The present study concerns the content of MySpace blogs and whether it differs from the blog style found on sites specifically designed for blogging. A content analysis of MySpace blogs was conducted to investigate trends in purpose, format, and style and to compare these across sex and age categories. Most blogs were written in a positive tone, and the main motivations for blogging appeared to be writing a diary and as an emotional outlet. Findings also indicate that while there were no significant sex differences, blog purpose and style differed across age groups; for example, bloggers over 50 were more likely to use the blog as an emotional outlet with a negative tone. Bloggers between 18 and 29 predominantly used a semiformal language style, whereas bloggers over 30 were equally as likely to use a semiformal or formal style. Results suggest that MySpace blogs are not dissimilar from other forms of blogging because they provide an important outlet for emotion and self-expression.
{"title":"Blog function revisited: a content analysis of MySpace blogs.","authors":"Chris Fullwood, Natasha Sheehan, Wendy Nicholls","doi":"10.1089/cpb.2009.0138","DOIUrl":"https://doi.org/10.1089/cpb.2009.0138","url":null,"abstract":"<p><p>The present study concerns the content of MySpace blogs and whether it differs from the blog style found on sites specifically designed for blogging. A content analysis of MySpace blogs was conducted to investigate trends in purpose, format, and style and to compare these across sex and age categories. Most blogs were written in a positive tone, and the main motivations for blogging appeared to be writing a diary and as an emotional outlet. Findings also indicate that while there were no significant sex differences, blog purpose and style differed across age groups; for example, bloggers over 50 were more likely to use the blog as an emotional outlet with a negative tone. Bloggers between 18 and 29 predominantly used a semiformal language style, whereas bloggers over 30 were equally as likely to use a semiformal or formal style. Results suggest that MySpace blogs are not dissimilar from other forms of blogging because they provide an important outlet for emotion and self-expression.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":" ","pages":"685-9"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2009.0138","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"40042576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The current study is a follow-up on the 2002 empirical study by Eshet-Alkalai and Amichai-Hamburger, which investigated digital literacy skills among different age groups. This study explores changes through time in digital literacy among the same participants 5 years later, and their performance is compared to new matched control groups. Results indicate an improvement over time among all age groups, but especially for the adults, in the tasks that require proficiency and technical control in using technology (e.g., photovisual and branching literacy skills). On the other hand, results indicate a drop in the skills that require creative and critical thinking (e.g., information and reproduction literacy skills), especially for the younger participants. Results show two major patterns of change over time: (a) closing the gap between younger and older participants in the tasks that emphasize proficiency and technical control and (b) widening the gap between younger and older participants in tasks that emphasize creativity and critical thinking. Based on the comparison with the matched control groups, we suggest that experience with technology, and not age, accounts for the observed lifelong changes in digital literacy skills.
{"title":"Changes over time in digital literacy.","authors":"Yoram Eshet-Alkalai, Eran Chajut","doi":"10.1089/cpb.2008.0264","DOIUrl":"https://doi.org/10.1089/cpb.2008.0264","url":null,"abstract":"<p><p>The current study is a follow-up on the 2002 empirical study by Eshet-Alkalai and Amichai-Hamburger, which investigated digital literacy skills among different age groups. This study explores changes through time in digital literacy among the same participants 5 years later, and their performance is compared to new matched control groups. Results indicate an improvement over time among all age groups, but especially for the adults, in the tasks that require proficiency and technical control in using technology (e.g., photovisual and branching literacy skills). On the other hand, results indicate a drop in the skills that require creative and critical thinking (e.g., information and reproduction literacy skills), especially for the younger participants. Results show two major patterns of change over time: (a) closing the gap between younger and older participants in the tasks that emphasize proficiency and technical control and (b) widening the gap between younger and older participants in tasks that emphasize creativity and critical thinking. Based on the comparison with the matched control groups, we suggest that experience with technology, and not age, accounts for the observed lifelong changes in digital literacy skills.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":"12 6","pages":"713-5"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2008.0264","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"28232470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alessandra Gorini, José Luis Mosso, Dejanira Mosso, Erika Pineda, Norma Leticia Ruíz, Miriam Ramíez, José Luis Morales, Giuseppe Riva
Many studies have shown the ability of media--television, movies, and virtual reality (VR) experiences--to elicit emotions. Nevertheless, it is still unclear how the different factors involved--user related and medium related--play a role in producing an emotional response during a VR experience. We investigate this issue, analyzing the role played by the cultural and technological backgrounds of the users in the emotional responses to VR. Specifically, we use the "core affect" model of emotions developed by Russell (2003) to explore how these factors influence the way in which participants experience virtual worlds. Our sample includes 20 Mexican participants: 8 living in El Tepeyac, a small rural and isolated Mexican village characterized by a very primitive culture, and 12 high civilized inhabitants of Mexico City. The "Green Valley," a noninteractive, relaxing immersive environment showing a mountain landscape around a calm lake, was used to induce relaxation in the two groups during an ambulatory surgical operation. To investigate the effects of VR on the relaxation process, we measured participants' physiological (heart rate) and emotional (VAS-A) responses before, during, and after the operation. The results show that VR significantly modified the core affect (reduced arousal) in all participants but that the final emotional response produced by this change was influenced by the attribution process: the civilized inhabitants of Mexico City, who were able to attribute the reduced arousal to the VR experience, reported a significant reduction in the self-reported level of anxiety, while people from El Tepeyac showed a reduction in their physiological reactions but not in their perceived anxiety.
{"title":"Emotional response to virtual reality exposure across different cultures: the role of the attribution process.","authors":"Alessandra Gorini, José Luis Mosso, Dejanira Mosso, Erika Pineda, Norma Leticia Ruíz, Miriam Ramíez, José Luis Morales, Giuseppe Riva","doi":"10.1089/cpb.2009.0192","DOIUrl":"https://doi.org/10.1089/cpb.2009.0192","url":null,"abstract":"<p><p>Many studies have shown the ability of media--television, movies, and virtual reality (VR) experiences--to elicit emotions. Nevertheless, it is still unclear how the different factors involved--user related and medium related--play a role in producing an emotional response during a VR experience. We investigate this issue, analyzing the role played by the cultural and technological backgrounds of the users in the emotional responses to VR. Specifically, we use the \"core affect\" model of emotions developed by Russell (2003) to explore how these factors influence the way in which participants experience virtual worlds. Our sample includes 20 Mexican participants: 8 living in El Tepeyac, a small rural and isolated Mexican village characterized by a very primitive culture, and 12 high civilized inhabitants of Mexico City. The \"Green Valley,\" a noninteractive, relaxing immersive environment showing a mountain landscape around a calm lake, was used to induce relaxation in the two groups during an ambulatory surgical operation. To investigate the effects of VR on the relaxation process, we measured participants' physiological (heart rate) and emotional (VAS-A) responses before, during, and after the operation. The results show that VR significantly modified the core affect (reduced arousal) in all participants but that the final emotional response produced by this change was influenced by the attribution process: the civilized inhabitants of Mexico City, who were able to attribute the reduced arousal to the VR experience, reported a significant reduction in the self-reported level of anxiety, while people from El Tepeyac showed a reduction in their physiological reactions but not in their perceived anxiety.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":"12 6","pages":"699-705"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2009.0192","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"28486514","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The "self" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.
{"title":"Parasocial interaction with my avatar: effects of interdependent self-construal and the mediating role of self-presence in an avatar-based console game, Wii.","authors":"Seung-A Annie Jin, Namkee Park","doi":"10.1089/cpb.2008.0289","DOIUrl":"https://doi.org/10.1089/cpb.2008.0289","url":null,"abstract":"<p><p>The \"self\" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":"12 6","pages":"723-7"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2008.0289","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"28316542","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers. The study entailed 71 interviews with online gamers (52 males, 19 females) from 11 different countries. Six main themes emerged from the analyses of the interview transcripts: (a) online gaming and integration into day-to-day lives; (b) online gaming, excessive play, and problems; (c) addiction; (d) psychosocial impact of online gaming; (e) online gaming, dissociation, and time loss; and (f) online gaming and the alleviation of negative feelings and mood states. These findings specifically showed how gamers used MMORPGs to alleviate negative feelings and provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.
{"title":"The attitudes, feelings, and experiences of online gamers: a qualitative analysis.","authors":"Zaheer Hussain, Mark D Griffiths","doi":"10.1089/cpb.2009.0059","DOIUrl":"https://doi.org/10.1089/cpb.2009.0059","url":null,"abstract":"<p><p>The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers. The study entailed 71 interviews with online gamers (52 males, 19 females) from 11 different countries. Six main themes emerged from the analyses of the interview transcripts: (a) online gaming and integration into day-to-day lives; (b) online gaming, excessive play, and problems; (c) addiction; (d) psychosocial impact of online gaming; (e) online gaming, dissociation, and time loss; and (f) online gaming and the alleviation of negative feelings and mood states. These findings specifically showed how gamers used MMORPGs to alleviate negative feelings and provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":" ","pages":"747-53"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2009.0059","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"40042577","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
As exergames are increasingly being used as an interventional tool to fight the obesity epidemic in clinical studies, society is absorbing their impact to a more intense degree. Interactivity and immersion are key factors that attract exergame consumers. This research asks, What are the effects of priming the actual self versus the ideal self on users' perceived interactivity and immersion in avatar-based exergame playing? and What are important moderators that play a role in exergame users' self-concept perception? To answer these research questions, this study leveraged the Wii's avatar-creating function (Mii Channel) and exergame feature (Wii Fit) in a controlled, randomized experimental design (N = 126). The results of a 2 x 2 factorial design experiment demonstrated the significant main effect of self-priming on interactivity and the moderating role of the actual-ideal self-concept discrepancy in influencing immersion during exergame playing. Game players who created an avatar reflecting the ideal self reported greater perceived interactivity than those who created a replica avatar mirroring the actual self. A two-way ANOVA demonstrated the moderating role of the actual-ideal self-concept discrepancy in determining the effects of the primed regulatory focus on immersion in the exergame play. The underlying theoretical mechanism is derived from and explained by Higgins's self-concept discrepancy perspective. Practical implications for game developers and managerial implications for the exergame industry are discussed.
{"title":"Avatars mirroring the actual self versus projecting the ideal self: the effects of self-priming on interactivity and immersion in an exergame, Wii Fit.","authors":"Seung-A Annie Jin","doi":"10.1089/cpb.2009.0130","DOIUrl":"https://doi.org/10.1089/cpb.2009.0130","url":null,"abstract":"<p><p>As exergames are increasingly being used as an interventional tool to fight the obesity epidemic in clinical studies, society is absorbing their impact to a more intense degree. Interactivity and immersion are key factors that attract exergame consumers. This research asks, What are the effects of priming the actual self versus the ideal self on users' perceived interactivity and immersion in avatar-based exergame playing? and What are important moderators that play a role in exergame users' self-concept perception? To answer these research questions, this study leveraged the Wii's avatar-creating function (Mii Channel) and exergame feature (Wii Fit) in a controlled, randomized experimental design (N = 126). The results of a 2 x 2 factorial design experiment demonstrated the significant main effect of self-priming on interactivity and the moderating role of the actual-ideal self-concept discrepancy in influencing immersion during exergame playing. Game players who created an avatar reflecting the ideal self reported greater perceived interactivity than those who created a replica avatar mirroring the actual self. A two-way ANOVA demonstrated the moderating role of the actual-ideal self-concept discrepancy in determining the effects of the primed regulatory focus on immersion in the exergame play. The underlying theoretical mechanism is derived from and explained by Higgins's self-concept discrepancy perspective. Practical implications for game developers and managerial implications for the exergame industry are discussed.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":" ","pages":"761-5"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2009.0130","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"40042958","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"CyberEurope.","authors":"Giuseppe Riva, Alessandra Gorini","doi":"10.1089/cpb.2009.9989","DOIUrl":"https://doi.org/10.1089/cpb.2009.9989","url":null,"abstract":"","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":"12 6","pages":"773"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2009.9989","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"28555002","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The rapid growth of virtual worlds is one of the most recent Internet trends. Some distinguishing features of virtual environments include the employment of avatars and multimodal communication among avatars. This study examined the effects of the modality (text vs. audio) of message presentation on people's evaluation of spokes-avatar credibility and the informational value of promotional messages in avatar-based advertising inside 3D virtual environments. An experiment was conducted in the virtual Apple retail store inside Second Life, the most popular and fastest growing virtual world. The author designed a two-group (textual advertisement vs. auditory advertisement) comparison experiment by manipulating the modality of conveying advertisement messages. The author also created a spokes-avatar that represents a real-life organization (Apple) and presents promotional messages about its innovative product, the iPhone. Data analyses showed that (a) textual modality (vs. auditory modality) resulted in greater source expertise, informational value of the advertisement message, and social presence; and that (b) high product involvement (vs. low product involvement) resulted in a more positive attitude toward the product, higher buying intention, and a higher level of perceived interactivity. In addition to the main effects of product involvement and modality, results showed significant interaction between involvement and modality. Modality effects were stronger for people with low product involvement than for those with high product involvement, thus confirming the moderating effects of product involvement. Results of a path analysis also showed that social presence mediated the effects of modality on the perceived informational value of the advertisement message.
{"title":"Modality effects in Second Life: the mediating role of social presence and the moderating role of product involvement.","authors":"Seung-A Annie Jin","doi":"10.1089/cpb.2008.0273","DOIUrl":"https://doi.org/10.1089/cpb.2008.0273","url":null,"abstract":"<p><p>The rapid growth of virtual worlds is one of the most recent Internet trends. Some distinguishing features of virtual environments include the employment of avatars and multimodal communication among avatars. This study examined the effects of the modality (text vs. audio) of message presentation on people's evaluation of spokes-avatar credibility and the informational value of promotional messages in avatar-based advertising inside 3D virtual environments. An experiment was conducted in the virtual Apple retail store inside Second Life, the most popular and fastest growing virtual world. The author designed a two-group (textual advertisement vs. auditory advertisement) comparison experiment by manipulating the modality of conveying advertisement messages. The author also created a spokes-avatar that represents a real-life organization (Apple) and presents promotional messages about its innovative product, the iPhone. Data analyses showed that (a) textual modality (vs. auditory modality) resulted in greater source expertise, informational value of the advertisement message, and social presence; and that (b) high product involvement (vs. low product involvement) resulted in a more positive attitude toward the product, higher buying intention, and a higher level of perceived interactivity. In addition to the main effects of product involvement and modality, results showed significant interaction between involvement and modality. Modality effects were stronger for people with low product involvement than for those with high product involvement, thus confirming the moderating effects of product involvement. Results of a path analysis also showed that social presence mediated the effects of modality on the perceived informational value of the advertisement message.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":"12 6","pages":"717-21"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2008.0273","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"28314999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Serious games have become an important genre of digital media and are often acclaimed for their potential to enhance deeper learning because of their unique technological properties. Yet the discourse has largely remained at a conceptual level. For an empirical evaluation of educational games, extra effort is needed to separate intertwined and confounding factors in order to manipulate and thus attribute the outcome to one property independent of another. This study represents one of the first attempts to empirically test the educational impact of two important properties of serious games, multimodality and interactivity, through a partial 2 x 3 (interactive, noninteractive by high, moderate, low in multimodality) factorial between-participants follow-up experiment. Results indicate that both multimodality and interactivity contribute to educational outcomes individually. Implications for educational strategies and future research directions are discussed.
{"title":"Multimodality and interactivity: connecting properties of serious games with educational outcomes.","authors":"Ute Ritterfeld, Cuihua Shen, Hua Wang, Luciano Nocera, Wee Ling Wong","doi":"10.1089/cpb.2009.0099","DOIUrl":"https://doi.org/10.1089/cpb.2009.0099","url":null,"abstract":"<p><p>Serious games have become an important genre of digital media and are often acclaimed for their potential to enhance deeper learning because of their unique technological properties. Yet the discourse has largely remained at a conceptual level. For an empirical evaluation of educational games, extra effort is needed to separate intertwined and confounding factors in order to manipulate and thus attribute the outcome to one property independent of another. This study represents one of the first attempts to empirically test the educational impact of two important properties of serious games, multimodality and interactivity, through a partial 2 x 3 (interactive, noninteractive by high, moderate, low in multimodality) factorial between-participants follow-up experiment. Results indicate that both multimodality and interactivity contribute to educational outcomes individually. Implications for educational strategies and future research directions are discussed.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":"12 6","pages":"691-7"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2009.0099","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"28499793","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Within the last decade, interest in online gambling has increased. This pilot study examined online gambling among students to identify the extent to which student Internet gamblers manifest a propensity for problem gambling and to understand if mood states at various times are predictors of problem gambling. A questionnaire was administered to 127 student Internet gamblers. In addition to questions asking for basic demographic data, the questionnaire included the Positive and Negative Affect Schedule (PANAS) and the South Oaks Gambling Screen (SOGS). Results showed that approximately one in five online gamblers (19%) was defined as a probable pathological gambler using the SOGS. Among this sample, results also showed that problem gambling was best predicted by negative mood states after gambling online and negative mood states more generally.
{"title":"A pilot study of problem gambling among student online gamblers: mood states as predictors of problematic behavior.","authors":"Neil Matthews, Bill Farnsworth, Mark D Griffiths","doi":"10.1089/cpb.2009.0050","DOIUrl":"https://doi.org/10.1089/cpb.2009.0050","url":null,"abstract":"<p><p>Within the last decade, interest in online gambling has increased. This pilot study examined online gambling among students to identify the extent to which student Internet gamblers manifest a propensity for problem gambling and to understand if mood states at various times are predictors of problem gambling. A questionnaire was administered to 127 student Internet gamblers. In addition to questions asking for basic demographic data, the questionnaire included the Positive and Negative Affect Schedule (PANAS) and the South Oaks Gambling Screen (SOGS). Results showed that approximately one in five online gamblers (19%) was defined as a probable pathological gambler using the SOGS. Among this sample, results also showed that problem gambling was best predicted by negative mood states after gambling online and negative mood states more generally.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":" ","pages":"741-5"},"PeriodicalIF":0.0,"publicationDate":"2009-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2009.0050","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"40042580","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}