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Blog function revisited: a content analysis of MySpace blogs. 博客功能重访:MySpace博客的内容分析。
Chris Fullwood, Natasha Sheehan, Wendy Nicholls

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.

本研究关注的是MySpace博客的内容,以及它是否与专门为博客设计的网站上的博客风格不同。对MySpace博客的内容进行了分析,以调查目的、格式和风格的趋势,并对不同性别和年龄的博客进行比较。大多数博客都是用积极的语气写的,写博客的主要动机似乎是写日记和作为情感的宣泄。研究结果还表明,虽然性别差异不显著,但不同年龄组的博客目的和风格存在差异;例如,50岁以上的博主更有可能使用博客作为消极语气的情感出口。18至29岁的博主主要使用半正式语言风格,而30岁以上的博主使用半正式或正式风格的可能性相同。结果表明,MySpace博客与其他形式的博客没有什么不同,因为它们为情感和自我表达提供了一个重要的出口。
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引用次数: 75
Changes over time in digital literacy. 数字素养随时间的变化。
Yoram Eshet-Alkalai, Eran Chajut

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.

目前的研究是在2002年esheet - alkai和Amichai-Hamburger的实证研究的基础上进行的,他们调查了不同年龄组的数字素养技能。这项研究探讨了5年后相同参与者的数字素养随时间的变化,并将他们的表现与新的匹配对照组进行了比较。结果表明,随着时间的推移,所有年龄组,尤其是成年人,在需要熟练使用技术和技术控制的任务(例如,照片视觉和分支识字技能)方面都有所改善。另一方面,结果表明需要创造性和批判性思维的技能(例如,信息和复制识字技能)有所下降,特别是对年轻的参与者而言。结果显示,随着时间的推移,两种主要的变化模式:(a)在强调熟练程度和技术控制的任务中,年轻人和老年人之间的差距正在缩小;(b)在强调创造力和批判性思维的任务中,年轻人和老年人之间的差距正在扩大。基于与匹配对照组的比较,我们认为技术经验,而不是年龄,解释了所观察到的数字读写技能的终身变化。
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引用次数: 133
Emotional response to virtual reality exposure across different cultures: the role of the attribution process. 不同文化对虚拟现实暴露的情绪反应:归因过程的作用。
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.

许多研究表明,媒体——电视、电影和虚拟现实(VR)体验——能够引发情绪。然而,目前还不清楚不同的因素——用户相关和媒介相关——在VR体验中如何产生情感反应。我们调查了这个问题,分析了用户的文化和技术背景在VR的情绪反应中所起的作用。具体来说,我们使用Russell(2003)开发的情感“核心情感”模型来探索这些因素如何影响参与者体验虚拟世界的方式。我们的样本包括20名墨西哥参与者:8名生活在El Tepeyac,这是一个以非常原始的文化为特征的墨西哥小农村和孤立的村庄,12名墨西哥城的高度文明居民。“绿谷”是一个非互动的、令人放松的沉浸式环境,展示了平静的湖泊周围的山景,用于在门诊手术期间诱导两组患者放松。为了研究VR对放松过程的影响,我们测量了参与者在手术前、手术中和手术后的生理(心率)和情绪(VAS-A)反应。结果表明,虚拟现实显著地改变了所有参与者的核心情绪(唤醒降低),但这种改变产生的最终情绪反应受到归因过程的影响:墨西哥城的文明居民能够将觉醒的降低归因于VR体验,他们报告的自我报告的焦虑水平显著降低,而来自El Tepeyac的人表现出他们的生理反应减少,但他们感知到的焦虑没有减少。
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引用次数: 49
Parasocial interaction with my avatar: effects of interdependent self-construal and the mediating role of self-presence in an avatar-based console game, Wii. 与虚拟角色的社交互动:基于虚拟角色的主机游戏Wii中相互依赖的自我建构和自我存在的中介作用
Seung-A Annie Jin, Namkee Park

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.

“自我”概念在互动媒体环境中变得越来越重要。本研究调查了基于虚拟形象的游戏机Wii中的自我相关过程。Wii的一个关键特点是它的动作感应能力,使玩家能够通过移动来操纵屏幕上的物品并与之互动。本研究考察了电子游戏玩家的自我解释对他们与虚拟角色的准社会互动和自我存在感的影响。在这项研究中,准社会互动被定义为游戏玩家与其虚拟角色的人际关系参与程度,以及游戏玩家认为自己与虚拟角色互动的程度。自我存在感的定义是电子游戏玩家感觉屏幕上的角色就是自己的真实自我的程度。通过实验研究发现,高依赖自我建构的游戏玩家比低依赖自我建构的游戏玩家表现出更密切的副社会互动和更高的自我存在水平。结果还表明,自我存在介导了相互依赖的自我建构对游戏玩家虚拟形象副社会关系的影响。因此,该研究发现了一个重要的个体差异因素,即相互依赖的自我构造,它影响着人们与虚拟自我形成准社会关系的程度,虚拟自我以虚拟化身的形式在视觉上表现出来。此外,本研究还增加了关于虚拟形象电子游戏中自我存在的中介作用的实证证据。
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引用次数: 175
The attitudes, feelings, and experiences of online gamers: a qualitative analysis. 在线游戏玩家的态度、感受和体验:一项定性分析。
Zaheer Hussain, Mark D Griffiths

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.

玩大型多人在线角色扮演游戏(mmorpg)现在是一种非常流行的休闲活动。本研究旨在探讨网络游戏玩家的态度、体验和感受。该研究采访了来自11个不同国家的71名网络游戏玩家(52名男性,19名女性)。通过对访谈记录的分析,我们发现了六个主要主题:(a)在线游戏与日常生活的融合;(b)网络游戏、过度游戏和问题;(c)成瘾;(d)网络游戏对心理社会的影响;(e)网络游戏、分离和时间损失;(f)网络游戏和消极情绪和情绪状态的缓解。这些发现明确地显示了玩家如何使用mmorpg来缓解负面情绪,并提供了因玩mmorpg而产生的个人问题的详细描述。这些发现的含义是讨论与以前的定性和定量研究在该领域。
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引用次数: 222
Avatars mirroring the actual self versus projecting the ideal self: the effects of self-priming on interactivity and immersion in an exergame, Wii Fit. 反映真实自我的化身与投射理想自我的化身:在游戏《Wii Fit》中,自我启动对互动性和沉浸感的影响。
Seung-A Annie Jin

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.

随着运动游戏在临床研究中越来越多地被用作对抗肥胖流行病的干预工具,社会正在更强烈地吸收它们的影响。互动性和沉浸感是吸引游戏用户的关键因素。这项研究提出了这样一个问题:启动真实自我和启动理想自我对用户感知到的互动和沉浸在基于虚拟形象的游戏中的影响是什么?在游戏用户自我概念感知中起作用的重要调节因子是什么?为了回答这些研究问题,本研究利用了Wii的虚拟角色创造功能(Mii Channel)和游戏功能(Wii Fit),采用了一种随机对照实验设计(N = 126)。2 × 2因子设计实验结果表明,自启动对互动性有显著的主效应,而实际-理想自我概念差异在游戏过程中对沉浸感有调节作用。创造了一个反映理想自我的虚拟形象的游戏玩家比那些创造了一个反映真实自我的虚拟形象的玩家表现出更强的互动性。双向方差分析表明,实际-理想自我概念差异在决定启动调节焦点对游戏沉浸的影响方面起着调节作用。其理论机制来源于希金斯的自我概念差异观,并得到了解释。本文讨论了对游戏开发者的实际影响以及对游戏产业的管理影响。
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引用次数: 156
CyberEurope. 网络欧洲。
Giuseppe Riva, Alessandra Gorini
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引用次数: 0
Modality effects in Second Life: the mediating role of social presence and the moderating role of product involvement. 第二人生中的情态效应:社会在场的中介作用和产品涉入的调节作用。
Seung-A Annie Jin

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.

虚拟世界的快速增长是最近的互联网趋势之一。虚拟环境的一些显著特征包括虚拟角色的使用和虚拟角色之间的多模式通信。本研究考察了3D虚拟环境中基于虚拟形象的广告中信息呈现方式(文本vs音频)对人们评价代言人-虚拟形象可信度和宣传信息价值的影响。实验是在第二人生的虚拟苹果零售店进行的,第二人生是最受欢迎和发展最快的虚拟世界。作者通过操纵广告信息的传递方式,设计了两组(文本广告和听觉广告)对比实验。作者还创造了一个代表现实生活中的组织(苹果公司)的代言人形象,并为其创新产品iPhone提供宣传信息。数据分析表明:(a)文本模态(相对于听觉模态)导致更大的来源专业知识,广告信息的信息价值和社会存在;并且(b)高产品投入(相对于低产品投入)导致了对产品更积极的态度,更高的购买意愿和更高水平的感知交互性。除了产品涉入和产品模态的主要影响外,结果还显示涉入和产品模态之间存在显著的交互作用。产品涉入低的人的情态效应强于产品涉入高的人,从而证实了产品涉入的调节作用。通径分析的结果还显示,社交在场介导了模态对广告信息感知信息价值的影响。
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引用次数: 72
Multimodality and interactivity: connecting properties of serious games with educational outcomes. 多模态和互动性:将严肃游戏属性与教育成果联系起来。
Ute Ritterfeld, Cuihua Shen, Hua Wang, Luciano Nocera, Wee Ling Wong

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.

严肃游戏已经成为一种重要的数字媒体类型,并因其独特的技术属性而具有增强深度学习的潜力而备受赞誉。然而,这种论述在很大程度上仍停留在概念层面。对于教育游戏的经验评估,我们需要额外的努力去分离相互交织和混淆的因素,从而将结果归因于一个独立于另一个的属性。本研究首次尝试对严肃游戏的两大重要属性——多模态和互动性——的教育影响进行实证测试,通过部分2 × 3(多模态高、中、低的互动性、非互动性)阶乘参与者之间的后续实验。结果表明,多模态和互动性都对教育成果有各自的贡献。讨论了教育策略的启示和未来的研究方向。
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引用次数: 117
A pilot study of problem gambling among student online gamblers: mood states as predictors of problematic behavior. 在线赌博学生问题赌博的初步研究:情绪状态作为问题行为的预测因子。
Neil Matthews, Bill Farnsworth, Mark D Griffiths

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.

在过去的十年里,人们对在线赌博的兴趣有所增加。这项初步研究调查了学生中的在线赌博,以确定学生网络赌徒表现出问题赌博倾向的程度,并了解不同时间的情绪状态是否预示着问题赌博。研究人员对127名网络赌博学生进行了问卷调查。除了基本人口统计数据的问题外,问卷还包括积极和消极影响表(PANAS)和南橡树赌博屏幕(SOGS)。结果显示,使用SOGS,大约五分之一的在线赌徒(19%)被定义为可能的病态赌徒。在这个样本中,结果还表明,在线赌博后的负面情绪状态最能预测问题赌博,而负面情绪状态更普遍。
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引用次数: 80
期刊
Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society
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