日滚动量表显示出出色的心理测量特性。男性比女性更有可能报告世界末日。大多数受访者表示,在末日滚动之后会感到兴奋。“末日卷轴”与心理健康、生活满意度和避免不健康行为的动机呈负相关。“末日卷轴”与冲动、冒险行为、抑郁和未来焦虑呈正相关。研究结果表明,“末日幻想”是一种令人兴奋的活动,有可能加剧对未来的担忧,滋生绝望感,培养冒险欲望,扼杀健康意识。
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引用次数: 2
Do Violent Video Games Reduce Aggression? The Roles of Prosociality and Cooperation 暴力电子游戏能减少攻击性吗?亲社会与合作的作用
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2022-12-21 DOI: 10.1080/15213269.2022.2158348
Zien Ding, Qinxue Liu, Zongyuan Wang
ABSTRACT Video games have become an integral part of people’s daily life. Though detrimental outcomes of negative game factors have been demonstrated across previous studies, the effects of prevalently-exist positive game factors, for example, prosociality and cooperation, remain unclear. This study examined the effects of positive game factors in violent video games on aggressive behavior by exploring prosociality and cooperation. Based on the General Learning Model, Experiment 1 examined the effect of prosociality on aggressive behavior and the mediating role of perceived violence in the game. Experiment 2 examined the relation between cooperation in violent video games and aggressive behavior, the mediating role of hostile interpretation bias, and the moderating role of the game result. The results of Experiment 1 showed that prosociality did not influence aggressive behavior. The results of Experiment 2 showed that cooperation decreased aggressive behavior. Additionally, Experiment 2 also found that the hostile interpretation bias mediated the relation between cooperation and aggressive behavior, and win/lose results moderate the relationship between cooperation and aggressive behavior. Considering the questions raised by post hoc sensitivity analysis, future studies could investigate the effects of positive game factors in violent video games on aggressive behavior with a larger sample size.
摘要电子游戏已经成为人们日常生活中不可或缺的一部分。尽管在之前的研究中已经证明了消极游戏因素的有害结果,但普遍存在的积极游戏因素的影响,例如亲社会性和合作,仍不清楚。本研究通过探究亲社会性和合作性,考察了暴力电子游戏中积极游戏因素对攻击行为的影响。基于一般学习模型,实验1考察了亲社会性对攻击行为的影响以及感知暴力在游戏中的中介作用。实验2考察了暴力电子游戏中的合作与攻击行为之间的关系、敌意解释偏见的中介作用以及游戏结果的调节作用。实验1的结果表明,亲社会性对攻击行为没有影响。实验2的结果表明,合作减少了攻击行为。此外,实验2还发现,敌意解释偏差介导了合作与攻击行为之间的关系,输赢结果调节了合作与侵略行为之间的联系。考虑到事后敏感性分析提出的问题,未来的研究可以通过更大的样本量来调查暴力电子游戏中积极游戏因素对攻击行为的影响。
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引用次数: 1
Quantifying Emotional Flow: Testing the Emotional Flow Hypothesis from a Longitudinal Latent Growth Curve (LGC) Modeling Approach 量化情绪流:从纵向潜在增长曲线(LGC)建模方法检验情绪流假说
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2022-12-15 DOI: 10.1080/15213269.2022.2156886
Lijiang Shen, S. Li
ABSTRACT This paper presents a longitudinal, latent growth curve (LGC) modeling approach to refine the emotional flow measure and hypothesis testing. Emotional flow is operationalized as the marked within-individuals variations in one or more discrete emotions over time, which can be modeled as the amount and shape of change in emotions during message exposure. Emotional flow effects are tested in the LGC framework using data collected from a web-based experimental study where individuals (US Qualtrics Panel, N = 620) read an anti-sugary sweetened beverage message in the standard threat appeal format. Simultaneous fear and hope flows were established with unconditional LGC modeling. The two flows and their interaction were then used to predict message effects outcomes. Results showed that flow effects were nonsignificant when either the fear flow or the hope flow was relatively flat in form, but robust when both emotional flows were with marked variations over the course of message exposure.
摘要本文提出了一种纵向潜在增长曲线(LGC)建模方法,以完善情绪流测量和假设检验。情绪流被操作为一个或多个离散情绪随时间的变化,可以被建模为信息暴露期间情绪变化的量和形状。情绪流效应在LGC框架中使用从一项基于网络的实验研究中收集的数据进行测试,在该研究中,个体(美国Qualtrics Panel,N=620)阅读了标准威胁上诉格式的抗含糖加糖饮料信息。通过无条件的LGC建模,同时建立了恐惧和希望流。然后,这两种流及其相互作用被用来预测信息效应的结果。结果表明,当恐惧流或希望流的形式相对平坦时,流效应并不显著,但当两种情绪流在信息暴露过程中都有显著变化时,流的效应是强烈的。
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引用次数: 0
Beat Saber as Virtual Reality Exercising in 360 Degrees: A Moderated Mediation Model of VR Playable Angles on Physiological and Psychological Outcomes Beat Saber作为360度虚拟现实运动:VR可玩角度对生理和心理结果的调节中介模型
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2022-12-11 DOI: 10.1080/15213269.2022.2154806
Jih-Hsuan Tammy Lin, Dai-Yun Wu, Nicholas Bowman
ABSTRACT Physical inactivity is a global problem, and active video games (AVGs) have been demonstrated as effective at motivating players to be more physically active. Virtual-reality AVGs (VRAVGs) further encourage engagement with exerting gameplay by challenging players to move in a full 360-degree range of motion. As a unique feature of VRAVGs, we examined the influence of using multiple playable angles in Beat Saber on players’ physical activity and psychological outcomes. A between-subjects experiment randomly assigned participants (N = 240) to one of the three playable angles (single fixed angle, 90-degree, and 360-degree modes). Informed by the interactivity-as-demand model, a moderated mediation model of playable angles on enjoyment was supported. Players perceive higher cognitive and exertional demands in both multi-angle modes than those in single-angle mode, which leads to greater perceived difficulty and further enhances the enjoyment for players with a higher need for cognition, but negatively affects the enjoyment for players with a lower need for cognition. Multi-angle modes also led to greater motivation for future play and subjective vitality through greater cognitive demands, and more physical activity via higher exertional demands. We conclude that, in VR exercise, multiple playable angles are a unique feature that positively influences physical activity outcomes.
摘要:身体不活跃是一个全球性的问题,主动视频游戏(AVG)已被证明能有效地激励玩家进行更多的身体活动。虚拟现实AVG(VRAVG)通过挑战玩家在全360度运动范围内移动,进一步鼓励玩家参与游戏。作为VRAVG的一个独特特征,我们研究了在Beat Saber中使用多个可玩角度对玩家身体活动和心理结果的影响。受试者之间的实验将参与者(N=240)随机分配到三个可玩角度中的一个(单个固定角度、90度和360度模式)。在互动作为需求模型的基础上,支持了一个可玩角度对享受的适度中介模型。与单角度模式相比,玩家在两种多角度模式下都感知到更高的认知和锻炼需求,这导致感知难度更大,并进一步增强了认知需求较高玩家的享受,但对认知需求较低玩家的享受产生了负面影响。多角度模式还通过更大的认知需求,以及通过更高的锻炼需求,导致对未来游戏的更大动机和主观活力。我们得出的结论是,在虚拟现实锻炼中,多个可玩角度是一个独特的特征,它会积极影响体育活动的结果。
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引用次数: 2
Media as Powerful Coping Tools to Recover from Social Exclusion Experiences? A Systematic Review on Need Restoration and Emotion Regulation through Using Media 媒体是从社会排斥经历中恢复的有力应对工具?媒介需求恢复与情绪调节的系统综述
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2022-11-25 DOI: 10.1080/15213269.2022.2147085
S. Lutz, F. Schneider, Sabine Reich
ABSTRACT Socially excluded individuals often use media to cope with their feelings of loneliness, restore threatened needs, and regulate their emotions. However, social exclusion experiences have often been studied from a social-psychological perspective, with little consideration of media-specific characteristics. Thus, this paper aims to identify which different media applications individuals use to overcome social exclusion experiences and how effective this is in terms of need restoration and emotion regulation. A systematic review yielded 119 studies investigating 274 coping tools and 134 underlying strategies. Results indicated that media represent multifunctional tools that enable behavioral approach, behavioral avoidance, cognitive approach, and cognitive avoidance coping. Overall, using these tools was effective in 59% of all cases, with different strategies being linked to more or less effectiveness. By highlighting the theoretical implications of these findings, this paper provides six suggestions that can guide future research within this field.
摘要被社会排斥的个体经常使用媒体来应对他们的孤独感,恢复受威胁的需求,并调节他们的情绪。然而,社会排斥经历往往是从社会心理学的角度来研究的,很少考虑媒体的特定特征。因此,本文旨在确定个人使用哪些不同的媒体应用程序来克服社会排斥体验,以及这在需求恢复和情绪调节方面的有效性。一项系统综述产生了119项研究,调查了274种应对工具和134种基本策略。结果表明,媒体代表了多功能工具,可以实现行为方法、行为回避、认知方法和认知回避应对。总的来说,使用这些工具在59%的病例中是有效的,不同的策略或多或少会产生效果。通过强调这些发现的理论含义,本文提供了六条建议,可以指导该领域的未来研究。
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引用次数: 4
Social Media, Unsocial Distraction? Testing the Associations between Preadolescents’ SNS Use and Belonging via Two Pathways 社交媒体,反社会的分心?通过两种途径检验前多乐派的社交网络使用与归属感之间的关系
IF 4.2 2区 心理学 Q1 COMMUNICATION Pub Date : 2022-11-16 DOI: 10.1080/15213269.2022.2147084
Anneleen Meeus, K. Beullens, S. Eggermont
ABSTRACT The goal of the present study was to examine the social repercussions of preadolescents’ SNS use by testing two differential pathways regarding the role of technology in interpersonal relationships. Specifically, we expected preadolescents’ social media use to be associated with heightened self-disclosure, which we then predicted to relate to increased feelings of belonging to their friends. At the same time, we investigated whether such use would also hinder real-life peer interactions, thus constituting a negative indirect association with preadolescents’ belonging. We examined both pathways for overall usage of SNS platforms as well as use specifically directed at communication-oriented activities, and SNS use that was nonsocial in nature. Results from a cross-sectional survey (n = 367/489, Mage = 10.94, SDage = 0.85, 52.4% girls) showed that social media played a predominantly beneficial role in the social lives of preadolescents: both overall and socially-oriented SNS use were positively and indirectly related to belonging through shared time with friends. Gender moderated the association between specific SNS activities and self-disclosure, however, such that social activities were positively related to self-disclosure for boys, but not for girls. Conversely, nonsocial activities were negatively related to girls’ self-disclosure.
摘要本研究的目的是通过测试技术在人际关系中的作用的两种不同途径来检验青春期前使用社交网络的社会影响。具体来说,我们预计青春期前的社交媒体使用与高度的自我表露有关,然后我们预测这与他们对朋友的归属感增加有关。同时,我们调查了这种使用是否也会阻碍现实生活中的同伴互动,从而与青春期前的归属感构成负的间接关联。我们研究了社交网络平台的总体使用情况、专门针对交流活动的使用情况以及非社交性质的社交网络使用情况。横断面调查的结果(n = 367/489, Mage = 10.94, SDage = 0.85, 52.4%的女孩)显示,社交媒体在青春期前的社交生活中发挥了主要的有益作用:社交媒体的总体使用和社交导向的使用都与通过与朋友分享时间而产生的归属感呈正相关和间接相关。然而,性别调节了特定SNS活动与自我表露之间的关联,例如社交活动与男孩的自我表露呈正相关,而女孩则没有。相反,非社交活动与女孩的自我表露呈负相关。
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引用次数: 0
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Media Psychology
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