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1.
Sci Rep ; 14(1): 17127, 2024 Jul 25.
Article in English | MEDLINE | ID: mdl-39054335

ABSTRACT

People increasingly use large language model (LLM)-based conversational agents to obtain information. However, the information these models provide is not always factually accurate. Thus, it is critical to understand what helps users adequately assess the credibility of the provided information. Here, we report the results of two preregistered experiments in which participants rated the credibility of accurate versus partially inaccurate information ostensibly provided by a dynamic text-based LLM-powered agent, a voice-based agent, or a static text-based online encyclopedia. We found that people were better at detecting inaccuracies when identical information was provided as static text compared to both types of conversational agents, regardless of whether information search applications were branded (ChatGPT, Alexa, and Wikipedia) or unbranded. Mediation analysis overall corroborated the interpretation that a conversational nature poses a threat to adequate credibility judgments. Our research highlights the importance of presentation mode when dealing with misinformation.


Subject(s)
Communication , Judgment , Humans , Male , Female , Adult , Language , Young Adult
2.
Cyberpsychol Behav Soc Netw ; 24(10): 648-653, 2021 Oct.
Article in English | MEDLINE | ID: mdl-33535010

ABSTRACT

Research on parasocial interaction (PSI) has a long tradition in noninteractive environments such as watching TV or listening to radio speakers. In the past years, researchers have started to apply PSI on videogame streaming environments, where the audience can interact with the observed media persona and get immediate feedback on their messages and requests. In a 3 × 2 online experiment (N = 251), we manipulated how a streamer addressed participants (individual vs. collective vs. no addressing) and whether he paid attention to and answered messages in the chat (attention vs. no attention to the chat). Findings show that the more individually participants were addressed and whether the streamer reacted to messages in the chat affected experiences of PSI. Furthermore, alongside their overall enjoyment, PSI predicted viewers' commitment to social norms. We discuss these findings regarding their implications for the conceptualization of PSI in light of interactive novel technologies.


Subject(s)
Video Games , Humans , Male
3.
J Psychol ; 149(1-2): 175-92, 2015.
Article in English | MEDLINE | ID: mdl-25511204

ABSTRACT

The Perceived Leadership Communication Questionnaire (PLCQ) is a short, reliable, and valid instrument for measuring leadership communication from both perspectives of the leader and the follower. Drawing on a communication-based approach to leadership and following a theoretical framework of interpersonal communication processes in organizations, this article describes the development and validation of a one-dimensional 6-item scale in four studies (total N = 604). Results from Study 1 and 2 provide evidence for the internal consistency and factorial validity of the PLCQ's self-rating version (PLCQ-SR)-a version for measuring how leaders perceive their own communication with their followers. Results from Study 3 and 4 show internal consistency, construct validity, and criterion validity of the PLCQ's other-rating version (PLCQ-OR)-a version for measuring how followers perceive the communication of their leaders. Cronbach's α had an average of.80 over the four studies. All confirmatory factor analyses yielded good to excellent model fit indices. Convergent validity was established by average positive correlations of.69 with subdimensions of transformational leadership and leader-member exchange scales. Furthermore, nonsignificant correlations with socially desirable responding indicated discriminant validity. Last, criterion validity was supported by a moderately positive correlation with job satisfaction (r =.31).


Subject(s)
Communication , Leadership , Psychometrics/instrumentation , Surveys and Questionnaires/standards , Adult , Aged , Female , Humans , Male , Middle Aged , Social Perception , Young Adult
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