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1.
The purpose of this study is to examine how the uses and gratifications of microblogs (i.e. Sina Weibo) can influence interpersonal relationships, especially in affinity‐seeking and perceived social capital. Data were gathered through an online questionnaire with a sample of 431 Weibo users surveyed throughout mainland China. Results show that (i) narcissism, content‐, and social‐gratification were positively related to intensity of Weibo use, (ii) intensity of Weibo use and process‐gratification were positively related to strategic performance, whereas only content‐gratification positively predicted affinity competence. (iii) content‐ and social‐gratification positively predicted bridging social capital, whereas convenience‐gratification and affinity‐seeking predicted bonding social capital, and (iv) intensity of Weibo use was positively related to both types of social capital only when Weibo gratifications were not included in the regression equations. Implications and suggestions for future research are discussed.  相似文献   

2.
Internet addiction has been identified as a pathological behavior, but its symptoms may be found in normal populations, placing it within the scope of conventional theories of media attendance. The present study drew upon fresh conceptualizations of gratifications specific to the Internet to uncover seven gratification factors: Virtual Community, Information Seeking, Aesthetic Experience, Monetary Compensation, Diversion, Personal Status, and Relationship Maintenance. With no parallel in prior research, Virtual Community might be termed a "new" gratification. Virtual Community, Monetary Compensation, Diversion, and Personal Status gratifications accounted for 28% of the variance in Internet Addiction Tendency. The relationship between Internet addiction and gratifications was discussed in terms of the formation of media habits and the distinction between content and process gratifications.  相似文献   

3.
ABSTRACT

Previous studies that examined the impact of death awareness on entertainment gratifications have used mortality salience. The present study introduces a more personal form of mortality priming called death reflection, which simulates near-death experiences. Compared to mortality salience, death reflection is a competing manipulation that has been found to promote positive outcomes, including improved self-perceptions, rather than worldview defense and self-esteem motives. A between-subjects online experiment (N = 108) was designed to test the main effects of two different death primes on emotional valence and arousal, meaningful affect, and genre preferences for sad drama and comedy. Results show that death reflection was distinct from mortality salience in its capacity to produce greater arousal and interest in watching sad drama. Furthermore, mediation analyses using structural equation modeling show indirect effects of death reflection on interest in sad drama through emotional intensity and self-perceptual depth as mediators. Death reflection as a mortality reminder is arguably more compatible with a key function of somber entertainment, including dramas and tragedies, which is to facilitate human insights and personal growth.  相似文献   

4.
大学生心理需求及其满足与网络成瘾的关系   总被引:1,自引:0,他引:1       下载免费PDF全文
以武汉地区1183名大学生为被试,通过问卷调查探讨大学生心理需求程度及其在现实和网络中的满足程度与网络成瘾的关系。结果表明:与非网络成瘾大学生相比,网络成瘾大学生的心理需求的网络满足更多而现实满足更低,但两组大学生的心理需求程度并无明显差异;网络成瘾大学生的心理需求与网络满足的相关高于与现实满足的相关,但非成瘾大学生不存在这种差异;心理需求现实满足高但网络满足低的大学生网络成瘾的比率最低,而心理需求现实满足低网络满足高的大学生网络成瘾的比率最高。  相似文献   

5.
Despite the reflective nature of tragedy, little research has focused on reflection's impact on “pleasure” and personal growth. Drawing from entertainment, literary, and health research, this study assessed the degree to which contemplating tragedy increases gratifications and promotes self‐acceptance. The moderating effects of life events were also examined. In an experiment, participants (N = 120) were randomly instructed to either watch a Hollywood drama and reflect, or only watch the movie (control). Results showed significant main effects on appreciation and enjoyment. Reflection increased gratifications for participants with remote loss (≥2 years) but not recent loss, and it strengthened the link between self‐perceptual depth and a 4‐week change in self‐compassion. The benefits and drawbacks of reflecting on tragedy are discussed.  相似文献   

6.
This article presents four studies designed to assess different types of gratifications that can be associated with the experience of emotions in movie and television audiences. Exploratory and confirmatory factor analyses of a pool of statements derived from qualitative interviews revealed three factors that reflect rewarding feelings: 1) fun, 2) thrill, and 3) empathic sadness, and four factors that reflect the role of emotional media experiences within the broader context of individuals' social and cognitive needs: 4) contemplative emotional experiences, 5) emotional engagement with characters, 6) social sharing of emotions, and 7) vicarious release of emotions. Validation analyses showed that the scales developed to assess these factors are predicted by the experience of emotions and meta-emotions and served in turn to predict different aspects of positive content evaluation. Results are discussed with regard to theoretical issues including entertainment audiences' voluntary exposure to unpleasant feelings, and the role of entertainment in psychosocial need satisfaction and eudaimonic wellbeing.  相似文献   

7.
Research has shown that the amount of media exposure is associated with post‐event mental health problems. Whether bereaved individuals have negative experiences with media reports and whether they are associated with post‐event mental health is unclear. This study evaluated these experiences and associations following the MH 17‐disaster. How media reports were experienced (nine topics, modified MAS ), depression symptoms (QIDS ‐SR ), functional problems (WSAS ) and event‐related coping‐self‐efficacy (CSE ) were assessed about one year post‐disaster (May‐August 2015) among Dutch bereaved (N  = 152). A substantial minority reported negative experiences such as reports made me angry (30%) and made me sad (48%). Latent profile analysis with symptoms, problems and coping self‐efficacy as indicators, identified four classes of post‐disaster mental health: a Well‐functioning(class 1), 35.1%; a Mild‐problems(class 2), 30.4%; a Sub‐clinical(class 3), 27.0%; and a Clinical(class 4), 7.4%. Differences in symptoms, problems and coping self‐efficacy levels between classes were large according to Cohen's d s. Multivariate logistic regression (MLR ) showed that the Clinical(class 4) compared to the Well‐functioning(class 1), more often that felt that reports strongly “embarrassed me,” “made me feel sad,” “filled me with fear” and “served as a magnifying glass.” Future research should assess opportunities and effects of limiting media consumption.  相似文献   

8.
Children's tendency to delay gratification predicts important life outcomes, yet little is known about how to enhance delay of gratification other than by teaching task‐specific strategies. The present research investigated the effect of exposing children to a model who experiences the exertion of willpower as energizing. In two experiments, 86 4‐ to 5‐year olds were read a story that represented the exertion of willpower as energizing or a control story before taking part in a delay of gratification task. Children exposed to a storybook character who struggled with waiting, but eventually found it energizing, spontaneously generated more delay strategies, which enhanced delay. By promoting the search for effective strategies, this approach provides a promising direction for efforts to foster self‐regulation early in development.  相似文献   

9.
ABSTRACT

Two studies investigated the characteristics of nostalgic entertainment experiences. A survey (Study 1) asked American undergraduates to report their cognitive and affective reactions during a recent entertainment experience that they deemed nostalgic, meaningful, or pleasurable. Results indicated that nostalgic experiences often occurred after exposure to familiar media content (e.g., beloved children’s shows). Although these experiences were affectively similar to both pleasurable entertainment experiences (in terms of enjoyment) and meaningful entertainment experiences (in terms of mixed affect), they differed in the focus of their associated cognitions (i.e., reflection on the self in the past and over time). A follow-up experiment (Study 2) demonstrated that exposure to familiar children’s shows (rather than unfamiliar children’s shows or meaningful film trailers) induced nostalgic reactions in adults ranging in age from 19 to 47. The implications of these findings for current two-factor models of entertainment are discussed.  相似文献   

10.
The present study explores how online communities affect real-world personal relations based on a cross-cultural survey conducted in Japan and Korea. Findings indicate that the gratifications of online communities moderate the effects of online communities on social participation. Online communities are categorized into a real-group-based community and a virtual-network-based community. The membership of real-group-based online community is positively correlated with social bonding gratification and negatively correlated with information- seeking gratification. Japanese users prefer more virtual-network-based online communities, while their Korean counterparts prefer real-group-based online communities. Korean users are more active in online communities and seek a higher level of socializing gratifications, such as social bonding and making new friends, when compared with their Japanese counterparts. These results indicate that in Korea, personal relations via the online community are closely associated with the real-world personal relations, but this is not the case in Japan. This study suggests that the effects of the Internet are culture-specific and that the online community can serve a different function in different cultural environments.  相似文献   

11.
Understanding the role of morally ambiguous characters such as anti-heroes in entertainment experiences has become a central concern for media researchers. Some have argued that different character schemas or tropes may vary along specific moral domains, whereas others promote a linear progression of moral violation from hero to villain. This study presents the results of survey data (N = 294) examining the perceptions of established character tropes in terms of character morality, enjoyment, and appreciation responses. Popular perceptions of character tropes drawn from the website TV Tropes did not significantly differ in terms of which moral domains they upheld or violated, but demonstrated a linear progression of moral violation across five domains of morality. Perceptions of character tropes also did not differ significantly in associations with enjoyment, appreciation, or variables drawn from character identification literature such as self-expansion, wishful identification, or homophily. When examining media responses, however, self-expansion, wishful identification, and moral violation were all strongly related to enjoyment. Unlike enjoyment, appreciation was not related to moral violation. These results are discussed in terms of hedonic and eudaimonic responses to characters.  相似文献   

12.
Delay of gratification captures elements of temptation and self‐denial that characterize real‐life problems with money and other problem behaviors such as unhealthy risk taking. According to fuzzy‐trace theory, decision makers mentally represent social values such as delay of gratification in a coarse but meaningful form of memory called “gist.” Applying this theory, we developed a gist measure of delay of gratification that does not involve quantitative trade‐offs (as delay discounting does) and hypothesize that this construct explains unique variance beyond sensation seeking and inhibition in accounting for problem behaviors. Across four studies, we examine this Delay‐of‐gratification Gist Scale by using principal components analyses and evaluating convergent and divergent validity with other potentially related scales such as Future Orientation, Propensity to Plan, Time Perspectives Inventory, Spendthrift‐Tightwad, Sensation Seeking, Cognitive Reflection, Barratt Impulsiveness, and the Monetary Choice Questionnaire (delay discounting). The new 12‐item measure captured a single dimension of delay of gratification, correlated as predicted with other scales, but accounted for unique variance in predicting such outcomes as overdrawing bank accounts, substance abuse, and overall subjective well‐being. Results support a theoretical distinction between reward‐related approach motivation, including sensation seeking, and inhibitory faculties, including cognitive reflection. However, individuals' agreement with the qualitative gist of delay of gratification, as expressed in many cultural traditions, could not be reduced to such dualist distinctions nor to quantitative conceptions of delay discounting, shedding light on mechanisms of self‐control and risk taking. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

13.
Today's constant availability of media content provides users with various recreational resources. It may also challenge self‐control, however, once media exposure conflicts with other goals and obligations. How media users deal with these self‐regulatory chances and risks in their daily lives is largely unknown. Our study addressed the predictors and consequences of recreational and procrastinatory media use using experience sampling methodology (N = 215; 1,094 media use episodes). Results suggest that trait (self‐control, performance goal orientation) as well as state variables (exhaustion) are significant predictors of media use for recovery versus procrastination. Whereas recreational media use showed a positive effect on entertainment, which in turn enhanced subjective well‐being, negative self‐evaluation elicited by procrastinatory media use negatively affected well‐being.  相似文献   

14.
  • While commercial media are increasingly attended to in multitasking contexts, advertising research is dominated by sequential marketing communication models where the consumer is a passive receiver of one type of media at a time. This study examine's media multitasking behaviors and experiences among young consumers. Media multitasking is the practice of participating in multiple exposures to two or more commercial media forms at a single point in time, including traditional, online, social, and entertainment media. Prior research argues that multitasking results in diminished comprehension and performance. Through a qualitative approach with a sample of 64 young consumers involving interviews and collages, this study highlights the paradoxical experiences of media multitasking. The authors develop a conceptual model that explains the personal benefits and costs associated with media multitasking, and proposes its impact on consumers' motivation, ability and opportunity (the MAO model) to process commercial media content. Further, the study suggests an inverted‐U relationship between media multitasking and the MAO model and proposes four behavioral coping moderators to this relationship.
Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

15.
Due to highly innovative technologies such as the smart phone, cyberbullying and on-line aggression have increasingly affected individuals across the world. In this study, a broad symbolic interactionist approach is used to study both cyberbullying and on-line aggression. Cyberbullying is defined as repeated unwanted, hurtful, harassing, and/or threatening interaction through electronic communication media. On-line aggression is defined as hurtful, harassing, and/or threatening behavior that is not repeated. Undergraduate students at a Midwestern university (N = 221) were surveyed to determine the extent and nature of their cyberbullying and on-line aggression experiences. By using open ended questions to inquire about respondents' personal experiences with cyberbullying and on-line aggression, we identified three motivations for these acts, which included cyber sanctioning, power struggles, and entertainment.  相似文献   

16.
Abstract

Objective: Sleep insufficiency has been related to self-control failure: people fail to go to bed in time and end up sleep deprived. The role of state self-control in predicting bedtime and sleep duration has not yet been investigated. Based on research claiming an overlap between depleted self-control resources and fatigue, self-control depletion may foster earlier bedtimes. Conversely, self-control depletion also increases the propensity to procrastinate bedtime by giving in to the immediate gratification of late night entertainment. This study therefore looked at procrastinatory television viewing and its intermediary role in the association between state self-control and bedtime. The implications for sleep duration are examined. Design: Firstyear students (N = 234) participated in an online survey. Using Day Reconstruction Method, they charted their activities and experiences during the preceding day and subsequent bedtime behavior. Results: Self-control depletion was directly related to earlier bedtimes, which we explained by its similarity to fatigue. This was associated with longer sleep duration. Self-control depletion was indirectly related to later bedtimes because it increased the propensity to procrastinate by watching television. This was associated with shorter sleep duration. Conclusion: This study exposes a dual pathway between self-control depletion and sleep duration, whereby procrastinatory television viewing may reduce sleep duration.  相似文献   

17.
This study relied on telephone survey interviews of adults in two U.S. metropolitan areas to examine whether the relationship between mass media use and social capital varies according to ethnicity. A multigroup approach taken with structural equation modeling validates a four‐factor model of social capital for Blacks and Whites and then, with the implementation of a comprehensive model that also includes mass media inputs, tests for structural variance between the ethnic groups. A well‐fitting comprehensive model is achieved, with significant differences between Blacks and Whites in terms of the mass media use structures. In support of the two hypotheses, the relationship between news use and social capital is less positive for Blacks than for Whites and the relationship between entertainment TV viewing and social capital is more negative for Blacks than for Whites. These findings are discussed in terms of literature involving mass media effects on social capital, news coverage of ethnic groups, and ethnic differences in self‐conceptualization and media responses.  相似文献   

18.
Park  Juhee  Liao  Tim Futing 《Sex roles》2000,43(7-8):571-591
In this paper, we examine role gratification and role strain of married middle-class South Korean women by comparing a sample of women professors and a sample of housewives whose husbands are professors and researchers. The results show that the married women professors, compared with the housewives, experienced both greater gratification and greater strain. The findings also show that sociodemographic factors are not strongly related to role gratification and strain. It was found that married women professors have more nontraditional gender-role attitudes as compared with housewives. In addition, the research indicates that transnational resocialization from overseas experiences in a Western society has positive effects on role gratification among the married women professors.  相似文献   

19.
Collective action has been studied by social psychologists for over a century. Social network sites such as Facebook have further extended the ability of individuals to instigate social, political and organizational change, and provide a new context in which to study collective action. Drawing on social identity theory (SIT), self‐categorization theory (SCT) and uses and gratifications theory (UGT), this study explores the role of individuals’ group identification, social identity gratifications (SIG) and Facebook group use intensity on their willingness to participate in collective actions instigated through a Facebook group. Members of a Facebook group representing a cause against management completed an online survey (N = 406). Factor analyses reveal that motivations based on psychological affiliation with the group explained the most variance for Facebook group use. Moreover, compared to Facebook group use intensity, SIG were the stronger mediator between group identification and willingness to participate in collective action. The study demonstrates the utility of blending concepts from SIT, SCT and UGT to explore how socially motivated uses of the media can predict collective actions.  相似文献   

20.
The present study aimed at determining whether a significant relationship exists between procrastination, delay of gratification, and job satisfaction, with work‐related stress as an intervening variable among high school teachers. The sample consisted of 150 high school teachers from Karachi, Pakistan. The analysis showed a negative correlation between procrastination and job satisfaction, and a positive correlation between delay of gratification and job satisfaction. Also, procrastination and delay of gratification were significant predictors of work‐related stress, and work‐related stress was also a significant predictor of job satisfaction. In conclusion, when the teachers are not procrastinating on their job and score high on delay of gratification they will be more satisfied with their job and feel less stressed.  相似文献   

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