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1.
Cyberpsychol Behav Soc Netw ; 17(4): 255-61, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-24479527

RESUMO

The present research investigated the possibility of using an in-vehicle voice agent to promote eco-driving. Considering that both types of benefit appeals--egoistic (emphasizing benefits to the self) and altruistic (emphasizing benefits to others)--could be employed to promote eco-driving behavior, we explored the effects of benefit appeals delivered by an in-vehicle voice agent on driving performance. In particular, we tested whether and how the valence (positive vs. negative) of drivers' affective states moderates the effects, drawing on the functionalist affect-cognition framework, which has theorized that positive affect leads people to focus more on self-interest, whereas negative affect leads people to become more sensitive to social norms. An experiment was conducted in which participants, after undergoing affect (happy vs. sad) elicitation, received messages (egoistic vs. altruistic) promoting eco-driving from an in-vehicle voice agent while performing a simulated driving task. Results were partially consistent with the functionalist affect-cognition framework. Happy participants performed better on eco-driving when they were exposed to egoistic appeals than to altruistic appeals. On the other hand, the driving performance data from sad participants did not yield a significant difference between the egoistic condition and the altruistic condition. Participants' driving performance data further revealed that the joint effects of benefit appeals and affective states on safe driving performance mirrored the joint effects on eco-driving performance, confirming a close relationship between the two driving behaviors. Theoretical and practical implications for the use of in-vehicle voice agents and benefit appeals in promoting eco-driving and safe driving are discussed.


Assuntos
Afeto , Altruísmo , Condução de Veículo/psicologia , Cognição , Meio Ambiente , Ética , Comunicação Persuasiva , Adolescente , Adulto , Ecossistema , Feminino , Humanos , Masculino , Adulto Jovem
2.
Cyberpsychol Behav Soc Netw ; 17(4): 248-54, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-24479529

RESUMO

Virtual environments employing avatars for self-representation-including the opportunity to represent or misrepresent social categories-raise interesting and intriguing questions as to how one's avatar-based social category shapes social identity dynamics, particularly when stereotypes prevalent in the offline world apply to the social categories visually represented by avatars. The present experiment investigated how social category representation via avatars (i.e., graphical representations of people in computer-mediated environments) affects stereotype-relevant task performance. In particular, building on and extending the Proteus effect model, we explored whether and how stereotype lift (i.e., a performance boost caused by the awareness of a domain-specific negative stereotype associated with outgroup members) occurred in virtual group settings in which avatar-based gender representation was arbitrary. Female and male participants (N=120) were randomly assigned either a female avatar or a male avatar through a process masked as a random drawing. They were then placed in a numerical minority status with respect to virtual gender-as the only virtual female (male) in a computer-mediated triad with two opposite-gendered avatars-and performed a mental arithmetic task either competitively or cooperatively. The data revealed that participants who were arbitrarily represented by a male avatar and competed against two ostensible female avatars showed strongest performance compared to others on the arithmetic task. This pattern occurred regardless of participants' actual gender, pointing to a virtual stereotype lift effect. Additional mediation tests showed that task motivation partially mediated the effect. Theoretical and practical implications for social identity dynamics in avatar-based virtual environments are discussed.


Assuntos
Comportamento Competitivo , Comportamento Cooperativo , Identidade de Gênero , Motivação , Identificação Social , Estereotipagem , Análise e Desempenho de Tarefas , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Máscaras , Matemática , Comportamento Social
3.
Cyberpsychol Behav Soc Netw ; 14(11): 637-42, 2011 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-21486164

RESUMO

Research on social identity contingencies suggests that situational cues, such as a numerical representation of social identities in a given social environment, can trigger identity-associated threat for individuals whose social identity is marginalized. Given that popular virtual worlds (e.g., Second Life [SL]) are often criticized for White-avatar dominance or White bias, we examined the psychological effects of the alleged White dominance in avatar-based virtual worlds by conducting two experiments in which participants read fictitious profiles of SL resident avatars. White and non-White participants were randomly assigned to view either a set of White-dominant avatar profiles or a set of racially diverse ones. After reading the profiles, participants had an opportunity to customize avatars using the SL interface. The findings of Experiment 1 (n=59) revealed that non-White participants exposed to the White-dominant avatar profiles, when compared with those exposed to the racially diverse profiles, reported significantly lower levels of sense of belonging and intention to participate in SL. Experiment 2 (n=64) demonstrated that non-White participants exposed to the White-dominant avatar profiles gave significantly higher estimation of the White user population within SL; the data also showed that exposure to the White-dominant avatar profiles resulted in a greater sense of limitation on skin customization among non-White participants than among White participants. The present research suggests that ethno-racial minorities, when exposed to avatar-based cues that signal White dominance, may perceive the virtual world as identity threatening, thereby feeling psychologically disconnected and detached from it. Implications regarding racial/ethnic diversity in virtual worlds are discussed.


Assuntos
Comportamento de Escolha , Etnicidade/psicologia , Internet , Autoimagem , Identificação Social , Adolescente , Feminino , Humanos , Masculino , Rede Social , Interface Usuário-Computador , Adulto Jovem
4.
Cyberpsychol Behav Soc Netw ; 14(6): 359-64, 2011 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-21117983

RESUMO

The current study investigates whether and how Facebook increases college-age users' subjective well-being by focusing on the number of Facebook friends and self-presentation strategies (positive vs. honest). A structural equation modeling analysis of cross-sectional survey data of college student Facebook users (N=391) revealed that the number of Facebook friends had a positive association with subjective well-being, but this association was not mediated by perceived social support. Additionally, we found that there was a negative curvilinear (inverted U-shape curve) relationship between Facebook friends and perceived social support. As for self-presentation strategies, whereas positive self-presentation had a direct effect on subjective well-being, honest self-presentation had a significant indirect effect on subjective well-being through perceived social support. Our study suggests that the number of Facebook friends and positive self-presentation may enhance users' subjective well-being, but this portion of happiness may not be grounded in perceived social support. On the other hand, honest self-presentation may enhance happiness rooted in social support provided by Facebook friends. Implications of our findings are discussed in light of affirmation of self-worth, time and effort required for building and maintaining friendships, and the important role played by self-disclosure in signaling one's need for social support.


Assuntos
Amigos/psicologia , Felicidade , Internet , Percepção Social , Apoio Social , Estudos Transversais , Humanos , Relações Interpessoais , Satisfação Pessoal , Autoimagem , Inquéritos e Questionários , Universidades
5.
Cyberpsychol Behav ; 12(1): 59-61, 2009 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-19006459

RESUMO

This study examines how task types (violent vs. nonviolent) and social contexts (solo vs. collaborative) affect physiological arousal in multiplayer online gaming. Our results show that social contexts modify the effects of violent game tasks on arousal. When compared with solo play, collaborative play led to a significant decrease in arousal in response to violent tasks, while leading to a slight increase for nonviolent tasks. The findings point to the importance of understanding how social contexts of game playing shape psychological experiences in multiplayer online games.


Assuntos
Nível de Alerta , Comportamento Cooperativo , Internet , Jogos e Brinquedos/psicologia , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Adulto , Simulação por Computador , Feminino , Processos Grupais , Humanos , Relações Interpessoais , Masculino , Valores de Referência , Comportamento Social , Meio Social , Interface Usuário-Computador , Adulto Jovem
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