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Hinduism is thriving in cyberspace. In this article I consider the suitability of this environment for Hinduism. This can indicate both whether various forms of Hindu religious expression online are valid and whether Hinduism needs to undergo any radical changes as a result of its presence in cyberspace. In order to investigate this issue I consider the nature of cyberspace and then discuss a number of key aspects of Hinduism in the light of this. I conclude that, overall, cyberspace appears to be a highly suitable environment for Hinduism.  相似文献   

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This article reviews the integral nature of browsing to the shopping experience and then explores the different types of browsing and searching that are supported in the online environment. Browsing contexts and episodes occur when consumers use browsers, URLs, search engines, menu categories and shopping bots to identify merchants and products. Browsing may be both intentional and unintentional, from the consumer's perspective, and controlled or uncontrolled, on the merchant's part. A matrix proposes four different categories of searching: partnership, consumer owned, merchant owned, and no‐one's land. These categories need to be taken into account when designing further research to profile browsing behaviour and to investigate the effect that it has on purchase decisions. Copyright © 2002 Henry Stewart Publications.  相似文献   

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ABSTRACT

The ubiquity of the internet, which has been extensively theorised in the social sciences, provides, for some, a radically new context in which we must rethink both the significance and the performance of being human. For others, the internet is an extension rather than revision of our pre-existing practices, meaning that what it is to be human remains largely unchanged. This is a stimulating and pressing context for theological anthropological reflection: theological doctrines do not specifically address cyberspace, but they suggest idea(l)s of being human that are, on the one hand, enduring and yet can also be read as flexible for different contexts. What, then, are the challenges and promises that digital contexts pose for models of theological anthropology, specifically ones that highlight the significance of human relationships? Do digital contexts overstretch idea(l)s of human nature? On what grounds can we assess and reflect on our conduct in cyberspace?  相似文献   

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The self in cyberspace   总被引:1,自引:0,他引:1  
Abstract: Jung's concept of the Self is compared with current theories of identity formation in post‐modern society concerning the question: is the self constituted through experience and cultural influences—as it is argued by current theories in the social sciences—or is it already preformed inside the person, as Jung argues? The impact of communication media on the formation of identity in today's societies is discussed with a focus on internet communication and virtual realities. The resulting types of identities are conceptualized as polycentric which has surprising parallels to Jung's idea of the Self. The epistemology of constructivism and parallels in Jung's thought are demonstrated. Jung's work in this respect often appears contradictory in itself but this can be dealt with by a postmodern approach which accepts a plurality of truths.  相似文献   

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Avatars are a unique cyber product that hold much potential to be a market success because they provide consumers with various psychological benefits such as anonymous personalization and an artificial sense of well-being in cyberspace. However, due to the very nature of avatars, consumer psychology, and the way that they are marketed to teenage consumers, avatars may also pose considerable threat to unsuspecting teenagers through addictive consumption and associated negative social consequences causing harm to the teenagers and the general public. This study deals with Korean teenagers' addiction to avatar consumption. Korean teenagers can be very stressed due to the pressure to excel in school. Addictive avatar consumption is thought to be a behavior that might reduce stress. An empirical study was conducted to elucidate this claim. Self-control theory is suggested as an explanation for addictive consumption of avatars.  相似文献   

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This paper reports a study that investigated the effects of gender, Internet anxiety, and Internet identification on use of the Internet. The study involved 608 undergraduate students (490 females and 118 males). We surveyed the students' experience with the Internet, as well as their levels of Internet anxiety and Internet identification. We found a number of gender differences in participants' use of the Internet. Males were proportionally more likely to have their own web page than were females. They used the Internet more than females; in particular, they were more likely to use game websites, to use other specialist websites, and to download material from the Internet. However, females did not use the Internet for communication more than males. There was a significant positive relationship between Internet identification and total use of the Internet, and a significant negative relationship between Internet anxiety and total use of the Internet. Controlling for Internet identification and Internet anxiety, we found a significant and negative correlation between gender and use of the Internet. In total, all three of our predictors accounted for 40% of the variance in general Internet use: with Internet identification accounting for 26%, Internet anxiety accounting for 11%, and gender accounting for 3%.  相似文献   

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Following Belk's (1991) Consumer Behaviour Odyssey, the authors suggest the need for a new odyssey, one that focuses on consumers in virtual worlds. In this paper the authors discuss the relevance of virtual communities for marketers and how ethnographic research methods can be adapted to the online environment. The unique methodological problems, opportunities and ethical dilemmas for researchers are considered that online ethnography raises before an exploration of how discourse analysis can assist in the interpretation of data collected online. Copyright © 2002 Henry Stewart Publications.  相似文献   

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青少年神经质人格、互联网服务偏好与网络成瘾的关系   总被引:25,自引:1,他引:24  
雷雳  杨洋  柳铭心 《心理学报》2006,38(3):375-381
采用问卷法,以339名中学生为被试,通过无拘束结构方程模型分析方法探讨了神经质人格特征与互联网服务偏好的交互作用对网络成瘾的影响。研究发现在对网络成瘾的影响上,神经质人格与互联网社交、娱乐和信息使用偏好存在显著的交互作用,但与互联网交易服务不存在显著的交互作用:(1)从平均影响来看,互联网社交、娱乐和交易使用偏好以及神经质人格对网络成瘾有显著的正向影响,而互联网信息使用偏好对网络成瘾没有显著影响;(2)在神经质高分组中,互联网社交、娱乐和信息服务偏好与PIU的正向关系都是最强的;在神经质低分组中,互联网社交服务偏好与PIU的正向关系最弱,而互联网娱乐和信息服务偏好与PIU甚至呈现出微弱的反向关系;(3)即便是高神经质人格类型的青少年,对信息服务的偏好也不容易使其卷入PIU;而对于低神经质人格类型的青少年来说,即便是偏好社交和娱乐服务,也不容易卷入PIU  相似文献   

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Research has shown that expressing feelings online is subject to feeling rules much like those that govern offline environments. ‘Expressing feelings’, however, is different from ‘feeling feelings’. Does emotional interaction online change how individuals feel and, if so, in what ways? This paper addresses the question by examining a group of Chinese seafarer-partners' activities in an online group. Drawing upon emotion management theory, this paper shows that seafarer-partners in the group helped each other to reframe negative experiences in positive ways in order to suppress unpleasant feelings. It also reveals a corollary process of online emotion-shaping, namely, boosting positive feelings, by drawing upon the concept of collective effervescence. Both processes served to make seafarer-partners feel positive about their relationships. This paper thus extends previous research findings by demonstrating that online support also serves to shape how individuals feel and does so through two processes.  相似文献   

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为了探讨大学生的网络特定自我效能对网络使用行为与网络成瘾之间关系的影响,选取武汉五所大学的1121名学生为被试开展研究.测量问卷包括陈淑惠编制的中文网络成瘾量表、根据CNNIC报告改编的网络使用问卷、经修订的Eastin和LaRose的网络使用自我效能问卷和自编的网络控制自我效能问卷.研究结果发现,大学生最经常使用的网络功能是在线娱乐,其次是信息收集,再次是网络游戏和网络社交,使用最少的是网上交易.大学生的网络使用行为存在性别和年级差异.在受测群体中,有12.2%的大学生网络成瘾,成瘾比例存在性别和年级差异.大学生的网络特定自我效能存在性别和年级差异.大学生的每周上网天数、网络游戏、网络社交和网上交易等行为对网络成瘾有直接的预测作用.大学生的网络使用行为不但会直接影响网络成瘾,而且还通过网络使用自我效能和网络控制自我效能间接影响网络成瘾.结果对网络成瘾的预防和干预具有一定的指导意义.  相似文献   

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Gender swapping and socializing in cyberspace: an exploratory study.   总被引:1,自引:0,他引:1  
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years of age (M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment.  相似文献   

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该研究采用问卷法,以481名中学生为被试,通过无约束结构方程模型分析方法探讨了外向性、宜人性人格特征与互联网服务偏好的交互作用对网络成瘾的影响。研究发现在对网络成瘾的影响上,青少年宜人性人格特征与互联网社交服务偏好存在显著的交互作用,但与互联网娱乐、信息和交易服务偏好的交互作用不显著。外向性人格特征与互联服务偏好不存在显著的交互作用。(1)从平均影响来看,外向性、宜人性、互联网社交、娱乐和交易使用偏好能够正向预测网络成瘾,互联网信息使用偏好对网络成瘾没有显著的预测效果;(2)在宜人性高分组中,互联网社交服务偏好与PIU的正向关系要强于宜人性低分组。斜率检验表明对于低宜人性人格的青少年来说,互联网社交服务偏好不易导致其成瘾,而对高宜人性人格的青少年而言,互联网社交服务偏好反而容易导致其成瘾。  相似文献   

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该研究采用问卷法,以481名中学生为被试,通过无约束结构方程模型分析方法探讨了外向性、宜人性人格特征与互联网服务偏好的交互作用对网络成瘾的影响。研究发现在对网络成瘾的影响上,青少年宜人性人格特征与互联网社交服务偏好存在显著的交互作用,但与互联网娱乐、信息和交易服务偏好的交互作用不显著。外向性人格特征与互联服务偏好不存在显著的交互作用。(1)从平均影响来看,外向性、宜人性、互联网社交、娱乐和交易使用偏好能够正向预测网络成瘾,互联网信息使用偏好对网络成瘾没有显著的预测效果;(2)在宜人性高分组中,互联网社交服务偏好与PIU的正向关系要强于宜人性低分组。斜率检验表明对于低宜人性人格的青少年来说,互联网社交服务偏好不易导致其成瘾,而对高宜人性人格的青少年而言,互联网社交服务偏好反而容易导致其成瘾。  相似文献   

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青少年责任心人格、互联网服务偏好与"网络成瘾"的关系   总被引:2,自引:0,他引:2  
杨洋  雷雳  柳铭心 《心理科学》2006,29(4):947-950
研究发现在对PIU的影响上,责任心人格与互联网社交使用偏好存在显著的交互作用,但与互联网娱乐、信息和交易服务不存在显著的交互作用:(1)从平均影响来看,互联网社交、娱乐和交易使用偏好能够正向预测网络成瘾,责任心人格对网络成瘾有显著的反向预测效果,而互联网信息使用偏好对网络成瘾没有显著的预测效果;(2)在责任心高分组中,互联网社交服务偏好与PIU卷入程度是一种正向的关系,而在责任心低分组中则相反。  相似文献   

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The growth of the Internet has been the most astonishing technological and social phenomenon of the last decade of this century. In 1990 only a few academics had heard of it; now, more than 50 million people use it. By the turn of the century, that figure could be 100–200 million. So far, the network's only constant has been that the number of new users has doubled almost every 12–18 months. Most organizations have or will soon have Internet access. The popularity of Internet provides a tremendous opportunity for individuals and organizations to explore its features and services for electronic brainstorming. This paper presents the services available on the Internet for creativity. Because of the rapidly changing technologies in this area, the treatment of the topic in this paper is broad and general rather than technically detailed and tools dependent. The technologies in existence now may become obsolete in a few months time, but the principles of using them for creativity will remain.  相似文献   

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Shyness, Internet use, and personality.   总被引:2,自引:0,他引:2  
To investigate the association between shyness and Internet usage, 88 undergraduate students completed the Revised Cheek and Buss Shyness Scale, the Online Cognition Scale, a computer/Internet familiarity scale, the Eysenck Personality Questionnaire Revised (short version) and the Abbreviated Duke Social Support Index. Significant correlations were found between shyness, Internet use, and personality traits. A stepwise regression analysis indicated that shyness was predicted by introversion, neuroticism, and problematic Internet usage as assessed by the Online Cognition Scale.  相似文献   

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