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1.
Computers in Human Behavior ; 140:N.PAG-N.PAG, 2023.
Article in English | Academic Search Complete | ID: covidwho-2228291

ABSTRACT

Trust in racial and ethnic diversity has been decreasing in America for the better part of a century. The present study replicated a games-based approach to establishing trust in immigrants during COVID-19. Students in an online American National Government class created a fictional persona from either Mexico, India, or China, and sought U.S. citizenship. A posttest-only control group design was analyzed during Fall 2021 and Spring 2022. Subjects who played the game had significantly higher levels of trust in immigrants. They trusted immigrants from China, India, and the Middle East at higher levels than the control group did as well. Immediacy also interacted with role-playing group, such that applying for citizenship as Chinese immigrants had the largest effect on trusting when the experience was perceived as realistic, immersive, and engaging. Pretending to be less visible immigrant groups appears to generalize trust to immigrants from everywhere at high levels of immediacy. • This study replicates a past experiment, this time using a control group. • Playing a game where characters apply for citizenship leads to trusting immigrants. • Playing as larger, more visible groups leads to trusting immigrants in general. • When playing as less visible groups, immediacy is important for trusting. • Realism, immersion, and engagement can be used to facilitate trust when gaming. [ FROM AUTHOR]

2.
Computers in Human Behavior ; : 107571, 2022.
Article in English | ScienceDirect | ID: covidwho-2119964

ABSTRACT

Trust in racial and ethnic diversity has been decreasing in America for the better part of a century. The present study replicated a games-based approach to establishing trust in immigrants during COVID-19. Students in an online American National Government class created a fictional persona from either Mexico, India, or China, and sought U.S. citizenship. A posttest-only control group design was analyzed during Fall 2021 and Spring 2022. Subjects who played the game had significantly higher levels of trust in immigrants. They trusted im migrants from China, India, and the Middle East at higher levels than the control group did as well. Immediacy also interacted with role-playing group, such that applying for citizenship as Chinese immigrants had the largest effect on trusting when the experience was perceived as realistic, immersive, and engaging. Pretending to be less visible immigrant groups appears to generalize trust to immigrants from everywhere at high levels of immediacy.

3.
Social Science Computer Review ; : 08944393221117908, 2022.
Article in English | Sage | ID: covidwho-1978691

ABSTRACT

The potential for being ?liked? on social networking sites to increase life satisfaction and reduce loneliness was tested in a nationally representative web survey and again over time. The initial sample was matched to U.S. Census percentages for sex, race, ethnicity, age, and region of residence in October of 2019 (N = 1250). A smaller group of respondents was surveyed in January and April of 2020, with the final wave occurring after the COVID-19 pandemic had begun (N = 665). Results suggest that having posts liked on sites including Facebook, Twitter, and Instagram contributes to life satisfaction, and life satisfaction mediates the influence of networked social likes on loneliness. Digital demonstrations of social support relate to thinking life is good, which can diminish perceived isolation. This was true in the lead-up to the pandemic, and in the midst of it, with social likes reducing loneliness by first increasing one?s sense of cognitive well-being.

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