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1.
R Soc Open Sci ; 11(1): 231046, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-38179078

RESUMO

In a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable randomized rewards in video games) and measures of problem gambling, problem video gaming, impulsivity, gambling cognitions, experiences of game-related 'flow', psychological distress and reduced wellbeing. However, these variables have complex relationships, so to gain further insights, we analysed the dataset (1495 gamers who purchase loot boxes and 1223 purchasers of non-randomized content) in a series of Bayesian mixed-effects multiple regressions with a zero-inflation component. The results challenge some well-established results in the literature, including associations between loot box engagement and problematic gambling measures, instead suggesting that this relationship might be underpinned by shared variance with problem video gaming and gambling-related cognitions. An entirely novel discovery revealed a complex interaction between experiences of flow and loot box engagement. Distress and wellbeing are both (somewhat contradictorily) predictive of participants engaging with loot boxes, but neither correlate with increasing loot box risky engagement/spend (among those who engage). Our findings unravel some of the nuances underpinning loot box engagement, yet remain consistent with narratives that policy action on loot boxes will have benefits for harm minimization.

2.
R Soc Open Sci ; 10(12): 231045, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-38126068

RESUMO

Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing. We conducted a pre-registered survey of 1495 loot box purchasing gamers (LB cohort) and 1223 gamers who purchase other, non-randomized game content (nLB cohort). Our survey confirms 15 of our 23 pre-registered hypotheses against our primary outcome (risky loot box engagement), establishing associations with problem gambling, problem gaming, impulsivity, gambling cognitions, experiences of game-related 'flow' and specific 'distraction and compulsion' motivations for purchase. Results with hypotheses concerning potential harms established that risky loot box engagement was negatively correlated with wellbeing and positively correlated with distress. Overall, results indicate that any risks from loot boxes are liable to disproportionately affect various 'at risk' cohorts (e.g. those experiencing problem gambling or video gaming), thereby reiterating calls for policy action on loot boxes.

3.
Addict Behav ; 131: 107327, 2022 08.
Artigo em Inglês | MEDLINE | ID: mdl-35397261

RESUMO

Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted substantial attention from academics and legislators over recent years, partly because of associations between loot box engagement and problem gambling. Some researchers have suggested that loot boxes may act as a gateway into subsequent gambling and/or problem gambling. However, such "gateway effects" have not been formally investigated. Using a survey of 1102 individuals who both purchase loot boxes and gamble, we found that 19.87% of the sample self-reported either "gateway effects" (loot boxes causally influencing subsequent gambling) or "reverse gateway effects" (gambling causally influencing subsequent loot box engagement). Both subsets of participants had higher scores for problem gambling, problem video gaming, gambling-related cognitions, risky loot boxes engagement, and impulsivity. These individuals also had a tendency for higher loot box and gambling spend; suggesting that potential gateway effects are related to measurable risks and harms. Moreover, the majority of participants reporting gateway effects were under 18 when they first purchased loot boxes. Content analysis of free text responses revealed several reasons for self-reported gateway effects, the most frequent of which were sensation-seeking, normalisation of gambling-like behaviours, and the addictive nature of both activities. Whilst the cross-sectional nature of our findings cannot conclusively establish directions of causality, thus highlighting the need for longitudinal research, we conclude that there is a case for legislation on loot boxes for harm minimisation purposes.


Assuntos
Comportamento Aditivo , Jogo de Azar , Jogos de Vídeo , Estudos Transversais , Humanos , Comportamento Impulsivo
4.
J Clin Med ; 10(24)2021 Dec 18.
Artigo em Inglês | MEDLINE | ID: mdl-34945245

RESUMO

Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (n = 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (n = 503) and confirmatory (n = 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (r = 0.63) and monthly self-reported spend (r = 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.

5.
Cyberpsychol Behav Soc Netw ; 23(11): 737-742, 2020 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-32780589

RESUMO

Online self-presentation refers to the ways in which individuals share aspects of the self to portray a particular image. Being online presents opportunities for individuals to experiment with different versions of the self as part of identity development but also to manage how others perceive them. Research has shown that personality can influence online self-presentation behaviors, but these studies have mainly focused on internal characteristics, and more research is needed exploring the relational facets of personality. This study aims to investigate the extent to which an individual's self-concept clarity, self-monitoring tendency, self-esteem, and social anxiety predict different presentations of the online self. A cross-sectional online survey was conducted with 405 adult participants from Australia, the United Kingdom, and the United States. Results show that individuals with higher self-concept clarity and self-monitoring are more likely to present a single consistent online and offline self. Younger adults and those with greater social anxiety are more likely to present idealized self-images online, and participants with higher social anxiety and lower self-esteem are more likely to prefer online, rather than offline, communication. Findings are broadly consistent with the literature, and suggest the need for more systematic investigation into a variety of personality variables that take into account the relational nature of identity formation and impression management. This research emphasizes the multifaceted nature of online self-presentation behaviors, and the ways in which they are differentially influenced by personality variables.


Assuntos
Internet , Personalidade , Autoimagem , Autorrevelação , Adulto , Austrália , Estudos Transversais , Feminino , Humanos , Relações Interpessoais , Masculino , Mídias Sociais , Reino Unido , Adulto Jovem
6.
Curr Opin Psychol ; 36: 106-111, 2020 12.
Artigo em Inglês | MEDLINE | ID: mdl-32615509

RESUMO

The hyperpersonal model of communication was conceived in the 1990s and has driven much of the research into online impression management. Based on four principal tenets (increased control, asynchronicity of communication, increased physical distance and reallocation of cognitive resources) it has largely received empirical support, especially by research involving text-only communication. This review briefly summarises this research before identifying four areas in which it is not supported by findings: the wider context of online communication, the expanding nature of online platforms to include pictures and video, use of language in online environments, and online self-disclosure. We suggest that the model is modified and updated, or its limitations defined, with respect to this evidence.


Assuntos
Comunicação , Autorrevelação , Humanos
8.
Cyberpsychol Behav Soc Netw ; 21(1): 56-64, 2018 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-28846024

RESUMO

Research focusing on online identity and the personal experiences of adults with intellectual disabilities (ID) is currently limited. Eleven adults with ID were interviewed regarding personal experiences of being online and using social media. Data were analyzed qualitatively using thematic network analysis. Two global themes, online relatedness and sharing and online agency and support, highlighted the positive potential of social media in enabling the development and maintenance of social bonds, valued social roles, and feelings of enjoyment, competence, autonomy, and self-worth. Participants reported sharing various expressed online identities that did not focus on or hide impairment, challenging notions of dependency, with participants both providing support and being supported online.


Assuntos
Deficiência Intelectual/psicologia , Autonomia Pessoal , Pessoas com Deficiência Mental/psicologia , Identificação Social , Rede Social , Adulto , Feminino , Humanos , Masculino , Mídias Sociais , Adulto Jovem
9.
Cyberpsychol Behav Soc Netw ; 21(2): 123-128, 2018 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-29048944

RESUMO

Social networking sites (SNSs) can provide cybercriminals with various opportunities, including gathering of user data and login credentials to enable fraud, and directing of users toward online locations that may install malware onto their devices. The techniques employed by such cybercriminals can include clickbait (text or video), advertisement of nonexistent but potentially desirable products, and hoax competitions/giveaways. This study aimed to identify risk factors associated with falling victim to these malicious techniques. An online survey was completed by 295 Malaysian undergraduate students, finding that more than one-third had fallen victim to SNS scams. Logistic regression analysis identified several victimization risk factors including having higher scores in impulsivity (specifically cognitive complexity), using fewer devices for SNSs, and having been on an SNS for a longer duration. No reliable model was found for vulnerability to hoax valuable gift giveaways and "friend view application" advertising specifically, but vulnerability to video clickbait was predicted by lower extraversion scores, higher levels of openness to experience, using fewer devices, and being on an SNS for a longer duration. Other personality traits were not associated with either overall victimization susceptibility or increased risk of falling victim to the specific techniques. However, age approached significance within both the video clickbait and overall victimization models. These findings suggest that routine activity theory may be particularly beneficial in understanding and preventing SNSs scam victimization.


Assuntos
Bullying , Vítimas de Crime/psicologia , Enganação , Rede Social , Estudantes/psicologia , Adolescente , Adulto , Feminino , Humanos , Malásia , Masculino , Fatores de Risco , Inquéritos e Questionários , Adulto Jovem
10.
Cyberpsychol Behav Soc Netw ; 21(1): 11-15, 2018 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-28657798

RESUMO

The primary aims of this study were to test whether perceived dating success would differ between offline and online zero-acquaintance dating contexts and to investigate the role that self-esteem might play in these evaluations. Participants were presented with the same photos of targets in either an offline or online dating scenario and rated their chances of dating success along with their perceptions of how attractive they thought the target would consider them. Higher self-esteem individuals believed they would be rated as more attractive. There was an overall perception that, irrespective of self-esteem level, meeting online would lead to better chances of dating success. These findings are considered in relation to an increased ability to more precisely manage impressions and develop an image of the self which would be evaluated more positively online.


Assuntos
Relações Interpessoais , Autoimagem , Rede Social , Logro , Adolescente , Adulto , Feminino , Humanos , Masculino , Percepção , Estimulação Luminosa/métodos , Adulto Jovem
11.
Cyberpsychol Behav Soc Netw ; 19(12): 716-720, 2016 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-27830930

RESUMO

The Internet may be conceptualized as a social laboratory, providing freedom to experiment with different presentations of self. Adolescence is an important time in the development of self-concept; however, little is known about how clarity of self-concept relates to online behavior. The principal aim of this study was to test the hypothesis that self-concept clarity would be associated with adolescents' inclination to experiment with online self-presentation. One hundred forty-eight participants aged 13-18 completed the Self-Concept Clarity Scale, the Facebook Intensity Scale, and the Presentation of Online Self Scale (POSS). Adolescents possessing a less stable sense of self reported experimenting with online self-presentation more regularly, presenting an idealized version of self and a preference for presenting themselves online. Adolescents with a more stable self-concept reported presenting an online self which was more consistent with their offline self-presentation. Younger adolescents were more likely to present an inconsistent self, whereas older adolescents presented themselves more consistently across different communication contexts. Finally, adolescents who spent more time on Facebook and had fewer Facebook friends were more likely to present multiple versions of self while online. The implications of these findings will be discussed in terms of the development of self-concept during adolescence and the potential for the online world to facilitate flexible identity construction and self-presentation.


Assuntos
Autoimagem , Autorrevelação , Comportamento Social , Rede Social , Adolescente , Feminino , Amigos , Humanos , Masculino , Mídias Sociais
12.
Cyberpsychol Behav Soc Netw ; 18(3): 147-51, 2015 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-25751045

RESUMO

With the emergence of Web 2.0, there has been a dramatic surge in user-generated content. Although the Internet provides greater freedom in self-presentation, computer-mediated communication is characterized by a more relaxed attitude to grammar, spelling, and punctuation. The language of the Internet, or textspeak, may be suitable for casual interactions but inappropriate in professional contexts. Participant perceptions of an author's personality were tested in two distinct contexts (formal vs. informal) and the written information was manipulated under three levels of textspeak: none, low, and high. Participants judged the author as less conscientious and less open but more emotionally stable when textspeak was used. However, context had no impact. Personality perceptions of textspeak users differ to those who write in Standard English, and this is likely to extend to informal impression management contexts (e.g., online dating). These findings also have a number of implications, for example in terms of screening applicants via social media.


Assuntos
Caráter , Expressão Facial , Autorrevelação , Sorriso , Mídias Sociais , Envio de Mensagens de Texto , Adolescente , Adulto , Feminino , Humanos , Julgamento , Masculino , Determinação da Personalidade , Seleção de Pessoal , Autoimagem , Adulto Jovem
13.
Stud Health Technol Inform ; 219: 112-6, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26799890

RESUMO

Research has indicated that online daters may pick up on language cues connected to personality traits in online dating profile texts, and act upon those cues. This research seeks to investigate the level of accuracy of detection of personality in dating profile texts, and the extent to which perceived or actual similarity of personality has an effect on attractiveness of the author. An online survey was conducted collecting the Ten Item Personality Inventory (TIPI) for each participant and text author, a peer-report TIPI score by participants for each text author, and an attractiveness rating on a Likert scale for each author. Participants correctly identified Extraversion, though the effect size was small. Contrary to the hypotheses, participants preferred texts when written by an author with a personality they perceived as dissimilar to their own, specifically in Openness and Conscientiousness, and no relationship was found between actual similarity of personality and attractiveness. Online daters may choose partners with complementary or desirable traits rather than similar traits, or other factors in attraction may be more salient in the initial stages of determining attraction.


Assuntos
Caráter , Corte/psicologia , Sinais (Psicologia) , Amigos/psicologia , Internet , Relações Interpessoais , Semântica , Mídias Sociais , Interface Usuário-Computador , Adulto , Extroversão Psicológica , Feminino , Humanos , Masculino , Inventário de Personalidade , Autoimagem , Identificação Social , Adulto Jovem
14.
Cyberpsychol Behav ; 12(6): 685-9, 2009 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-19788375

RESUMO

The present study concerns the content of MySpace blogs and whether it differs from the blog style found on sites specifically designed for blogging. A content analysis of MySpace blogs was conducted to investigate trends in purpose, format, and style and to compare these across sex and age categories. Most blogs were written in a positive tone, and the main motivations for blogging appeared to be writing a diary and as an emotional outlet. Findings also indicate that while there were no significant sex differences, blog purpose and style differed across age groups; for example, bloggers over 50 were more likely to use the blog as an emotional outlet with a negative tone. Bloggers between 18 and 29 predominantly used a semiformal language style, whereas bloggers over 30 were equally as likely to use a semiformal or formal style. Results suggest that MySpace blogs are not dissimilar from other forms of blogging because they provide an important outlet for emotion and self-expression.


Assuntos
Blogging , Comunicação , Emoções , Apoio Social , Adolescente , Adulto , Fatores Etários , Distribuição de Qui-Quadrado , Feminino , Humanos , Relações Interpessoais , Masculino , Pessoa de Meia-Idade , Personalidade , Autoimagem , Fatores Sexuais , Comportamento Social
15.
Appl Ergon ; 38(3): 267-73, 2007 May.
Artigo em Inglês | MEDLINE | ID: mdl-16908005

RESUMO

It is suggested that communication mediated by video may have an important impact on the way in which individuals are perceived and this might be a result of an attenuation or distortion of visual signals. The current study aimed to test this further by employing a simple mind-reading task, which gave participants an opportunity to interact with one another. Participants completed the task in pairs either face-to-face or via video-mediated technologies. After completing the task, participants filled in a questionnaire which was designed to assess perceptions of how much they liked and how intelligent they believed their partner in the task to be. Results indicate that participants were regarded as significantly less likeable and intelligent in the video-mediated condition. This is probably a consequence of the attenuation of visual signals, in particular eye gaze, which has been shown to be important in impression formation. Findings from this study have practical implications for using this type of technology to assess performance, for example in interviews, especially if comparisons are made with face-to-face interviewees.


Assuntos
Atenção , Relações Interpessoais , Julgamento , Rememoração Mental , Percepção Social , Gravação de Videoteipe , Adulto , Comunicação , Feminino , Humanos , Masculino , Inquéritos e Questionários , Reino Unido
16.
Cyberpsychol Behav ; 9(5): 634-7, 2006 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-17034334

RESUMO

Heavy chat room use has been associated with social isolation, introversion, impulse control problems, and risk taking. Such characteristics form part of the cluster of traits associated with schizotypy. This study used multiple regression to examine the relationship between age, sex, four dimensions of schizotypy, and frequency of reported chat room use. The only significant association with schizotypy was between frequency of chat room use and impulsive nonconformity (IN) in females. These findings may be explained by the increased risk associated with female chat room use.


Assuntos
Comunicação , Comportamento Impulsivo/psicologia , Internet , Conformidade Social , Adolescente , Adulto , Feminino , Humanos , Internet/estatística & dados numéricos , Relações Interpessoais , Introversão Psicológica , Masculino , Transtorno da Personalidade Esquizotípica/diagnóstico , Transtorno da Personalidade Esquizotípica/psicologia , Autorrevelação , Fatores Sexuais , Isolamento Social , Software , Inquéritos e Questionários
17.
Appl Ergon ; 37(2): 167-75, 2006 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-16081035

RESUMO

The impact of looking into the camera during a presentation over a video link (resulting in the perception of mutual gaze) on information recall was investigated. In a face-to-face context mutual gaze has been shown to facilitate the encoding and subsequent recall of information [Fry, R., Smith, G.F., 1975. The effects of feedback and eye contact on performance of a digit-coding task. J. Soc. Psychol. 96, 145-146; Otteson, J.D., Otteson, C.R., 1980. Effect of teacher's gaze on children's story recall. Percept. Motor Skill. 50, 35-42; Sherwood, J.V., 1988. Facilitative effects of gaze upon learning. Percept. Motor Skill. 64 (3 Part 2), 1275-1278]. One explanation for these findings is that gaze acts as an arousal stimulus, which increases attentional focus and therefore enhances memory [Kelley, D.H., Gorham, J., 1988. Effects of immediacy on recall of information. Commun. Edu. 37(3), 198-207]. Two studies were conducted in order to test whether gazing at the camera during video-mediated presentations resulted in similar benefits as mutual gaze in a face-to-face context. In study 1 a confederate presented information about two fictitious soap products. In one condition, the confederate gazed at the camera for 30% of the presentation, therefore giving the participants the impression that he was gazing in their direction. In the other condition the confederate did not gaze at the camera. Participants viewed the sales presentations from both conditions. In the condition where gaze was directed at the camera, participants recalled significantly more information about the sales presentation. Study 2 employed the same pre-recorded sales presentations used in study 1, however they were delivered to the participants under audio-only conditions (therefore, the image was switched off). Results from study 2 indicated no recall differences between the two conditions. Findings from these studies would seem to indicate that the perception of gaze aversion over a video link (a consequence of the salesman not looking into the camera) has a negative impact on information recall. This has practical implications for video-mediated presentations. In a distance learning environment lecturers could be advised to look into the camera in order to promote more efficient learning in students.


Assuntos
Atenção , Rememoração Mental , Gravação em Vídeo , Adulto , Feminino , Humanos , Masculino , Reino Unido
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