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1.
Comput Human Behav ; 1262022 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-34658501

RESUMO

This exploratory study examined both individual and dyadic predictors of variety of ICT use. Need for cognition is associated with engaging in a variety of intellectually stimulating practices and a prominent individual difference predictor of the types of ICTs people use. Participants were a subset of 542 heterosexual couples (N = 1084 individuals; 50% women; M age = 63.65; 83.9% Caucasian) from the Health and Retirement Study with access to the internet. Individuals high in need for cognition were more likely to use ICTs for a variety of reasons. Being married to someone high in need for cognition was associated with a greater variety of ICT ownership, ICTs for financial/transactional activities, and ICTs for miscellaneous reasons (e.g., research), although these effects were relatively small and the evidence for partner effects was relatively weak according to the distribution of p-values. Partner effects were not significant for social technology or internet-enabling ICTs; cross-partner interactions provided suggestive evidence for compensating for lower levels of individual need for cognition. Findings are discussed in relation to the relational and contextual determinants of ICT use in older adulthood.

3.
Telemat Inform ; 65: 101728, 2021 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-34887619

RESUMO

The coronavirus disease 2019 (COVID-19) pandemic has impacted all aspects of people's lives, including how we work, play, learn, exercise, and socialize. Virtual reality (VR) technology has the potential to mitigate many of the challenges brought about by the pandemic, which has spurred increased adoption. However, relatively low adoption overall and limited software still restrict the power of VR to address COVID-19 difficulties effectively. This study examines how the perceived impacts of COVID-19 might lead to different VR uses and gratifications and device ownership / variability. Furthermore, we investigate the importance of social interactivity within VR for increasing adoption intentions. We surveyed 298 Amazon Mechanical Turk users during the Fall of 2020. Results indicate that the pandemic's perceived impacts influenced the likelihood of acquiring VR for education, tourism, and work. For VR ownership and variability, those who purchased VR during the pandemic were more likely to report buying it for work. Those with access to high-end VR hardware were more likely to report a broader range of uses, including socializing, health, and telemedicine. Validating the importance of various applications during the pandemic, we found that the desire for social interactivity mediates the impacts of COVID-19 on future adoption intentions. Theoretically, we propose several gratifications sought via the use of VR during the pandemic. Practically, we discuss recommendations for future VR research, marketing, and software design.

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