Abstract: The privacy paradox, indicating that individuals act contrary to their privacy preferences (i.e., attitudes, concerns) when disclosing data in online environments, has received much attention. While the general notion has largely ...
Abstract: In recent years, entertainment scholars have investigated the extent to which negative emotions such as grief, distress, and loneliness are experienced by viewers following the departure of a favorite character or the ...
Abstract: This exploratory study examined the video gaming experience of 160 urban public-school preteen-age students as well as the association between video game play and students’ performance on a standardized cognitive ability test (...
Abstract: We examined how morality subcultures moderate judgments of a narrative character’s behavior along the moral continuum. Using the moral continuum procedure (MCP) across two studies (), we identify the point along the ...
Abstract: This study examined the efficacy of using behavioral feedback and social norms health message interventions to reduce social networking site (SNS) use. A total of 107 participants reported their current SNS use and attitude ...
Abstract: We identified participants in the United States (N = 302) who believed that they were vulnerable to becoming more aggressive after playing a violent video game (a vulnerability belief) and those who believed that playing ...
Abstract: Building on the persuasion knowledge model and theories of parasocial relationships (PSRs), our study explored mechanisms underlying the persuasive effects of social media influencers. Our study uniquely considered PSRs as a ...