Social networking sites like MySpace, Facebook, and StudiVZ are popular means of communicating personality. Recent theoretical and empirical considerations of homepages and Web 2.0 platforms show that impression management is a major motive for actively ...
Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-...
In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and ...
Abstract. The study of spatial presence is currently receiving increased attention in both media psychology and communication research. The present paper introduces the Spatial Presence Experience Scale (SPES), a short eight-item self-...
Abstract. Existing work on the effects of social network sites (SNS) on well-being has often stressed that SNS can help people gain social support from their online networks, which positively affects their well-being. However, the majority ...
Within Internet forums, members of certain (online) communities discuss matters of concern to the respective groups, with comparatively few social restraints. For radical, extremist, and other ideologically “sensitive” groups and organizations in ...
The use of video and computer games for recovery purposes was investigated in an online survey of 1614 participants. The data indicate that games are systematically used after exposure to stressful situations and strain, and that recovery experience is a ...
The objective of this study was to translate the eHealth Literacy Scale (eHEALS) into German, to evaluate this translation through psychometric testing in a German sample of adolescents, and to analyze whether the content-derived hypothesis of two eHEALS ...
Abstract. Those who feel connected to nature tend to be more likely to engage in pro-environmental behavior. How can this connection with nature be created? We examined whether viewing nature-related videos – specifically, the ...
In recent years, a variety of epidemiological studies have provided empirical data on the prevalence of video game addiction (GA) in different age groups. However, few studies investigated the causes of GA and could explain why video game playing as a ...
Based on the model of complex entertainment experiences (Vorderer, Klimmt, & Ritterfeld, 2004), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) ...
The purpose of this article is to examine the experience of appreciation to media entertainment as a unique audience response that can be differentiated from enjoyment. To those ends, the first section provides a conceptualization of appreciation in which ...
Abstract. Following the news is generally understood to be crucial for democracy as it allows citizens to politically participate in an informed manner; yet, one may wonder about the unintended side effects it has for the mental well-being ...
A survey with 172 students was conducted at a large southern research university to examine how unwillingness-to-communicate in interpersonal communication influences gratifications sought and gratifications obtained from Facebook use. The study ...
Abstract. The present study examines determinants of suspense on viewers observing sports on television. As an explanatory framework, an integrated model is proposed, linking the concept of (positive and negative) parasocial relationships (PSR) to the ...
This paper applies the social intuitionist perspective of moral foundations theory (MFT) to the study of media entertainment. It begins by introducing the MFT’s conception of morality as an intuitive evaluative response governed by the association of ...
Bullying is not a phenomenon exclusive to the school environment. Pupils also become victims of verbal aggression (teasing, threats, insults, or harassment) in the context of internet chatrooms. The present study addresses the following questions: (1) How ...
Recent conceptualizations of eudaimonic entertainment and aesthetic experience highlight the role of emotions in stimulating rewarding experiences of insight, meaning, and reflectiveness among entertainment audiences. The current evidence is mainly ...
Pedagogical agents – lifelike characters that guide users through multimedia learning environments – are intended to facilitate the learning process. According to social agency theory, the presentation of social cues (the image and voice of the agent) may ...
We examined how the presence and nonverbal communication of an animated pedagogical agent affects students’ perceptions and learning. College students learned about astronomy either without an agent’s image or with an agent under one of the following ...