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Computers in Human Behavior

Ruoyun Lin, Sonja Utz
On social media, users can easily share their feelings, thoughts, and experiences with the public, including people who they have no previous interaction with. Such information, though often embedded in a stream of others' news, may influence recipients' perception toward the discloser. We used a special design that enables a quasi-experience of SNS browsing, and examined if browsing other's posts in a news stream can create a feeling of familiarity and (even) closeness toward the discloser. In addition, disclosure messages can vary in the degree of intimacy (from superficial to intimate) and narrativity (from a random blather to a story-like narrative)...
May 2017: Computers in Human Behavior
Michelle Colder Carras, Antonius J Van Rooij, Dike Van de Mheen, Rashelle Musci, Qian-Li Xue, Tamar Mendelson
AIMS: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. METHODS: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality...
March 2017: Computers in Human Behavior
Brandon T McDaniel, Michelle Drouin, Jaclyn D Cravens
Social media provides one route to behaviors that may be potentially harmful to romantic relationships, such as communicating with alternative partners, which can sometimes create relationship conflict, breakups, or divorce. Limited empirical evidence exists concerning social media infidelity-related behaviors and marital relationships. This study examined whether married/cohabiting individuals are using social media sites to engage in online infidelity-related behaviors and to what extent this related to relationship satisfaction, ambivalence, and relational attachment characteristics as reported by 338 married/cohabiting individuals from 176 families...
January 2017: Computers in Human Behavior
Woohyun Yoo, JungHwan Yang, Eunji Cho
Building on the influence of presumed influence (IPI) model, this study examines how smoking- related messages on social media influence college students' smoking. We surveyed 366 college students from three U.S. Midwestern universities in 2012 and examined the effects of expression and reception of smoking-related messages on smoking using path analysis. We found that the expression and reception of prosmoking messages not only directly affected smoking but also had indirect effects on smoking through (1) perceived peer expression of prosmoking messages and (2) perceived peer smoking norms...
November 2016: Computers in Human Behavior
Casey R Guillot, Mariel S Bello, Jennifer Y Tsai, Jimi Huh, Adam M Leventhal, Steve Sussman
Internet addiction (including online gaming) has been associated with depression. However, most prior research relating internet addiction symptomatology to depressive symptoms has been cross-sectional, conducted with children and adolescents, and only examined depressive symptoms as a broad construct. The purpose of the current study was to examine potential longitudinal associations between anhedonia (i.e., difficulty experiencing pleasure, a key facet of depression) and internet-related addictive behaviors in 503 at-risk emerging adults (former attendees of alternative high schools)...
September 2016: Computers in Human Behavior
Ana Levordashka, Sonja Utz
Ambient awareness refers to the awareness social media users develop of their online network in result of being constantly exposed to social information, such as microblogging updates. Although each individual bit of information can seem like random noise, their incessant reception can amass to a coherent representation of social others. Despite its growing popularity and important implications for social media research, ambient awareness on public social media has not been studied empirically. We provide evidence for the occurrence of ambient awareness and examine key questions related to its content and functions...
July 2016: Computers in Human Behavior
Kathryn M Orzech, Michael A Grandner, Brandy M Roane, Mary A Carskadon
Digital media use is widespread in University students, and use of digital media near bedtime has a broadly negative effect on sleep outcomes. Adequate and good quality sleep is important for physical and mental health, but few studies have rigorously measured both sleep and digital media use. In this study, we investigated whether self-reported sleep patterns were associated with digital media use in a first-year University student (N = 254, 48% male) population. Students tracked their sleep through daily online diaries and provided digital media use data in 15-min blocks for 2 h prior to bedtime on nine occasions...
February 2016: Computers in Human Behavior
Catherine E Myers, John A Kostek, Barbara Ekeh, Rosanna Sanchez, Yasheca Ebanks-Williams, Ann L Krusznis, Noah Weinflash, Richard J Servatius
Behavioral inhibition (BI), a tendency to withdraw from or avoid novel social and non-social situations, is a personality trait which can confer risk for anxiety disorders. Like many personality traits, BI is often assessed via self-report questionnaires where respondents rate themselves for frequency of certain behaviors or feelings. However, questionnaires have inherent limitations, particularly in psychiatric populations where there may be unawareness of deficit. A viable alternative may be virtual environments, in which the participant guides an on-screen "avatar" through a series of onscreen events meant to simulate real-world situations...
February 1, 2016: Computers in Human Behavior
Patricia A Cavazos-Rehg, Melissa J Krauss, Shaina Sowles, Sarah Connolly, Carlos Rosas, Meghana Bharadwaj, Laura J Bierut
This study examines depression-related chatter on Twitter to glean insight into social networking about mental health. We assessed themes of a random sample (n=2,000) of depression-related tweets (sent 4-11 to 5-4-14). Tweets were coded for expression of DSM-5 symptoms for Major Depressive Disorder (MDD). Supportive or helpful tweets about depression was the most common theme (n=787, 40%), closely followed by disclosing feelings of depression (n=625; 32%). Two-thirds of tweets revealed one or more symptoms for the diagnosis of MDD and/or communicated thoughts or ideas that were consistent with struggles with depression after accounting for tweets that mentioned depression trivially...
January 1, 2016: Computers in Human Behavior
Ruoyun Lin, Sonja Utz
On Facebook, users are exposed to posts from both strong and weak ties. Even though several studies have examined the emotional consequences of using Facebook, less attention has been paid to the role of tie strength. This paper aims to explore the emotional outcomes of reading a post on Facebook and examine the role of tie strength in predicting happiness and envy. Two studies - one correlational, based on a sample of 207 American participants and the other experimental, based on a sample of 194 German participants - were conducted in 2014...
November 2015: Computers in Human Behavior
Benjamin Balas, Jonathan Pacella
Observers interact with artificial faces in a range of different settings and in many cases must remember and identify computer-generated faces. In general, however, most adults have heavily biased experience favoring real faces over synthetic faces. It is well known that face recognition abilities are affected by experience such that faces belonging to "out-groups" defined by race or age are more poorly remembered and harder to discriminate from one another than faces belonging to the "in-group." Here, we examine the extent to which artificial faces form an "out-group" in this sense when other perceptual categories are matched...
November 1, 2015: Computers in Human Behavior
Andrea Kleinsmith, Diego Rivera-Gutierrez, Glen Finney, Juan Cendan, Benjamin Lok
While the use of virtual characters in medical education is becoming more and more commonplace, an understanding of the role they can play in empathetic communication skills training is still lacking. This paper presents a study aimed at building this understanding by determining if students can respond to a virtual patient's statement of concern with an empathetic response. A user study was conducted at the [blinded] College of Medicine in which early stage medical students interacted with virtual patients in one session and real humans trained to portray real patients (i...
November 1, 2015: Computers in Human Behavior
Kate Magsamen-Conrad, John Dowd, Mohammad Abuljadail, Saud Alsulaiman, Adnan Shareefi
This study extends Uses and Gratifications theory by examining the uses and gratifications of a new technological device, the tablet computer, and investigating the differential uses and gratifications of tablet computers across the life-span. First, we utilized a six-week tablet training intervention to adapt and extend existing measures to the tablet as a technological device. Next, we used paper-based and online surveys (N=847), we confirmed four main uses of tablets: 1) Information Seeking, 2) Relationship Maintenance, 3) Style, 4) Amusement and Killing time, and added one additional use category 5) Organization...
November 1, 2015: Computers in Human Behavior
Tobias Ley, Paul Seitlinger
We study how categories form and develop over time in a sensemaking task by groups of students employing a collaborative tagging system. In line with distributed cognition theories, we look at both the tags students use and their strength of representation in memory. We hypothesize that categories get more differentiated over time as students learn, and that semantic stabilization on the group level (i.e. the convergence in the use of tags) mediates this relationship. Results of a field experiment that tested the impact of topic study duration on the specificity of tags confirms these hypotheses, although it was not study duration that produced this effect, but rather the effectiveness of the collaborative taxonomy the groups built...
October 2015: Computers in Human Behavior
Kate Magsamen-Conrad, Shrinkhala Upadhyaya, Claire Youngnyo Joa, John Dowd
This study examined the "Unified Theory of Acceptance and Use of Technology" (UTAUT) in the context of tablet devices across multiple generations. We tested the four UTAUT determinants, performance expectancy, effort expectancy, social influence, and facilitating conditions, to determine their contributions for predicting behavioral intention to use tablets with age, gender, and user experience as moderators. 899 respondents aged 19-99 completed the survey. We found consistent generational differences in UTAUT determinants, most frequently between the oldest and youngest generations...
September 1, 2015: Computers in Human Behavior
Teague E Simoncic, Kate R Kuhlman, Ivan Vargas, Sean Houchins, Nestor L Lopez-Duran
The popularity of social networking sites, such as Facebook, has increased rapidly over the past decade, especially among youth. Consequently, the impact of Facebook use on mental health problems (e.g., depressive symptomatology) has become a recent area of concern. Yet, evidence for such a link has been mixed and factors that contribute to heterogeneity of findings have not been identified. In this study, we examined whether the association between Facebook use and depressive symptoms is moderated by individual factors (i...
November 1, 2014: Computers in Human Behavior
Kate Magsamen-Conrad, China Billotte-Verhoff, Kathryn Greene
This research examines the effect of online social capital and Internet use on the normally negative effects of technology addiction, especially for individuals prone to self-concealment. Self-concealment is a personality trait that describes individuals who are more likely to withhold personal and private information, inhibiting catharsis and wellbeing. Addiction, in any context, is also typically associated with negative outcomes. However, we investigate the hypothesis that communication technology addiction may positively affect wellbeing for self-concealing individuals when online interaction is positive, builds relationships, or fosters a sense of community...
November 2014: Computers in Human Behavior
L D Rosen, A F Lim, J Felt, L M Carrier, N A Cheever, J M Lara-Ruiz, J S Mendoza, J Rokkum
The American Academy of Pediatrics recommends no screen time for children under the age of 2 and limited screen time for all children. However, no such guidelines have been proposed for preteens and teenagers. Further, research shows that children, preteens, and teenagers are using massive amounts of media and those with more screen time have been shown to have increased obesity, reduced physical activity, and decreased health. This study examined the impact of technology on four areas of ill-being-psychological issues, behavior problems, attention problems and physical health-among children (aged 4-8), preteens (9-12), and teenagers (13-18) by having 1030 parents complete an online, anonymous survey about their own and their child's behaviors...
June 2014: Computers in Human Behavior
Lauren A Jelenchick, Jens Eickhoff, Dimitri A Christakis, Richard L Brown, Chong Zhang, Meghan Benson, Megan A Moreno
Problematic Internet use (PIU) is a growing health concern among adolescents and young adults. The purpose of this mixed-methods study was to develop and refine a theoretically-grounded and psychometrically-validated assessment instrument for PIU specifically tailored to adolescents and young adults. An item pool was developed using concept mapping and a review of the literature, and administered to 714 students from two universities between 18 and 25 years of age. Exploratory and confirmatory factor analyses were used in a development subsample (n=500) to construct the scale...
June 1, 2014: Computers in Human Behavior
Anne E Norris, Harry Weger, Cory Bullinger, Alyssa Bowers
This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA™) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging...
May 1, 2014: Computers in Human Behavior
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