| Computer use in older adults: Determinants and the relationship with cognitive change over a 6 year episode | | BIBAK | Full-Text | 1-10 | |
| Karin Slegers; Martin P. J. van Boxtel; Jelle Jolles | |||
| Cognitively challenging activities may support the mental abilities of older
adults. The use of computers and the Internet provides divergent cognitive
challenges to older persons, and in previous studies, positive effects of
computer and Internet use on the quality of life have been demonstrated. The
present study addresses two research aims regarding predictors of computer use
and the relationship between computer use and changes in cognitive abilities
over a 6-year period in both younger (24-49 years) and older adults (older than
50 years). Data were obtained from an ongoing study into cognitive aging: the
Maastricht Aging Study, involving 1823 normal aging adults who were followed
for 9 years. The results showed age-related differences in predictors of
computer use: the only predictor in younger participants was level of
education, while in older participants computer use was also predicted by age,
sex and feelings of loneliness. Protective effects of computer use were found
for measures of selective attention and memory, in both older and younger
participants. Effect sizes were small, which suggests that promotion of
computer activities in older adults to prevent cognitive decline may not be an
efficient strategy. Keywords: Computer use; Internet; Elderly; Cognitive aging | |||
| Assessing Web interaction with recollection: Age-related and task-related differences | | BIBAK | Full-Text | 11-22 | |
| Isabelle Etcheverry; Patrice Terrier; Jean-Claude Marquié | |||
| The current study examined how young (n = 26; mean = 22.31 years) and older
Internet users (n = 24; mean = 64.54 years) performed when they had to select
and recollect information displayed in Web pages. Content-oriented and
navigation-oriented information-finding tasks were used during the study phase.
At test, the method made use of two recognition paradigms designed to assess
recollection and the nature of representations in memory: namely, the
remember/know procedure and a forced-choice recognition procedure which made it
possible to compare the retrieval of detailed (verbatim-based) and semantic
(gist-based) representations. The evidence from both procedures suggested that
remembering was less contextualised in older participants. Furthermore, the
idea that content-oriented searches impose greater processing demands than
navigation-oriented searches in Web pages was confirmed for both age groups.
Interestingly, the older Internet users experienced more difficulties in
finding targets in navigation-oriented searches than in content-oriented
searches. Keywords: Internet; Information search; Aging; Recollection; Gist; Verbatim | |||
| Human-agent teamwork in dynamic environments | | BIBAK | Full-Text | 23-33 | |
| A. van Wissen; Y. Gal; B. A. Kamphorst; M. V. Dignum | |||
| Teamwork between humans and computer agents has become increasingly
prevalent. This paper presents a behavioral study of fairness and trust in a
heterogeneous setting comprising both computer agents and human participants.
It investigates people's choice of teammates and their commitment to their
teams in a dynamic environment in which actions occur at a fast pace and
decisions are made within tightly constrained time frames, under conditions of
uncertainty and partial information. In this setting, participants could form
teams by negotiating over the division of a reward for the successful
completion of a group task. Participants could also choose to defect from their
existing teams in order to join or create other teams. Results show that when
people form teams, they offer significantly less reward to agents than they
offer to people. The most significant factor affecting people's decisions
whether to defect from their existing teams is the extent to which they had
successful previous interactions with other team members. Also, there is no
significant difference in people's rate of defection from agent-led teams as
compared to their defection from human-led teams. These results are significant
for agent designers and behavioral researchers who study human-agent
interactions. Keywords: Human-computer interaction; Cooperative behavior; Teamwork; Dynamic environments | |||
| Learning by foraging: The impact of individual knowledge and social tags on web navigation processes | | BIBAK | Full-Text | 34-40 | |
| Christoph Held; Joachim Kimmerle; Ulrike Cress | |||
| The World Wide Web provides a tremendously large quantity of information.
When users search for information or products on the Web, they will presumably
be inclined to choose their path of navigation on the basis of their prior
knowledge. In those cases in which the prior knowledge of users is incorrect,
however, this navigation process is assumed to lead to suboptimal search
results. In an experimental study with 180 participants, we examined to what
extent both the users' prior knowledge and social tags -- which capture the
collective knowledge of a Web community in tag clouds -- influenced the
navigation of users and triggered incidental learning processes during the Web
search. The results supported the assumption that the users' prior knowledge is
indeed crucial for navigation, as users followed those tags which corresponded
to their internal associations. Moreover, we found that social tags also
affected the navigation behavior of users, as a strong collective association
of social tags led to a high selection rate for these tags. Finally, the
results showed that social tags triggered incidental learning processes, as
those internal associations which corresponded to tags with a strong collective
association were strengthened during navigation. The implications of these
findings for further research are discussed. Keywords: Web navigation; Social tagging; Tag clouds; Social software; Information foraging; Learning | |||
| It won't happen to me: An assessment of optimism bias in music piracy | | BIBAK | Full-Text | 41-48 | |
| Ankur Nandedkar; Vishal Midha | |||
| Piracy continues to be a threat to the global economy. Previous literature
on factors influencing individual's attitude towards piracy indicates that as
perceived risk increases, individuals attitude of acceptance of piracy should
decrease. In spite of the increased risks, some people pirate, there has been
no explanation for this apparent paradox. We attempt to explain this paradox by
using the concept of optimism bias. Results of structural equation modeling
using a sample of 219 college students provide evidence that individuals having
an optimism bias engage in piracy because they consider themselves to be at
lower risk than average compared to a group. Implications for practice and
future research avenues are discussed. Keywords: Music piracy; Optimism bias; Perceived risks; Attitude; Intention | |||
| How do interactive tabletop systems influence collaboration? | | BIBAK | Full-Text | 49-59 | |
| Stéphanie Buisine; Guillaume Besacier; Améziane Aoussat; Frédéric Vernier | |||
| This paper examines some aspects of the usefulness of interactive tabletop
systems, if and how these impact collaboration. We chose creative problem
solving such as brainstorming as an application framework to test several
collaborative media: the use of pen-and-paper tools, the "around-the-table"
form factor, the digital tabletop interface, the attractiveness of interaction
styles. Eighty subjects in total (20 groups of four members) participated in
the experiments. The evaluation criteria were task performance, collaboration
patterns (especially equity of contributions), and users' subjective
experience. The "around-the-table" form factor, which is hypothesized to
promote social comparison, increased performance and improved collaboration
through an increase of equity. Moreover, the attractiveness of the tabletop
device improved subjective experience and increased motivation to engage in the
task. However, designing attractiveness seems a highly challenging issue, since
overly attractive interfaces may distract users from the task. Keywords: Tabletop interfaces; Creative problem solving; Brainstorming; Social loafing; Collaboration; Motivation | |||
| How to work and play with robots: An approach to modeling human-robot interaction | | BIBAK | Full-Text | 60-68 | |
| Rosemarie E. Yagoda; Michael D. Coovert | |||
| Effective human-robot team configurations and exchanges are needed to ensure
optimal task performance for human-robot teams. The exchanges between robots
and human operators are mediated through an interface and this interaction has
a direct impact on the team configuration associated with a particular task.
Building upon the traditional methodologies of job and cognitive work analysis,
Petri nets are introduced as a modeling tool for human robot interaction (HRI).
An overview of Petri nets is provided and utilizing data from search-and-rescue
unmanned aerial vehicle (UAV) operations, operator nets are constructed.
Analysis of the networks yielded several significant findings. Petri nets
provide many advantages beyond traditional methodologies and are seen as a
useful tool for modeling human-robot interactions. Future research can utilize
the methodology not only in a descriptive fashion, but also prescriptively for
building models of optimal human-robot interaction. Keywords: Human-robot interaction; Petri nets; Modeling; Unmanned aerial vehicles | |||
| "To disclose or not to disclose, that is the question": A structural equation modeling approach to communication privacy management in e-health | | BIBAK | Full-Text | 69-77 | |
| Seung-A. Annie Jin | |||
| Driven by communication privacy management (CPM) theory and regulatory focus
theory (RFT), this study examined important antecedents of information
withholding and truthful disclosure in the novel context of e-health
communication. Structural equation modeling (SEM) analyses revealed that health
consumers' behavioral activation system (BAS) and favorable evaluation of an
e-health website are positive predictors of truthful disclosure and that health
consumers' prevention regulatory focus and self-concealment tendency are
positive predictors of information sensitivity. Theoretical contributions
regarding the relevance of CPM and RFT to computer-mediated communication (CMC)
and practical implications for the design of persuasive e-health websites are
discussed. Keywords: Privacy management; Information withholding; Truthful disclosure; E-health; Regulatory focus; Self-concealment tendency | |||
| Responses to an advergaming campaign on a mobile social networking site: An initial research report | | BIBAK | Full-Text | 78-86 | |
| Shintaro Okazaki; María Jesús Yagüe | |||
| Advergames are a form of branded entertainment that feature advertising
messages, logos, and trade characters in a game format. This paper reports a
preliminary examination on the effects of an advergame on perceived brand value
in a context of mobile social networking sites (SNSs). Drawn upon
categorization theory, the study posits that, while mobile SNS engagement
stimulates electronic word-of-mouth (eWOM) intention among game players,
perceived brand-game fit also drives eWOM intention, which in turn positively
affects perceived brand value. Furthermore, perceived brand-game fit is
contemplated to be a direct driver of perceived brand value. A research model
is validated by a large-scale online survey. Using a real promotional campaign
for a popular consumer good (Procter & Gamble's Pringles), the authors
create an advergame for one of the most popular mobile SNSs in Japan. The
results from structural equation modeling corroborate all hypothesized
relationships. This article closes with some theoretical and managerial
implications, as well as recognition of important limitations. Keywords: Advergaming; Brand fit; Brand value; Electronic word-of-mouth (eWOM); Mobile device; Social networking site | |||
| Migrating from WCAG 1.0 to WCAG 2.0 -- A comparative study based on Web Content Accessibility Guidelines in Taiwan | | BIBAK | Full-Text | 87-96 | |
| Shing-Han Li; David C. Yen; Wen-Hui Lu; Tsun-Lin Lin | |||
| The primary purpose of this research was to explore a comparative analysis
of the "Web Content Accessibility Guidelines (WCAG)" standard in Taiwan and the
international WCAG standards (WCAG 1.0/WCAG 2.0). The WCAG in Taiwan was
established by the Research, Development and Evaluation Commission (RDEC),
Executive Yuan in 2002. The WCAG 1.0 was established by the Web Accessibility
Initiative (WAI, an organization that created the Web Content Accessibility
system) of the World Wide Web Consortium (W3C), and became a W3C standard on
May 5, 1999. The WCAG 2.0 became a W3C standard on December 11, 2008.
The WCAG in Taiwan was established based on the contents of the WCAG 1.0. However, as the WCAG 2.0 was announced in 2008, check standards based on the WCAG 1.0 were facing revision in all aspects. Therefore, this study aimed at analyzing and comparing the differences between the WCAG 2.0 and the WCAG standards in Taiwan. Utilizing "human check" based on the WCAG 2.0 standard, this study assessed disabilities-related websites conforming to the WCAG standard in Taiwan. Results suggested that migrating from WCAG in Taiwan (based on WCAG 1.0) to WCAG 2.0 does not require a full range revision of webpage design. Suggestions given to disabilities-related websites in Taiwan for developing and providing more complete web accessibility included: (1) websites without accessible design should directly follow the WCAG 2.0 standard in developing web accessibility; (2) future promotion of web accessibility should include all educational institutes and related associations/organizations. For future studies, the resource availability for the disabled and the government achievement in web accessibility after WCAG 2.0 is implemented in Taiwan are topics worth of investigation. Expert opinions and user feedbacks should be included to reflect the actual needs of people with disabilities. Keywords: Web accessibility; Web Content Accessibility; Web Content Accessibility Guidelines; WCAG; WCAG1.0; WCAG2.0 | |||
| My avatar and me -- Gender and personality predictors of avatar-self discrepancy | | BIBAK | Full-Text | 97-106 | |
| Robert Andrew Dunn; Rosanna E. Guadagno | |||
| This study examined the influence of gender, the Big 5 personality factors,
and self-esteem on virtual self-representation in the form of avatar-self
discrepancy. To examine this, participants designed characters to play in a
video game, spent 20 min playing the video game, and then had their actual
pictures taken. Our results indicated that, consistent with predictions, men
and women generally selected self-representations consistent with ideal male
and female bodies. This finding was pronounced for men and women high in
agreeableness. Conversely, some results contradicted the normative
prescriptions often associated with self-presentation. For instance, men did
not build taller avatars than did women. Men who were high in openness to new
experiences were more likely to select avatars with skin tone variations.
Introverts -- both male and female -- and women high in neuroticism were more
likely to build attractive avatars. Moreover, those with low self-esteem were
more likely to select lighter skin tones than those with high self-esteem.
Thus, the effects of gender and personality have considerable implications for
online self-presentation and self-representation. Keywords: Self-presentation; Avatar selection; Gender; Personality; Self-esteem | |||
| Make new friends or keep the old: Gender and personality differences in social networking use | | BIBAK | Full-Text | 107-112 | |
| Nicole L. Muscanell; Rosanna E. Guadagno | |||
| The present study examined the influence of gender and personality on
individuals' use of online social networking websites such as Facebook and
MySpace. Participants were 238 undergraduate students who reported being
members of Facebook, MySpace, or both. Based on prior research examining online
behavior, we expected that gender and scores on the Big Five personality scale
would moderate online social networking behavior. The results supported our
predictions. Specifically, men reported using social networking sites for
forming new relationships while women reported using them more for relationship
maintenance. Furthermore, women low in agreeableness reported using instant
messaging features of social networking sites more often than women high in
agreeableness, whereas men low in openness reported playing more games on
social networking sites compared to men high in openness. Overall, these
results indicate the importance of examining individual differences in online
behavior. Keywords: Gender; Personality; Individual differences; Social networking; Internet; Five factor model | |||
| All the news that's fit to post: A profile of news use on social networking sites | | BIBAK | Full-Text | 113-119 | |
| Carroll J. Glynn; Michael E. Huge; Lindsay H. Hoffman | |||
| Facebook and other social networking sites (SNSs) are altering the way
individuals communicate. These online environments allow users to keep up with
friends, network with colleagues, and share their personal views and
observations with others. Previous work describes typical social networking
site users as young, extroverted, and technologically savvy. Little research
exists, however, on the emerging role of news in the social network
environment. With over 500 million global Facebook users, both print and
television based media outlets are making concerted efforts to become part of
this important and increasingly ubiquitous virtual world. The present study
uses a sample of students, faculty, and staff from a large university to
investigate the factors that are related to news use on Facebook. Findings
indicate that while news use is still a minor component of overall social
network site activity, certain key variables, such as gender and life
satisfaction, have a significant impact on how Facebook is used for
news-related purposes. Future implications for news in the social networking
world are presented and discussed. Keywords: Internet; Political communication; News use; Media; Social networking; Demographic patterns | |||
| Effects of sense of direction on Internet skill and cognitive maps of the Web | | BIBAK | Full-Text | 120-128 | |
| Ikuo Suzuki | |||
| The relationship of sense of direction in the real world to Internet use, as
well as to cognitive maps of the Internet, was investigated. In Study 1, 28
participants were asked to draw a sketch map of the Internet. They also
completed a questionnaire containing scales for measuring Internet usage,
knowledge, and skill, and completed the Sense of Direction Questionnaire
(SDQ-S), which is composed of two scales, awareness of orientation and memory
for usual spatial behavior. In Study 2, 48 participants performed a modified
sketch map task and completed the same questionnaires. Awareness of orientation
improved the Internet skills of novices but not of experts. In addition,
awareness of orientation affected the structure of the cognitive maps of the
Internet. These results suggest that sense of direction in the real world
influence skill with the Web for novice users. Keywords: Internet; Sense of direction; Web skills; Cognitive map; Sketch map | |||
| Mobile payment services adoption across time: An empirical study of the effects of behavioral beliefs, social influences, and personal traits | | BIBAK | Full-Text | 129-142 | |
| Shuiqing Yang; Yaobin Lu; Sumeet Gupta; Yuzhi Cao; Rui Zhang | |||
| Mobile payment is an emerging and important application of mobile commerce.
The adoption and use of mobile payment services are critical for both service
providers and investors to profit from such an innovation. The present study
attempts to identify the determinants of pre-adoption of mobile payment
services and explore the temporal evolution of these determinants across the
pre-adoption and post-adoption stages from a holistic perspective including
behavioral beliefs, social influences, and personal traits. A research model
that reflects the characteristics and usage contexts of mobile payment services
is developed and empirically tested by using structural equation modeling on
datasets consisting of 483 potential adopters and 156 current users of a mobile
payment service in China. Our findings show that behavioral beliefs in
combination with social influences and personal traits are all important
determinants for mobile payment services adoption and use, but their impacts on
behavioral intention do vary across in different stages. Theoretical and
practical implications of the findings are presented. Keywords: Social influences; Personal traits; Behavioral beliefs; Mobile payment services; Potential adopters; Current users | |||
| Why we believe the computer when it lies | | BIBAK | Full-Text | 143-152 | |
| Mladen Pecujlija; Dubravko Culibrk | |||
| A survey was conducted on the sample of 60 future engineers in order to
determine whether inadequate computer feedback changes the supposed success in
problem solving and whether personality traits are also in the function of this
change. The research results showed that personality traits fail to influence
the formation of beliefs on success. Results also showed that the situation of
inadequate feedback results in the changes in beliefs, on the success in
problem solving and that the change is in the function of personality traits
and established experience-based behavior strategies. In this situation
respondents do not form any strategy for attitude conservation, but inadequate
computer feedback significantly reduces estimation of their success regardless
to the fact that the objective achievement is not reduced. Keywords: Persuasion; Self-estimation; Personality traits; Attitude; Big Five | |||
| The immorality of illegal downloading: The role of anticipated guilt and general emotions | | BIBAK | Full-Text | 153-159 | |
| Xiao Wang; Steven R. McClung | |||
| To extend previous cognition-based illegal downloading research, this
project postulates that anticipated guilt, general emotions, attitudes, and
norms collectively determine intentions to download digital files illegally.
Our findings indicate that college students were more likely to download if
they had more favorable attitudes, perceived greater social approval, and
perceived more control over illegal downloading. More importantly, this study
reveals that college students generally felt a low level of anticipated guilt
toward illegal downloading. Anticipated guilt was a significant, negative
predictor of intentions to download among those who engaged in illegal
downloading in the previous 6 months, but not among those did not. General
anticipated emotions predicted intentions to download among the whole sample.
Both theoretical and practical implications are discussed. Keywords: Computers; Illegal digital downloading; Peer-to-peer file sharing; The theory of planned behavior; Guilt; Emotions; Attitudes | |||
| Evaluation of a workplace technology for mental health assessment: A meaning-making process | | BIBAK | Full-Text | 160-165 | |
| Ramesh Farzanfar; Danielle Finkelstein | |||
| This paper describes the results of a summative evaluation conducted to
explore the usability and acceptability of an automated telephone-based
technology, designed and developed as a screening tool for mental health
disorders in the workplace. The system screens employees for symptoms and
subsequently provides educational information and referrals to improve mental
health and enhance productivity. The qualitative evaluation was a sub-study of
a larger randomized controlled trial (RCT). We conducted in-depth interviews
with 15 individuals who participated in the RCT and had used the system. A
phenomenological theoretical framework was utilized to analyze the narrative
data. Results indicated that participants had mostly positive experience with
the system and perceived it as a confidential program that allowed them to
reflect on their symptoms without inhibition, fear of judgment or
embarrassment. We also learned that asking mere questions about mental health
symptoms can be a positive, instructive and possibly a restorative experience.
There is a likelihood that for many participants, exposure to questions about
their emotional and mental distress validated their feelings about their
symptoms and was sufficiently compelling to promote help-seeking behavior. This
evaluation study demonstrates that computers can be utilized in the workplace
as effective screening and educational tools to improve employees' mental
health. Keywords: Automated workplace mental health screening; Human-computer interaction; Qualitative evaluation; Computers and behavior change | |||
| What is beautiful is good, even online: Correlations between photo attractiveness and text attractiveness in men's online dating profiles | | BIBAK | Full-Text | 166-170 | |
| Rebecca J. Brand; Abigail Bonatsos; Rebecca D'Orazio; Hilary DeShong | |||
| Attractive people are considered by others to have many positive qualities
and in the case of social skills and intelligence, these attributions are often
true. In internet dating, individuals with attractive profile photos are viewed
more favorably overall, but no research has yet established whether they indeed
have more positive qualities. We addressed this issue by having 50 women
independently rate 100 photos and free-written texts taken from males' profiles
on a popular dating website. Photos rated as physically attractive had profile
texts that were rated as more attractive, even though photos and texts were
rated by different judges. Perceived confidence seemed to play a mediating
role, suggesting that attractive men write appealing texts because they are
aware of their high mate value. Thus, contrary to popular belief, the internet
does not seem to "level the playing field." Keywords: Internet dating; Physical attractiveness stereotype; Good genes; Self-fulfilling prophecy | |||
| Why do women write personal blogs? Satisfying needs for self-disclosure and affiliation tell part of the story | | BIBAK | Full-Text | 171-180 | |
| Gina Masullo Chen | |||
| Hierarchical OLS regression of survey results from a random sample of 312
women bloggers reveals a statistically significant positive relationship
between need for self-disclosure and seeing blogging as a way to express one's
own voice, mediated by need for affiliation and time spent blogging. In
essence, women with a strong need to self-disclose information about themselves
are more likely than other women to say they blog to express their own voice in
the blogosphere, compared with blogging to connect with other people or to gain
influence in the blogosphere. In contrast, for women who blog to connect with
other people or gain influence in the blogosphere, the strongest predictors is
time spent blogging, not needs that motivated them to blog. Results are
discussed in relation to need theory. Keywords: Blogging; Self-disclosure; Affiliation; Needs; Women; Computer-mediated communication | |||
| Video lecture format, student technological efficacy, and social presence in online courses | | BIBAK | Full-Text | 181-186 | |
| Alendra Lyons; Stephen Reysen; Lindsey Pierce | |||
| Online platforms are frequently used as an alternative environment for
individuals to meet and engage in a variety of activities, like attending
courses online. We examined the effect of adding social presence cues in online
video lectures and technological efficacy on college students' perceived
learning, class social presence, and perception that the videos aided learning.
Participants rated their technological efficacy and completed an online class
with video lectures that either included the video (image) of the instructor or
not. The interaction between technological efficacy and video manipulation
predicted lower ratings of perceived learning, social presence, and video
usefulness, particularly for students with lower technological efficacy. A
mediated-moderation analysis showed that, the interaction between person
(efficacy) and media (instructor image in video vs. no image) predicted greater
perceived learning through the mediators of perceived usefulness of videos,
class interactivity, and felt comfort in the class. Keywords: Computer-mediated communication; Social presence; Video lecture; Online education; Student learning | |||
| Too much face and not enough books: The relationship between multiple indices of Facebook use and academic performance | | BIBAK | Full-Text | 187-198 | |
| Reynol Junco | |||
| Because of the social media platform's widespread adoption by college
students, there is a great deal of interest in how Facebook use is related to
academic performance. A small number of prior studies have examined the
relationship between Facebook use and college grade point average (GPA);
however, these studies have been limited by their measures, sampling designs
and failure to include prior academic ability as a control variable. For
instance, previous studies used non-continuous measures of time spent on
Facebook and self-reported GPA. This paper fills a gap in the literature by
using a large sample (N = 1839) of college students to examine the relationship
among multiple measures of frequency of Facebook use, participation in Facebook
activities, and time spent preparing for class and actual overall GPA.
Hierarchical (blocked) linear regression analyses revealed that time spent on
Facebook was strongly and significantly negatively related to overall GPA,
while only weakly related to time spent preparing for class. Furthermore, using
Facebook for collecting and sharing information was positively predictive of
the outcome variables while using Facebook for socializing was negatively
predictive. Keywords: Facebook; Academic performance; Grade point average; Hierarchical linear regression; Student engagement | |||
| A social network as information: The effect of system generated reports of connectedness on credibility on Twitter | | BIBAK | Full-Text | 199-206 | |
| David Westerman; Patric R. Spence; Brandon Van Der Heide | |||
| Social media have gained increased usage rapidly for a variety of reasons.
News and information is one such reason. The current study examines how
system-generated cues available in social media impact perceptions of a
source's credibility. Participants were asked to view one of six mock
Twitter.com pages that varied both the number of followers and the ratio
between followers and follows on the page and report their perceived source
credibility. Data indicate that curvilinear effects for number of followers
exist, such that having too many or too few connections results in lower
judgments of expertise and trustworthiness. Having a narrow gap between the
number of followers and follows also led to increased judgments of competence.
Implications of these findings are discussed, along with limitations of the
current study and directions for future research. Keywords: Social media; News; Online credibility; System-generated cues; Computer-mediated communication | |||
| Learning with personalized recommender systems: A psychological view | | BIBAK | Full-Text | 207-216 | |
| Jürgen Buder; Christina Schwind | |||
| This paper explores the potentials of recommender systems for learning from
a psychological point of view. It is argued that main features of recommender
systems (collective responsibility, collective intelligence, user control,
guidance, personalization) fit very well to principles in the learning
sciences. However, recommender systems should not be transferred from
commercial to educational contexts on a one-to-one basis, but rather need
adaptations in order to facilitate learning. Potential adaptations are
discussed both with regard to learners as recipients of information and
learners as producers of data. Moreover, it is distinguished between
system-centered adaptations that enable proper functioning in educational
contexts, and social adaptations that address typical information processing
biases. Implications for the design of educational recommender systems and for
research on educational recommender systems are discussed. Keywords: Recommender systems; Learning | |||
| Rash impulsivity, vengefulness, virtual-self and amplification of ethical relativism on cyber-smearing against corporations | | BIBAK | Full-Text | 217-225 | |
| Michael Workman | |||
| Office outbursts are often associated with impulsive reactions to something
that is said or done that aggravates an individual by offending his or her
beliefs, expectations, sensibilities, or principles. Vengefulness is linked to
needs for retribution (until satisfied) for a perceived offense. An unsettled
issue is whether these antecedents are also manifested in electronic
expressions known as cyber smearing. Free speech by constitution and
legislation in the US, UK, EU have been held as a cherished value and basic
right, but the rights to free speech are not unlimited and in fact are legally
constrained to varying degrees regarding issues such as related to privacy,
defamation, and harassment. Cyber smearing is a campaign waged to damage the
credibility or reputation of others over the Internet. Using a randomized study
we investigated rash impulsivity, vengefulness, and anonymous identity (a
virtual self), as factors contributing to cyber smearing, and we found that
when people who lack self-control and have tendencies to seek revenge
especially when shrouded in anonymity of virtual self and concomitantly have
high tendencies toward cyber smearing. We also found that those who hold the
view in which ethical standards are situational and relative amplifies these
cyber smearing behaviors. Keywords: Cyber smear; Online behavior; Impulsivity; Vengefulness; Vindictiveness; Ethics | |||
| The changing face of bullying: An empirical comparison between traditional and internet bullying and victimization | | BIBAK | Full-Text | 226-232 | |
| Danielle M. Law; Jennifer D. Shapka; Shelley Hymel; Brent F. Olson; Terry Waterhouse | |||
| Electronic aggression, or cyberbullying, is a relatively new phenomenon. As
such, consistency in how the construct is defined and operationalized has not
yet been achieved, inhibiting a thorough understanding of the construct and how
it relates to developmental outcomes. In a series of two studies, exploratory
and confirmatory factor analyses (EFAs and CFAs respectively) were used to
examine whether electronic aggression can be measured using items similar to
that used for measuring traditional bullying, and whether adolescents respond
to questions about electronic aggression in the same way they do for
traditional bullying. For Study I (n = 17 551; 49% female), adolescents in
grades 8-12 were asked to what extent they had experience with physical,
verbal, social, and cyberbullying as a bully and victim. EFA and CFA results
revealed that adolescents distinguished between the roles they play (bully,
victim) in a bullying situation but not forms of bullying (physical, verbal,
social, cyber). To examine this further, Study II (n = 733; 62% female), asked
adolescents between the ages of 11 and 18 to respond to questions about their
experience sending (bully), receiving (victim), and/or seeing (witness)
specific online aggressive acts. EFA and CFA results revealed that adolescents
did not differentiate between bullies, victims, and witnesses; rather, they
made distinctions among the methods used for the aggressive act (i.e. sending
mean messages or posting embarrassing pictures). In general, it appears that
adolescents differentiated themselves as individuals who participated in
specific mode of online aggression, rather than as individuals who played a
particular role in online aggression. This distinction is discussed in terms of
policy and educational implications. Keywords: Internet aggression; Cyberbullying; Bullying; Aggression | |||
| Action diversity in a simulation of the Israeli-Palestinian conflict | | BIBAK | Full-Text | 233-240 | |
| Cleotilde Gonzalez; Ronit Kampf; Jolie M. Martin | |||
| This article explores the strategies used by Israeli students to resolve the
Israeli-Palestinian conflict in the interactive computer game, PeaceMaker.
Students played PeaceMaker in the roles of both the Israeli Prime Minister and
the Palestinian President in random order. Students must take actions
satisfying constituents on both sides of the conflict in order to win the game.
The diversity of actions taken in each role was measured. Several hypotheses
test the degree to which Israeli students, depending on which role they played
and their own demographic variables, exploited a consistent set of actions or
explored a more diverse range of actions across three main types: construction,
political, and security. The results show that (1) greater action diversity
increases success in both roles, (2) Israeli students engaged in less diverse
actions when playing the Israeli role than when playing the Palestinian role,
(3) students' religiosity and political Hawkishness negatively predicted action
diversity when playing the Palestinian role, and (4) action diversity mediates
the relationship between a student's background knowledge about the conflict
and success in the Israeli role. The significance of these findings for
understanding attitudes about the Israeli-Palestinian conflict are discussed,
including implications for conflict resolution more generally. Keywords: Action diversity; Conflict resolution; Dynamic decision making; PeaceMaker; Exploration | |||
| Anthropomorphism of computers: Is it mindful or mindless? | | BIBAK | Full-Text | 241-250 | |
| Youjeong Kim; S. Shyam Sundar | |||
| In analyzing the human tendency to treat computers as social actors (CASA),
researchers tend to rule out the anthropomorphism explanation because
anthropomorphism is understood to be "a sincere, conscious belief" that
computers are human and/or deserving of human attributions. But, does
anthropomorphism have to be necessarily mindful? Could it not also be a
mindless tendency, especially given that most of us have somewhat long
associations with our computers and have built human-like bonds with them? We
examined these questions empirically by investigating whether the user tendency
to treat computers as human beings is conscious (mindful) or non-conscious
(mindless). We manipulated two variables (presence/absence of human-like agent
and the low/high interactivity) on a health website and experimentally
investigated whether they serve as anthropomorphic cues to trigger mindful
attributions of human-ness to the website or mindless evaluations of the site
in human terms. We found evidence for mindless anthropomorphism, with
implications for user judgments of credibility of information on the site. Keywords: Anthropomorphism; Interactivity; Human-like agent; Social presence; Information credibility | |||
| Does survey format influence self-disclosure on sensitive question items? | | BIBAK | Full-Text | 251-256 | |
| Kristina Kays; Kathleen Gathercoal; William Buhrow | |||
| Although there are advantages for use of internet based survey research over
other formats, there remains in question whether survey mode influences the
data measurement equivalency. While most research exploring survey format finds
little or no difference in measurement equivalency, the interaction of
sensitive topics and survey modality is not fully understood. Additionally,
research suggests gender differences in item response on sensitive topics. The
present study examined archival data from a college health survey using both
online and paper-pencil survey formats. The interaction was evaluated between
gender, survey format, and item sensitivity level. Results indicate that
question topic sensitivity has a large effect on missing data, and survey
format has a moderate effect. These findings have necessary implications for
survey design and outcome interpretations. Keywords: Survey format; Gender; Sensitive items; Self-disclosure; Item non-response | |||
| Going to town: Visualized perspectives and navigation through virtual environments | | BIBAK | Full-Text | 257-266 | |
| Tad T. Brunyé; Aaron Gardony; Caroline R. Mahoney; Holly A. Taylor | |||
| Two experiments examined how spatial learning perspectives support
navigation through virtual urban environments. Participants briefly learned the
overall layout of a virtual desktop environment, and then were taken on a
simulated journey ending at a starting location within the environment. In
Experiment 1, during the journey participants watched simulated video feeds
either from the front of the vehicle (route perspective), above the vehicle
(survey perspective), both feeds simultaneously, or no video at all.
Participants then navigated between ten successive landmarks, and we measured
indices of spatial and temporal efficiency, and heading error. Results
indicated that the route perspective supported a restricted range of local
navigation whereas the survey perspective better supported far-space
navigation. Experiment 2 demonstrated that the survey perspective also better
supports navigation around unexpected detours. Results are discussed with
regard to theories of spatial memory and the design of computer-supported
spatial visualization technologies. Keywords: Spatial cognition; Spatial perspectives; Navigation; Spatial visualizations | |||
| The influence of personality on Facebook usage, wall postings, and regret | | BIBAK | Full-Text | 267-274 | |
| Kelly Moore; James C. McElroy | |||
| The Five Factor Model of personality has been used extensively in the
management and psychology fields to predict attitudes and behaviors. Only
recently have researchers begun to examine the role of psychological factors in
influencing an individual's use of technology platforms, such as Facebook. This
study uses both a survey of Facebook users and actual Facebook data to uncover
why some individuals are more involved in Facebook than others. 219
undergraduate students participated in a survey that assessed their personality
and their reported usage of Facebook. Of these, 143 voluntarily befriended the
investigator, which gave her access to their actual Facebook sites and
objective data on their number of friends, photos, and wall postings. Results
showed personality to explain significant amounts of variance over and above
gender and Facebook experience in terms of actual number of Facebook friends,
the nature of their wall postings and on their level of regret for
inappropriate Facebook content. Keywords: Facebook; Personality; Five Factor Model (FFM) | |||
| How do learners respond to pedagogical agents that deliver social-oriented non-task messages? Impact on student learning, perceptions, and experiences | | BIBAK | Full-Text | 275-283 | |
| George Veletsianos | |||
| In this paper, I investigate the impact of non-task pedagogical agent
behavior on learning outcomes, perceptions of agents' interaction ability, and
learner experiences. Quasi-experimental results indicate that while the
addition of non-task comments to an on-task tutorial may increase learning and
perceptions of the agent's ability to interact with learners, this increase is
not statistically significant. Further addition of non-task comments however,
harms learning and perceptions of the agent's ability to interact with learners
in statistically significant ways. Qualitative results reveal that on-task
interactions are efficient but impersonal, while non-task interactions were
memorable, but distracting. Implications include the potential for non-task
interactions to create an uncanny valley effect for agent behavior. Keywords: Pedagogical agents; Non-task interactions; Off-task interactions; Learner experience; Human-computer interaction; Uncanny valley effect | |||
| Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games | | BIBAK | Full-Text | 285-291 | |
| Eui Jun Jeong; Frank A. Biocca | |||
| Using a modified first-person shooter game, Counter Strike 2, this study
tested (1) if the Yerkes-Dodson law could be applied to the relationship
between physiological arousal (skin conductance) and brand memory in the new
interactive technology setting; (2) if central and familiar ads are better
recognized; and (3) if there are any interaction effects among arousal,
centrality, and familiarity on brand memory. A pre-test was conducted to
estimate the cut-off points of arousal into three levels (low, medium, and
high) in the identical setting. Through within-subject analysis, a total of 550
cases were categorized into the three levels of arousal and analyzed. The
results showed the highest recognition scores at the medium level of arousal,
and no significant difference between the medium and high levels of arousal in
brand memory. The participants remembered better centrally located brands than
peripheral brands. Familiarity also had a positive relationship with the levels
of arousal. Particularly, the recognition scores for centrally located brands
increased with the levels of arousal, but no difference was found for
peripheral brands. Findings and implications were discussed. Keywords: Arousal; Memory; Games; Yerkes-Dodson law; Centrality; Familiarity | |||
| Is that deal worth my money? The effect of relative and referent thinking on starting price under different promotion programs using hotel coupons in online auctions | | BIBAK | Full-Text | 292-299 | |
| Austin Rong-Da Liang; Houn-Gee Chen | |||
| Developments in information technology have made shopping at home much
easier and have created a so-called "Otaku economy" that is an increasing focus
for tourism and hotel business managers. A related development is the increase
in the popularity and value of online auction channels. Scholars thus argue
that it is important to examine what factors influence consumers' bidding
behavior in this new context. One issue is what initial bidding price and a
promotion program must offer to attract customers to join an auction when they
will be using a complex online auction mechanism. This study used a 2 × 2
between-subjects design and the principles of relative and referent thinking to
examine the influence of the starting price (whether the starting price
deviates from the reference price) and the promotion program (price vs.
non-price) on consumers' online bidding for hotel coupons. The results of the
analysis indicate the following. First, starting price is positively related to
end price. Second, the relative thinking effect holds when the actual price is
the same as the sellers' reference price (i.e., when the starting price is
higher). In this context, consumers prefer price promotion programs, and hence,
their willingness to pay through bidding will increase. Finally, the referent
thinking effect holds when the actual price deviates from the seller's
reference price (i.e., when the starting price is low). In this context,
consumers prefer non-price promotion programs, and their willingness to pay
through bidding will increase. The academic and managerial implications of this
research are discussed in the conclusion. Keywords: Relative thinking; Referent thinking; Sales promotion program; Start/reference price; Bidding behavior in online auctions | |||
| Do websites influence the nature of voting intentions? The case of two national elections in Greece | | BIBAK | Full-Text | 300-307 | |
| Savvas Papagiannidis; Constantinos K. Coursaris; Michael Bourlakis | |||
| This paper aims to contribute to the growing body of research on online
political marketing by investigating the use of websites as a marketing tool in
the 2007 and 2009 general elections in Greece. The two main research objectives
are firstly to establish the key factors affecting voters' trust when it comes
to using politicians' websites and secondly to examine whether and to what
extent the influence of trust-building factors changes over-time, as the online
environment matures. The key findings of this research are that users tend to
visit the websites of favoured candidates, which reinforces their positive
perceptions of them, while as far as the websites themselves and their content
and the services provided are concerned there is still room for improvement. Keywords: Political marketing; Online marketing; Websites; Trustworthiness; National elections; Greece | |||
| An observational study of undergraduate students' adoption of (mobile) note-taking software | | BIBAK | Full-Text | 308-317 | |
| Astrid Schepman; Paul Rodway; Carol Beattie; Jordana Lambert | |||
| Mobile learning is increasing in popularity, but not all university students
have mobile devices to support it. Our study investigated cross-platform
software that has the potential to allow education practitioners to provide
mobile support to their students' learning, while offering similar
functionality to non-mobile users via more traditional computing platforms.
Undergraduate students were trained in the use of multi-platform cloud-based
note-taking software (Evernote), and used the software in independent study for
8 weeks. Data show adoption for a range of functions, particularly gathering
and managing information, organisation and planning, and the recording of
ideas. Multimedia functions were also adopted innovatively by some students.
Use for reflection was rare. Non-adopters were in a minority, giving low
utility appraisals and difficulty in changing habits as reasons. Subjective
evaluations and recommendations showed that a majority of students felt
positive about the software and found it quick and easy to use. Mobile and
non-mobile users only differed on the number of locations in which they used
the software, and the proportion of notes classified as ideas, both being
higher in mobile users. The data provide decision support for education
practitioners who wish to provide mobile learning to their students alongside
traditional platforms. Keywords: Mobile learning; m-Learning; Cloud computing; Note taking; Portfolio; Idea generation | |||
| Spatial proximity to others determines how humans inhabit virtual worlds | | BIBAK | Full-Text | 318-323 | |
| Anna M. Lomanowska; Matthieu J. Guitton | |||
| Highly immersive three-dimensional virtual worlds have emerged as a popular
medium for human social interactions. These environments enable multimodal
sensory engagement and provide an immersive graphical representation of
physical space where users can interact via avatars. However, when compared to
two-dimensional virtual settings such as chats, virtual worlds impose
constraints on social interactions due to the physical distance between
individuals. Using the popular platform of Second Life as a model, we examined
how humans manage this interindividual distance in virtual worlds. Taking
advantage of methods developed in population ecology, we investigated how
avatars are distributed in relation to each other to populate a virtual world.
Our results revealed a striking dichotomy in the spatial relationships between
avatars. Considerable aggregation, largely independent of population density,
was observed alongside surprisingly marked physical isolation. These findings
demonstrate that the spatial proximity to others determines how humans inhabit
virtual worlds. Keywords: Avatars; Interpersonal distance; Second Life; Social density; Spatial distribution; Virtual environments | |||
| Enterprise knowledge management model based on China's practice and case study | | BIBAK | Full-Text | 324-330 | |
| Jingyuan Zhao; Patricia Ordóñez de Pablos; Zhongying Qi | |||
| This study analyzes the situation of enterprise knowledge management in
China based on the survey and data in terms of knowledge management
recognition, knowledge management stages, knowledge management applications,
integration of knowledge, motivation and effect of knowledge management, and
finds that the enterprise knowledge management in China is still at the initial
stage, therefore it is significant to establish a general knowledge management
model for China's enterprises. This study develops a framework of general
knowledge management model from the perspective of organizational competitive
advantages, and further discusses the application of enterprise knowledge
management model through the case of Landray. Keywords: Knowledge management; Management model; China; Landray | |||
| News sharing in social media: The effect of gratifications and prior experience | | BIBAK | Full-Text | 331-339 | |
| Chei Sian Lee; Long Ma | |||
| Recent events indicate that sharing news in social media has become a
phenomenon of increasing social, economic and political importance because
individuals can now participate in news production and diffusion in large
global virtual communities. Yet, knowledge about factors influencing news
sharing in social media remains limited. Drawing from the uses and
gratifications (U&G) and social cognitive theories (SCT), this study
explored the influences of information seeking, socializing, entertainment,
status seeking and prior social media sharing experience on news sharing
intention. A survey was designed and administered to 203 students in a large
local university. Results from structural equation modeling (SEM) analysis
revealed that respondents who were driven by gratifications of information
seeking, socializing, and status seeking were more likely to share news in
social media platforms. Prior experience with social media was also a
significant determinant of news sharing intention. Implications and directions
for future work are discussed. Keywords: Social media; News sharing; Gratifications; Motivations; Experience | |||
| The effects of mathematics instruction using spatial temporal cognition on teacher efficacy and instructional practices | | BIBAK | Full-Text | 340-349 | |
| Natalie A. Tran; Stephanie Schneider; Lauren Duran; AnneMarie Conley; Lindsey Richland; Margaret Burchinal; Teomara Rutherford; Melissa Kibrick; Keara Osborne; Andrew Coulson; Fran Antenore; Abby Daniels; Michael E. Martinez | |||
| This paper examined the effects of an instructional approach known as
Spatial Temporal Mathematics (ST Math) on teacher beliefs about mathematics
teaching. Participants were 339 elementary teachers teaching grades 2-5 who
were randomly assigned to a control or treatment group. Hierarchical linear
modeling was used to determine the effects of the intervention on
self-efficacy, outcome expectancy, and instructional practices using scientific
reasoning. While the treatment did not yield significant effects in teacher
outcomes, our secondary analysis indicated that time on ST Math and the
integration of ST Math into daily instructions were positively associated with
teacher efficacy and instructional practices using scientific reasoning.
Implications of the results on teacher beliefs about mathematics teaching are
discussed. Keywords: Computer-based instruction; Teacher efficacy; Elementary mathematics | |||
| Effects of a collaborative annotation method on students' learning and learning-related motivation and affect | | BIBAK | Full-Text | 350-359 | |
| Selen Razon; Jeannine Turner; Tristan E. Johnson; Guler Arsal; Gershon Tenenbaum | |||
| Two studies tested the effectiveness of a web-based collaborative annotation
system (Hy-Lighter) for learning comprehension, and learning-related affect and
motivation. In an undergraduate course setting, students (N = 27) in study 1,
(1) highlighted and annotated selected articles, and (2) highlighted and
annotated selected articles and reviewed peer highlights and annotations. In a
graduate course setting, students (N = 40) in study 2, (1) highlighted and
annotated selected articles, and (2) highlighted and annotated selected
articles and reviewed peer highlights and annotations. Control groups in both
studies read a hard copy of the articles -- without using HyLighter and
engaging in its associated annotation practices. The main dependent variables
included: (a) performance on quizzes, and (b) a number of affective and
motivational variables related to reading assignments and academic success.
Although not statistically significant, summative assessment scores were higher
for students using HyLigther relative to the ones exposed to conventional
instruction. HyLighter use also seemed to be associated with more positive
affect in undergraduate students relative to their graduate counterparts.
Somewhat equivocal findings between the two studies were attributed to the
differential implementation of the software in and outside of the classroom.
Recommendations for optimal use and desired outcomes were advanced. Keywords: Web 2.0; Social annotation; Small group collaboration; Learning technology; Metacognition; Critical-thinking | |||
| An empirical analysis of the determinants of 3G adoption in China | | BIBAK | Full-Text | 360-369 | |
| Alain Yee-Loong Chong; Keng-Boon Ooi; Binshan Lin; HaiJun Bao | |||
| The main aim of this study is to examine the factors that affect Chinese
consumers' intention to adopt 3G. This study has extended the Technology
Acceptance Model (TAM) by incorporating the determinants of perceived
usefulness, cost, trust, and demographic profiles of Chinese consumers. Data is
collected from Chinese consumers via self-administered questionnaire.
Structural equation modeling was applied to examine the research model
proposed. Our result showed that social influence, service quality and
perceived ease of use have a direct and significant relationship with perceived
usefulness of 3G, and this in turn affects the consumers' decision to adopt 3G.
Contrary to existing TAM research, perceived ease of use was not found to have
a direct and significant influence with Chinese consumers' intention to adopt
3G. Our study also revealed that those with higher educational level are more
likely to adopt 3G. Based on the findings, this research is able to propose
several practical recommendations to 3G providers in China, such as enhancing
the variety of services provided through collaborations with mobile software
and content developers. Furthermore, 3G providers can focus on promoting 3G
through services such as "Friends and Family" packages as Chinese consumers' 3G
adoption decisions is influenced by their social network. In terms of
theoretical contributions, this study has answered many calls from past
researchers to investigate the determinants of perceived usefulness. This
research was also conducted in China, which is one of the largest
telecommunication markets in the world. Keywords: 3G; Adoption; China; TAM; Consumer behavior; Structural equation modeling | |||
| Information technology use and creativity: Findings from the Children and Technology Project | | BIBAK | Full-Text | 370-376 | |
| Linda A. Jackson; Edward A. Witt; Alexander Ivan Games; Hiram E. Fitzgerald; Alexander von Eye; Yong Zhao | |||
| This research examined relationships between children's information
technology (IT) use and their creativity. Four types of information technology
were considered: computer use, Internet use, videogame playing and cell phone
use. A multidimensional measure of creativity was developed based on Torrance's
(1987, 1995) test of creative thinking. Participants were 491 12-year olds; 53%
were female, 34% were African American and 66% were Caucasian American. Results
indicated that videogame playing predicted of all measures of creativity.
Regardless of gender or race, greater videogame playing was associated with
greater creativity. Type of videogame (e.g., violent, interpersonal) was
unrelated to videogame effects on creativity. Gender but not race differences
were obtained in the amount and type of videogame playing, but not in
creativity. Implications of the findings for future research to test the causal
relationship between videogame playing and creativity and to identify mediator
and moderator variables are discussed. Keywords: Videogames; Creativity; Children; Technology use | |||
| Access, utility, imperfection: The impact of videoconferencing on perceptions of social presence | | BIBAK | Full-Text | 377-383 | |
| Robert J. Lowden; Carol Hostetter | |||
| The intent of the research study was to identify relationships between the
use of videoconferencing in meetings and what perceptions of social presence
may exist related to age, gender, and usage compared to face-to-face meetings.
Employees from a large Midwestern University Information Technology division
who utilize videoconferencing to facilitate meetings as an alternative to
face-to-face meetings were surveyed to assess experiences, perceptions, and
satisfaction. Female and male employees (N = 157), ranging in age from 18 to
over 50 years of age, provided the frequency of usage, and responded to
questions related to perceptions of social presence. Quantitative analysis of
the resulting data supported the hypothesis that one of the independent
variables, gender, had a positive impact on perceptions of social presence.
Brief interviews further elucidated the quantitative findings. While
videoconferencing seems to have drawbacks, accessibility, flexibility, and
utility are important aspects that are clear from participants' perceptions of
videoconferencing. Keywords: Social presence; Videoconferencing; Video; Meetings | |||
| The temporal communication behaviors of global software development student teams | | BIBAK | Full-Text | 384-392 | |
| Kathleen Swigger; Matthew Hoyt; Fatma Cemile Serçe; Victor Lopez; Ferda Nur Alpaslan | |||
| This paper examines the global software development process by using content
analysis techniques, as described in an earlier study (Serce et al., 2011), to
determine time-variant patterns of communication behaviors among student teams
engaged in a global software development project. Data gathered from two
software development projects involving students in the US, Panama, and Turkey
were used to determine how globally distributed team behavior is temporally
patterned in complex ways. A formal, quantitative methodology for time variant
analysis of the transcripts of global software student teams based on content
analysis is established. Results from the analysis suggest a positive
correlation between a team's temporal communication patterns and project
outcomes as well as a relationship between variations in communication
behaviors and different phases of the software development cycle. The research
also found that the temporal variations in communication behaviors between
software phases were similar for the two projects. Such findings are intended
to strengthen the case for developing new temporal measures for analyzing
groups and teams. Keywords: Collaborative learning; Computer supported collaborative learning; Computer mediated communication; Temporal factors; Collaborative behavior; Distributed learning | |||
| An exploration of cognitive ability contamination in the Implicit Association Test methodology | | BIBAK | Full-Text | 393-399 | |
| Natalie A. Wright; Adam W. Meade | |||
| The purpose of this study was to explore the relationship between scores on
the Implicit Association Test (IAT) and cognitive ability. This relationship
was investigated by examining the relationship between two different IATs, a
cognitive ability test, and learning outcomes following a short training
module. Results demonstrated that IATs scored with the D scoring algorithm were
not significantly related to cognitive ability test scores, and were not
related to post-training learning outcomes. However, IATs scored with the
conventional scoring algorithm were significantly negatively related to
cognitive ability, and the two IATs used in the study were significantly
correlated with one another regardless of which scoring method was used. Keywords: Implicit Association Test; Cognitive ability; Learning outcomes | |||
| Sense of virtual community: A follow up on its measurement | | BIBAK | Full-Text | 400-404 | |
| Dagmar Abfalter; Melanie E. Zaglia; Julia Mueller | |||
| Understanding the dynamics of virtual communities has become an important
issue for research. One concept that explains the participation in online
communities is a sense of virtual community (SOVC), which is based on the
offline equivalent sense of community (SOC) and describes a "spirit of
belonging together". Although these two concepts are similar, their measurement
is problematic. Inspired by earlier studies, which investigated whether
traditional SOC measures are appropriate for measuring SOVC, we adopted the SOC
index 2 (SCI2) recently developed by Chavis et al. in a virtual setting. Our
aim was to determine whether the refined SOC measurement is more suitable for
virtual communities than their forerunners. We tested the SCI2 in a popular
German community on 312 respondents. Our results showed that a thorough measure
of SOVC still needs further refinement. We also discuss possibilities for
improvement. Keywords: Sense of community; Virtual community; Online community | |||
| Developing methods for understanding social behavior in a 3D virtual learning environment | | BIBAK | Full-Text | 405-413 | |
| Matthew Schmidt; James M. Laffey; Carla T. Schmidt; Xianhui Wang; Janine Stichter | |||
| This paper presents a case study of developing and implementing methods to
capture, code and comprehend reciprocal social interactions in a
three-dimensional virtual learning environment (3D VLE). The environment,
iSocial, is being developed to help youth with autism spectrum disorders (ASD)
develop social competencies. The approach to identifying, classifying and
coding behavior in the 3D VLE uses an adaptation of reciprocal interaction
coding methods traditionally used in single-subject research with individuals
with ASD. These adaptations consider the unique characteristics of the 3D VLE
technology and the nature and context of learning in this type of environment.
A description of the coding methods employed is provided. Selected results are
presented to illustrate how this methodology can offer detailed descriptions of
learning and social interaction behavior in context. Such results demonstrate
the potential of this approach for building new knowledge about how learning
takes place and progresses in a 3D VLE and for making data-driven design
decisions for improving the learning experience in the online social context. Keywords: Three-dimensional virtual learning environments (3D VLE); Multi-user virtual learning environments (MUVEs); Autism spectrum disorders; All-views analysis; Social competency curriculum | |||
| Social compensation or rich-get-richer? The role of social competence in college students' use of the Internet to find a partner | | BIBAK | Full-Text | 414-419 | |
| Meredith E. M. Poley; Shanhong Luo | |||
| Online dating continues to grow rapidly in popularity every day, yet the
role of social competence in online dating behavior remains unclear. This study
was designed to expand previous research and conduct a comprehensive
investigation on how social competence is associated with college students'
online dating behaviors, perceptions, and attitudes. Two hypotheses were
tested: The social compensation hypothesis (SCH) -- socially incompetent
individuals would engage in more online dating, and the rich-get-richer
hypothesis (RGRH) -- socially competent individuals would use online dating
more than their incompetent counterparts. The results showed that incompetent
individuals, despite their ability to see benefits in online dating, did not
show a favorable attitude towards online dating. They indicated a more frequent
use of and a stronger preference for face-to-face dating compared to online
dating, which contradicted the SCH. There were weak associations between
competence traits and online dating behavior. Socially competent individuals
perceived less benefit and showed less interest in online dating, which
disconfirmed the RGRH. Keywords: Online dating; Face to face dating; Anxiety; Social competence; Social compensation; Rich-get-richer | |||
| How to build an appropriate information ethics code for enterprises in Chinese cultural society | | BIBAK | Full-Text | 420-433 | |
| Christina Ling-hsing Chang | |||
| Information ethics codes play a vital role in clarifying the
responsibilities of MIS (management information systems) professionals and
providing them with a point of reference when dealing with ethical issues. In
view of the important 21st Century role played by China, particularly Mainland
China, which represents a hugely significant market to all global enterprises,
it is hoped that this study will assist the business world in understanding the
culture in which Chinese business is conducted, and will facilitate the
building of a suitable information ethics code in the future. Academically,
this paper aims to explain how Confucian ethics and the guanxi1Guanxi:
literally means "relationships," and stands for any type of relationship. In
the Chinese business world, however, it is also understood as the network of
relationships among various parties that cooperate together and support one
another. The Chinese businessmen's mentality is very much one of "You scratch
my back, I'll scratch yours." In essence, this boils down to exchanging favors,
which are expected to be done regularly and voluntarily. Therefore, it is an
important concept to understand if one is to function effectively in Chinese
society. 1 culture perspective affect MIS professionals' ethical dilemmas and
reactive processes. Specifically, it examines the reactive processes of MIS
professionals in CHSyst (pseudonym) in Taiwan, Hong Kong and Mainland China. In
practice, this study provides a good reference for enterprises such as the
above that wish to find the most appropriate way to create an ethics code
suitable for a Chinese company context to prevent Chinese MIS professionals
from behaving unethically in their workplace. Such a code will serve to reduce
the negative consequences of unethical conduct for the organization. Keywords: Information ethics code; Confucian ethics and guanxi culture perspective; MIS professional | |||
| Effects of anonymity, invisibility, and lack of eye-contact on toxic online disinhibition | | BIBAK | Full-Text | 434-443 | |
| Noam Lapidot-Lefler; Azy Barak | |||
| The present research studied the impact of three typical online
communication factors on inducing the toxic online disinhibition effect:
anonymity, invisibility, and lack of eye-contact. Using an experimental design
with 142 participants, we examined the extent to which these factors lead to
flaming behaviors, the typical products of online disinhibition. Random pairs
of participants were presented with a dilemma for discussion and a common
solution through online chat. The effects were measured using participants'
self-reports, expert judges' ratings of chat transcripts, and textual analyses
of participants' conversations. A 2 × 2 × 2
(anonymity/non-anonymity × visibility/invisibility ×
eye-contact/lack of eye-contact) MANOVA was employed to analyze the findings.
The results suggested that of the three independent variables, lack of
eye-contact was the chief contributor to the negative effects of online
disinhibition. Consequently, it appears that previous studies might have
defined the concept of anonymity too broadly by not addressing other online
communication factors, especially lack of eye-contact, that impact
disinhibition. The findings are explained in the context of an online sense of
unidentifiability, which apparently requires a more refined view of the
components that create a personal sense of anonymity. Keywords: Online communication; Disinhibition; Anonymity; Invisibility; Eye-contact | |||
| Texting, sexting, and attachment in college students' romantic relationships | | BIBAK | Full-Text | 444-449 | |
| Michelle Drouin; Carly Landgraff | |||
| In this study, we explored how texting and sexting practices are related to
attachment in college students' (n = 744) committed romantic relationships.
Participants completed a survey containing questions about their texting and
sexting practices and attachment styles with relationship partners. Results
showed that texting and sexting are relatively common in young adult romantic
relationships, and texting and sexting are both significantly related to
attachment style. However, whereas text messaging was more common among those
with secure attachments (i.e., those with less attachment avoidance), sexting
(both texts and pictures) was more common among those with insecure
attachments, particularly those with higher attachment avoidance. Whereas
anxious attachment predicted variance in sending sex text messages only,
attachment avoidance contributed unique variance in sending both sex texts and
pictures. This relationship was moderated by gender -- avoidant men were more
likely than avoidant women to send sex text and picture messages to
relationship partners. Keywords: Sexting; Texting; Attachment; Relationships; Young adults; College | |||
| The immersive impact of meta-media in a virtual world | | BIBAK | Full-Text | 450-455 | |
| Matthieu J. Guitton | |||
| With the increasing importance of virtual settings, we observe a
complexification of the media used by members of the virtual communities. Using
as the model the Star Wars Role-Play community of the virtual environment of
Second Life, and a related news-styled blog, the "Galactic News Network", we
analysed here the impact of this media complexification on immersion process.
Specifically, we analysed how meta-media can act on virtual community behavior,
and on the immersive potential of the virtual world. We combined "out-of-world"
analysis of the blog, and "in-world" qualitative and quantitative evaluation of
meta-media-related social activities. Our results demonstrate that meta-media
strongly contribute to reinforce the immersive potential of the virtual setting
via several mechanisms: by increasing three parameters of the virtual world
(cohesion, coherence, and commitment), by increasing the social density of the
virtual community, and by acting on the perceived time factor. The combined
"in-world" and "out-of-world" action of the meta-media increases the
possibilities of inter-individual connections. The combination of 2D
asynchronous media and 3D instantaneous virtual settings in a homogeneous and
coherent immersive environment reinforces the immersive potential of the
virtual world. Thus, meta-media seem to be a factor of long-term stabilization
of social structures in virtual environments. Keywords: Avatar; Blog; Social interactions; Social density; Star Wars; Virtual community | |||
| Did IT consulting firms gain when their clients were breached? | | BIBAK | Full-Text | 456-464 | |
| Jengchung V. Chen; Hung-Chih Li; David C. Yen; Kenneth Vincent Bata | |||
| Despite all the research investigating the impact of data and information
technology (IT) breaches to the market value of the breached firms, few studies
explore the effects of breach events on the stock price of consulting firms
that supplies the know-how and infrastructure to create, implement and maintain
those information systems that were hacked. Information transfer theory and
capital market expectation suggest that as more data breaches occur every year,
investors, clients and customers may well look beyond the faults of the
individual firms, and place some responsibility on the shoulders of these IT
providers. In this study, we investigated a total of 83 breach events affecting
a wide range of US firms in various industries in year 2006 and 2007. We found
that the market value of the IT consulting firms is positively associated with
the disclosure of IT security breaches. The IT consulting firms realized an
average abnormal return of 4.01% during the 2-day period after the
announcement. Using the event-study method and Ordinary Least Squares
Regression to calculate and analyze these firms' abnormal returns, we found
evidence that as the number of breached records increased, the IT consulting
firms tended to suffer negative returns. In addition, the observed impact was
more salient for breaches that affect technology intensive firms than retailing
or other firms. In other words, generally speaking, the IT consulting firms
have similar experiences with the attacked firms. Keywords: Event study; Data breaches; Abnormal returns; IT consulting | |||
| Meeting online contacts in real life among adolescents: The predictive role of psychosocial wellbeing and internet-specific parenting | | BIBAK | Full-Text | 465-472 | |
| Annette Van den Heuvel; Regina J. J. M. van den Eijnden; Antonius J. van Rooij; Dike van de Mheen | |||
| Meeting online contacts in real life (IRL) has been associated with several
risks, particularly for adolescents. This study aims to gain more insight into
the prevalence of adolescents' real life meetings with online contacts and the
prevalence of telling parents about these real life meetings. In addition, the
predictive role of adolescents' psychosocial wellbeing and parents'
internet-specific parenting on meeting online contacts IRL was examined, and
the predictive role of internet-specific parenting on parental knowledge about
these meetings. Longitudinal data were collected among 1796 adolescents who
participated in two measurements of the Dutch Monitor Internet and Youth. The
results show that about 17% of the adolescents had real life encounters with
online contacts and that about 30% of the parents of these youngsters was not
aware about it. Low self-esteem increased the probability of future meetings
with online contacts, whereas feelings of loneliness reduced this chance.
Moreover, parental rules about the content of internet use and parental
reactions to excessive internet use, may help to prevent future meetings with
online contacts in real life. Parents' awareness about these encounters was
only cross-sectionally positively related to frequency and high quality of
parent-child communication about internet. Keywords: Internet; Adolescents; Online contacts; Psychosocial well-being; Parenting; Risks | |||
| Affective impact of navigational and signaling aids to e-learning | | BIBAK | Full-Text | 473-483 | |
| Eunmo Sung; Richard E. Mayer | |||
| College students had 30 min to study a 17-frame online lesson on distance
learning that included navigational aids (for showing the learner's location in
the lesson), signaling aids (for highlighting the important content), both
aids, or no aids. On a 30-item usability survey consisting of 8 usability
scales, students who received navigational aids produced significantly higher
mean ratings on each of the 8 usability scales -- ease of use, satisfaction of
use, awareness of lesson structure, awareness of lesson length, awareness of
location, ease of navigation, lesson comprehension, and lesson learning -- with
effect sizes ranging from d = 0.50 to d = 1.35. Students who received signaling
aids produced significantly higher ratings on 4 of the 8 usability scales --
ease of use, satisfaction of use, lesson comprehension, and lesson learning
with effect sizes ranging from d = 0.39 to d = 2.15. Results help to clarify
the mechanism underlying previous findings showing that students learned more
from e-lessons that contained navigational aids. In the present study, there
was a significant positive correlation between usability rating and recall test
score for 5 of the 8 usability scales (particularly for ease of use),
indicating partial support for the prediction that learners' satisfaction with
an e-learning system is related to their learning outcome. Results support the
predictions of the emotional design hypothesis and have implications for the
design of e-learning interfaces. Keywords: e-Readers; e-Lessons; Navigational aids; Signaling aids; Usability | |||
| Understanding users' motivations to engage in virtual worlds: A multipurpose model and empirical testing | | BIBAK | Full-Text | 484-495 | |
| Tibert Verhagen; Frans Feldberg; Bart van den Hooff; Selmar Meents; Jani Merikivi | |||
| Despite the growth and commercial potential of virtual worlds, relatively
little is known about what drives users' motivations to engage in virtual
worlds. This paper proposes and empirically tests a conceptual model aimed at
filling this research gap. Given the multipurpose nature of virtual words the
model integrates extrinsic and intrinsic motivation as behavioral determinants.
By making use of the literature on information system value and motivation
theory four important system-specific virtual world characteristics (economic
value, ease of use, escapism, visual attractiveness) are added as motivational
drivers. Using structural equation modeling on a sample of 846 users of the
virtual world Second Life the hypotheses were tested. The results support the
model; they confirm the role of extrinsic and intrinsic motivation as
behavioral determinants and show how and to what extent the four
system-specific elements function as motivational basis. Implications for
research and practice are discussed. Keywords: Virtual worlds; Multipurpose information systems; Information system value; Motivation theory; Extrinsic motivation; Intrinsic motivation | |||
| Internet use and depression among older adults | | BIBAK | Full-Text | 496-499 | |
| Shelia R. Cotten; George Ford; Sherry Ford; Timothy M. Hale | |||
| The findings regarding the impact of Internet use on well-being are mixed
and studies are often criticized due to small samples and lack of consistency
in measurement. Fewer studies have examined this issue among older adults. The
purpose of this study is to examine the relationship between Internet use and
depression among retired Americans age 50 years or older. Using data from the
Health and Retirement Survey, the study estimates the relationship between
Internet use and depression through combined use of regression and propensity
score methodologies. All empirical methods indicate a positive contribution of
Internet use to mental well-being of retired older adults (~50 years), reducing
depression categorization by approximately 20-28%. Keywords: Internet use; Depression; Older adults; Well-being | |||
| A thematic analysis of patient communication in Parkinson's disease online support group discussion forums | | BIBAK | Full-Text | 500-506 | |
| Angelica Attard; Neil S. Coulson | |||
| Online support groups have become a popular source of information, advice
and support for individuals living with a range of health conditions. However,
research has not commonly focused on patients living with Parkinson's disease
and their use of online support groups. Thus, the aim of this study was to gain
an insight into the positive and negative aspects of online communication
through an analysis of messages exchanged within Parkinson's disease discussion
forums. Data was collected from four forums and analysed using data-driven
thematic analysis. The results revealed that participation in the forums
allowed patients to share experiences and knowledge, form friendships, as well
as helping them cope with the challenges of living with Parkinson's disease.
Conversely, a lack of replies, the experience of Parkinson's disease symptoms,
a lack of personal information, fragility of online relationships,
misunderstandings and disagreements, all appeared to compromise the online
experience. Practical implications and future research recommendations are
proposed. Keywords: Parkinson's disease; Online support groups; Patient interaction; Thematic analysis | |||
| Improving retention rate and response quality in Web-based surveys | | BIBAK | Full-Text | 507-514 | |
| Juan Sánchez-Fernández; Francisco Muñoz-Leiva; Francisco Javier Montoro-Ríos | |||
| This study centers on three parameters that can influence responses to
Web-based surveys: personalization, the periodicity of follow-up mailings and
incentives based on prize draws. The results show the need to send a lower
number of reminders with personalized e-mail messages when the aim is for
respondents to complete the full questionnaire. In contrast, the use of
post-incentives based on prize draws was not found to have a significant effect
on retention rate when used alone or in combination with personalized messages
and/or a lower number of reminders. Moreover, none of the above factors, except
personalization, improves response quality when used separately or in
conjunction. Keywords: Web-based surveys; Response quality; Personalization of invitations; Follow-up mailings; Post-incentives based on prize draws; Retention rate | |||
| Improving Information Problem Solving skills in Secondary Education through embedded instruction | | BIBAK | Full-Text | 515-526 | |
| Esther Argelagós; Manoli Pifarré | |||
| This empirical study consists in an investigation of the effects, on the
development of Information Problem Solving (IPS) skills, of a long-term
embedded, structured and supported instruction in Secondary Education. Forty
secondary students of 7th and 8th grades (13-15 years old) participated in the
2-year IPS instruction designed in this study. Twenty of them participated in
the IPS instruction, and the remaining twenty were the control group. All the
students were pre- and post-tested in their regular classrooms, and their IPS
process and performance were logged by means of screen capture software, to
warrant their ecological validity. The IPS constituent skills, the web search
sub-skills and the answers given by each participant were analyzed. The main
findings of our study suggested that experimental students showed a more expert
pattern than the control students regarding the constituent skill 'defining the
problem' and the following two web search sub-skills: 'search terms' typed in a
search engine, and 'selected results' from a SERP. In addition, scores of task
performance were statistically better in experimental students than in control
group students. The paper contributes to the discussion of how well-designed
and well-embedded scaffolds could be designed in instructional programs in
order to guarantee the development and efficiency of the students' IPS skills
by using net information better and participating fully in the global knowledge
society. Keywords: Information Problem Solving; Inquiry instruction; Embedded instruction; Scaffolds; Script and support; Secondary Education | |||
| The effect of nonhuman's external regulation on children's responses to detect children with developmental problems (DP) associated with the natural development of self-regulation during learning tasks | | BIBAK | Full-Text | 527-539 | |
| Adel M. Agina; Piet A. M. Kommers; Michael M. Steehouder | |||
| The present study sought to examine the effect of the nonhuman's external
regulation on children's responses during learning tasks to detect children
with developmental problems (DP) associated with the natural development
process of self-regulation. The material was an isolated, computer-based
learning system that acts as a standalone learning environment and used by 100
preschool children, which were randomly selected from ten preschools without
revising their medical files. Participants were classified by the system itself
during learning progression in three essential groups based on Aginian's zone
of children regulation (ZCR), which is "the equilibrium point in the
self-regulation's development process that controls the child to be either a
self-Vygotskyian's learner, self-Piagetian's learner, or self-Aginian's learner
during learning tasks" (Agina, Kommers, & Steehouder, 2011d). The results
showed that the preschool children can spontaneously do diagnostic tests during
learning tasks and the nonhuman external regulator was able to analysis
children's responses that, in turn, used for detecting those children with DP.
This result was practically confirmed by revising all children's medical files
that matched the final judgment of the nonhuman external regulator. However,
the results confirmed that the natural development of self-regulation was
fluctuated among three paradoxical views (Vygotskyian vs. Piagetian vs.
Aginian). Keywords: Zone of proximal development (ZPD); Zone of children's motivation (ZCM); Zone of children's regulation (ZCR); Self-Vygotskyian's learner; Self-Piagetian's learner; Self-Aginian's learner | |||
| An approach to measuring influence and cognitive similarity in computer-mediated communication | | BIBAK | Full-Text | 540-551 | |
| Paul Dwyer | |||
| While many explanations of influence have been proposed there is still
debate over which is correct even though most are supported by empirical
evidence. This uncertainty has been attributed to there being too little
evidence of real-world influence networks, and an inability to separate
influence from cognitive similarity, that is, a pre-existing like-mindedness,
attitude or way of thinking shared among participants. This paper proposes
theme resonance, a new metric for measuring both influence and cognitive
similarity between and among participants in the same online conversation.
Theme resonance is derived from two textual content analysis systems: Centering
Resonance Analysis and qualitative thematic modeling. The use of theme
resonance is demonstrated by constructing influence networks using online
conversations in ten weblogs, allowing the propagation of new conversational
themes to be traced from initiator though subsequent propagators. A method of
separating influence from like-mindedness is also demonstrated. Depending on
the metric chosen influence and its susceptibility were found both to be
opposite ends of the same spectrum, and distinct attributes. In either case the
majority of blog participants are close to the low end of each characteristic.
However, those at the higher ends are shown to be easily and distinctly
identified. Keywords: Influence; Cognitive similarity; Discourse analysis; Language similarity | |||
| Evaluating the value of collaboration systems in collocated teams: A longitudinal analysis | | BIBAK | Full-Text | 552-560 | |
| Khawaja A. Saeed | |||
| Distributed work structure has increased the importance of group work.
Consequently, the usage of collaboration systems that support group work has
increased exponentially. However, limited research exists on why collocated
group members use collaborative system and how their perceptions about the
system change from project initiation to project completion. The study proposes
resource management support, coordination support, and evaluation support as
key aspects based on which collocated users form beliefs about collaboration
system value. Based on technology acceptance model and expectancy
disconfirmation theory, we propose a model that examines the evolution of user
beliefs from pre to post-adoption stage. Further, we argue that users may
engage in different information processing strategies as part of the belief
change process. The research model was examined based on longitudinal data
collected from student groups working on a software application development
project over a three month period. The results show that users deemed all
features to be valuable at the pre-adoption stage. However, at the
post-adoption stage evaluation support was the only factor that had a direct
influence on collaboration system usefulness. While the impact of other support
factors was mediated through the confirmation process. Further, users engaged
in high information processing in revising their beliefs about collaboration
system features, when they experienced a high level of dissonance. On the
contrary, a dual information processing approach was visible in the context of
support features that required adjustment or update to beliefs from pre to
post-adoption stage. The study provides three core areas around which designers
can structure collaboration system features to make it more useful. It also
provides theoretical insights into the process through which user cognitions
about collaboration system value change over time. Keywords: Collaboration systems; Expectancy disconfirmation theory; IS usefulness; Information processing strategy; Longitudinal design | |||
| A tale of two sites: Twitter vs. Facebook and the personality predictors of social media usage | | BIBAK | Full-Text | 561-569 | |
| David John Hughes; Moss Rowe; Mark Batey; Andrew Lee | |||
| Social networking sites (SNS) are quickly becoming one of the most popular
tools for social interaction and information exchange. Previous research has
shown a relationship between users' personality and SNS use. Using a general
population sample (N = 300), this study furthers such investigations by
examining the personality correlates (Neuroticism, Extraversion,
Openness-to-Experience, Agreeableness, Conscientiousness, Sociability and
Need-for-Cognition) of social and informational use of the two largest SNS:
Facebook and Twitter. Age and Gender were also examined. Results showed that
personality was related to online socialising and information seeking/exchange,
though not as influential as some previous research has suggested. In addition,
a preference for Facebook or Twitter was associated with differences in
personality. The results reveal differential relationships between personality
and Facebook and Twitter usage. Keywords: Social network sites; Facebook; Twitter; Personality; Need for cognition; Sociability | |||
| Forming relationship commitments to online communities: The role of social motivations | | BIBAK | Full-Text | 570-575 | |
| Edward Shih-Tse Wang; Lily Shui-Lien Chen | |||
| Although administrators of online communities (OCs) may focus on improving
their OCs through upgrading technology and enhancing the usability of their OCs
to attract additional users, the level of OC participation may be associated
with social motives. The purpose of this study is to understand how social
motivations (that is, network externalities and social norms) affect members
committed to OCs. This study tests the hypotheses on data collected from 396
undergraduate students. Data analyses show that network externalities and
social norms directly influence social interaction ties, which subsequently
results in commitment toward a community. Social norms also directly influence
relationship commitments to a community. The results provide insights into how
social motivations lead to commitment to an OC, reminding OC administrators to
encourage member commitment to the OC from the perspective of social
motivations. Keywords: Online community; Social motives; Social interaction ties; Commitment | |||
| The effect of banner animation on fixation behavior and recall performance in search tasks | | BIBAK | Full-Text | 576-582 | |
| K.-C. Hamborg; M. Bruns; F. Ollermann; K. Kaspar | |||
| Previous findings suggested that banner ads have little or no impact on
perceptual behavior and memory performance in search tasks, but only in
browsing paradigms. This assumption is not supported by the present
eye-tracking study. It investigates whether task-related selective attention is
disrupted depending on the animation intensity of banner ads when users are in
a search mode as well as the impact of banner animation on perceptual and
memory performance.
We find that fixation frequency on banners increases with animation intensity. Moreover, a specific temporal course of fixation frequency on banners could be observed. However, the duration of fixations on a banner is independent of its animation intensity. Results also reveal that animation enhances the recall performance of banner content. The subject of advertisement, the position of the banner as well as writings and colors are recalled better when the banner is animated in contrast to a non-animated banner, whereby the animation intensity has no impact on banner related recall performance. Importantly, the performance in the actual information search task is not affected by banner animation. Moreover, animation intensity does not affect subjects' attitude towards the banner ad. Keywords: Banner animation; Search task; Fixation behavior; Recall performance | |||
| Beyond basic study skills: The use of technology for success in college | | BIBAK | Full-Text | 583-590 | |
| William H. Huffman; Ann Hergatt Huffman | |||
| Technology has become a fundamental component of both education and work.
Yet regardless of perceived benefits, in many cases students do not use
technology effectively. One challenge educators confront is how to motivate
students to effectively use the technological mediums provided in their
classes. The goal of the current study is twofold: to use the Technology
Acceptance Model (TAM) to examine two motivators of behavior, ease of use and
perceived need, and to assess how they affect students' likelihood of
effectively using technology. Second, we evaluate how the match between
expectations of the use of technology and the actual student use affect actual
classroom performance. To test our hypotheses, college students (N = 384) in
introductory psychology classes completed a survey. We also obtained the
instructor's perceptions of the need for technology in their class and
students' final class grades. Results showed that ease of use and perceived
need of technology were related to the frequency of computer use and intentions
to use technology. Additionally, findings suggested that technology use,
specifically technology deemed important by the instructor, was related to
academic success (i.e., final grade in class). Keywords: Intentions to use technology; Computer use; Computer support; Computer anxiety | |||
| What type of information displayed on digital scheduling software facilitates reflective planning tasks for students? Contributions to the design of a school task management tool | | BIBAK | Full-Text | 591-607 | |
| Elisabetta Zibetti; Aline Chevalier; Robin Eyraud | |||
| To facilitate an efficient homework planning strategy, scheduling software
tools should take students' needs into consideration, in order to provide
information that is useful for planning homework and that minimizes cognitive
load.
In order to contribute to the design of a time management interface that could support students in their interactions with the information they require to create their weekly schedule efficiently, we designed an experiment in which three groups of participants had to allocate 15 homework assignments within a constrained and realistic high-school student timetable. Three interfaces were developed. These interfaces varied in the number and kind of internalized and externalized information elements they displayed: (1) one interface displayed all the required information elements (i.e. the homework assignment title -- Math exercise, History quiz... -- the homework assignment deadline, and the time required to complete the homework -- the duration), (2) another interface displayed the deadline and duration (with the homework assignment title in a pop-up), and (3) the final interface displayed the homework assignment title and duration (with the deadline in a pop-up). The main results showed that internalizing information led to more in depth analysis of the problem, to more reflective and less reactive behavior, and to better performance in terms of efficiency and completion time for the whole planning task. More precisely, the condition that involved the externalization of the homework assignment title and the memorization of its temporal properties (the deadline) was the most efficient in terms of the time required to make decisions and to successfully complete the whole planning task (the construction of a homework schedule). Several explanatory factors are proposed for this: externalizing the assignment title might have supported working memory, facilitated information processing at a deeper level, facilitated decision-making, and promoted and enhanced planning. Keywords: Problem-solving; Computer assisted homework scheduling; Planning strategy; Internalization vs. externalization of information | |||
| Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition | | BIBAK | Full-Text | 608-616 | |
| Jose J. Valadez; Christopher J. Ferguson | |||
| Research in the domain of video game violence continues to be contentious
and debated. Scholars have examined both positive and negative effects of
violent games, although results thus far have been inconclusive and systematic
internal validity problems have been identified with past research. The current
study adds to this growing literature by examining the effects of video game
violence exposure and time spent playing on depression, hostility, and
visuospatial cognition. This study improves upon previous research by matching
game conditions carefully on confounding variables identified as problems by
other scholars. In a laboratory setting, 100 participants were randomly
assigned into one of six conditions based on two independent variables (time
spent playing and type of video game). Results indicated that neither
randomized video game play nor time spent playing a video game had any effect
on depression, hostility, or, visuospatial cognition. Effect size estimates
were below levels for practical significance. These results suggest that both
positive and negative influences of violence in video games may be limited in
scope. Keywords: Video games; Hostile feelings; Depression; Visuospatial cognition; Competitiveness | |||
| Effects of screen size, viewing angle, and players' immersion tendencies on game experience | | BIBAK | Full-Text | 617-623 | |
| Jinghui Hou; Yujung Nam; Wei Peng; Kwan Min Lee | |||
| This study investigated the effects of viewing angle manipulated through
screen size and the moderating role of players' immersion tendencies on
presence experience in the context of computer game playing. Thirty
participants played a third-person computer game, Tomb Raider 2, in two screen
size conditions: a 12.7-in. and an 81-in. display. ANCOVA analyses showed that
playing in front of a large screen led to a more favorable impression on the
game character, a more positive mood change, and significantly higher feelings
of both physical and self-presence, confirming previous research. Our findings
also revealed that individuals' intrinsic immersion tendencies have a positive
moderating effect on the sensation of physical and self-presence, above and
beyond the influence of screen size. The results suggest that feeling of
presence as well as overall game experience is determined by the interaction
between technological factors and human influence. Keywords: Screen size; Viewing angle; Immersion tendency; Physical presence; Self-presence; Computer games | |||
| Self-disclosure and student satisfaction with Facebook | | BIBAK | Full-Text | 624-630 | |
| Whitney P. Special; Kirsten T. Li-Barber | |||
| The purpose of the current study was to extend existing research examining
the specific motives for creating and maintaining Facebook, and to connect
these motives to users' levels of self-disclosure and satisfaction with
Facebook. Undergraduate students identified their reasons for using Facebook,
privacy and self-disclosure settings, and satisfaction with Facebook's ability
to meet these motivational needs. Results indicated that the most common
motives for using Facebook were relationship maintenance, passing time, and
entertainment, although gender differences in motives for creating a Facebook
page were observed. Males and females also differed in the overall level of
self-disclosure as well as the type of information presented on their Facebook
pages. Levels of self-disclosure, but not privacy levels, were associated with
greater levels of satisfaction with Facebook to meet certain motivational
goals. Keywords: Facebook; Internet; Social network site; Motivation; Self-disclosure; Satisfaction | |||
| A videosharing social networking intervention for young adult cancer survivors | | BIBAK | Full-Text | 631-641 | |
| Margaret McLaughlin; Yujung Nam; Jessica Gould; Courtney Pade; Kathleen A. Meeske; Kathleen S. Ruccione; Janet Fulk | |||
| Clinicians interested in taking a proactive approach to healthy cancer
survivorship might consider the use of a social networking and videosharing
platform tailored specifically for young adult cancer survivors. This study
examines six key factors that may influence a childhood cancer survivor's
participation in a social networking and videosharing intervention program
tailored to their needs: (1) the individual's social capital, defined as
resources accessed by individuals through a broad range of social connections,
(2) social support, (3) family interaction, (4) self-efficacy, (5) depression,
and (6) self-reported quality of life. Fourteen healthy childhood cancer
survivors participated in a social networking and videosharing intervention
program, LIFECommunity, over a period of 6 months. Young adult cancer survivors
with weak "bonding" social capital with other cancer survivors, little social
support from friends and family, and lower family interaction participated in
the social networking intervention more than those with stronger social capital
and larger bases of support. The findings suggest that cancer survivors used
the social network as a way to fulfill needs that were not being met in their
"offline" lives. The study provides a deeper understanding of the factors that
contribute to the success of social networking interventions for young cancer
survivors. Keywords: Cancer survivorship; Mobile social network; Social support; Social capital | |||
| Dating deception: Gender, online dating, and exaggerated self-presentation | | BIBAK | Full-Text | 642-647 | |
| Rosanna E. Guadagno; Bradley M. Okdie; Sara A. Kruse | |||
| This study examined how differences in expectations about meeting impacted
the degree of deceptive self-presentation individuals displayed within the
context of dating. Participants filled out personality measures in one of four
anticipated meeting conditions: face-to-face, email, no meeting, and a control
condition with no pretense of dating. Results indicated that, compared to
baseline measures, male participants increased the amount they self-presented
when anticipating a future interaction with a prospective date. Specifically,
male participants emphasized their positive characteristics more if the
potential date was less salient (e.g., email meeting) compared to a more
salient condition (e.g., face-to-face meeting) or the control conditions.
Implications for self-presentation theory, online social interaction, and
online dating research will be discussed. Keywords: Self-presentation; Internet; Gender differences; Personality; Mate selection | |||
| The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games | | BIBAK | Full-Text | 648-658 | |
| Claudia Schrader; Theo J. Bastiaens | |||
| Does the immersive design of an educational gaming environment affect
learners' virtual presence and how much do they learn? Does virtual presence
affect learning? This study tries to answer these questions by examining the
differences in virtual presence and learning outcomes in two different
computer-based multimedia environments: a gaming environment with high
immersive design vs. hypertext learning environment with low immersive design.
As the main focus, the effect of virtual presence on learning is also explained
and tested. By identifying virtual presence as a variable that may determine
learning, it is argued that computer gaming environments present a new
challenge for researchers to investigate, particularly, the effects of virtual
presence on the immersive design of games in order to help designers to predict
which instructional configurations will maximize learning performance. In
general, results revealed that the high-immersive gaming environment leads to
the strongest form of virtual presence but also decreased learning. Although
regression analyses indicate that virtual presence positively influences
trivial- and non-trivial learning outcomes, learners who learned in a
low-immersive environment outperformed the gaming group. A mediation analysis
showed that the relation between virtual presence and non-trivial learning
outcomes is partly mediated through increased cognitive load. Keywords: Educational computer games; Game-based learning; Cognitive load | |||
| A longitudinal study of emoticon use in text messaging from smartphones | | BIBAK | Full-Text | 659-663 | |
| Chad C. Tossell; Philip Kortum; Clayton Shepard; Laura H. Barg-Walkow; Ahmad Rahmati; Lin Zhong | |||
| Our goal in the present study was to understand how emoticons are used in
text messaging and, in particular, how genders differed in the frequency and
variety of emoticons used via this medium. Previous research has found small
and sundry differences in emotive expression online suggesting that technology
has closed the gender gap. However, the data collected in these studies were
public. In this study, we collected real portions of private communications
data from individuals' smartphones over a 6-month period. SMS messages, in
general, were not used very much overall, with only 4% of all messages
containing at least one emoticon. Still, differences between genders manifested
in the amount and variety of emoticons used. Females sent more messages with
emoticons; however, surprisingly, males used a more diverse range of emoticons. Keywords: Emoticons; Gender; Text messaging; Smartphone; Emotion; Mediated communication | |||
| Are Cyberbullies really bullies? An investigation of reactive and proactive online aggression | | BIBAK | Full-Text | 664-672 | |
| Danielle M. Law; Jennifer D. Shapka; José F. Domene; Monique H. Gagné | |||
| Cyberbullying, or online aggression, is an issue of increasing concern,
however little research has been conducted on the motivations underlying this
form of aggression. Using a mixed-method approach, by means of survey and
interview data, we explored whether online aggressive acts were motivated by
proactive (intentionally aggressing to obtain a resource or a goal), and/or
reactive (aggression that occurs in reaction to provocation) reasons.
Participants for the survey portion of the study included 733 adolescents
between the ages of 10 and 18, while a subset of 15 adolescents participated in
semi-structured interviews. Factor analysis revealed that, in contrast to
traditional forms of bullying, adolescents do not identify themselves according
to the role they played in an internet aggressive situation (i.e. bully,
victim, witness), but according to the method of aggression they used (i.e.
sending mean messages, posting embarrassing photos, and developing hostile
websites). More interestingly, regression analyses demonstrated that
motivations for aggressing online also varied according to method of aggression
rather than role. For example, adolescents who chose to aggress by posting mean
messages or posting embarrassing photos were more likely to do so for reactive
reasons, while adolescents who spent time creating hostile websites did so for
proactive reasons. Keywords: Aggression; Bullying; Cyberbullying; Electronic aggression; Proactive/reactive aggression; Internet | |||
| Intelligence in the internet age: The emergence and evolution of Open Source Intelligence (OSINT) | | BIBAK | Full-Text | 673-682 | |
| Michael Glassman; Min Ju Kang | |||
| This paper introduces the concept of Open Source Intelligence (OSINT) as an
important component for understanding human problem solving in the 21st
century. OSINT is in many ways the result of changing human-information
relationships resulting from the emergence and growing dominance of the
Internet and the World Wide Web in everyday life. This paper suggests that the
Internet/Web changes the dynamic relationship between what Cattell and Horn
have identified as the two general factors of human intelligence: crystallized
intelligence and fluid intelligence. The Internet/Web open up new possibilities
for accessing information and transcending over-determined cultural
intelligence in problem solving. This offers fluid intelligence, which often
trails off in adulthood, a new vitality across the lifespan. But the
diminishment of crystallized intelligence, and especially cultural
intelligence, also presents a number of important problems in maintenance of
cohesive, social cooperatives. The development of OSINT (using tools and ethos
created by the Open Source movement of the last few decades) offers both a
framework for reaching beyond the boundaries of traditional cultural
intelligence and ways to create cooperative, open, problem solving communities.
The Internet/Web will continue to create confusion and fear as we move deeper
into this new age, but also presents extraordinary possibilities for augmenting
human intellect if we can understand it and learn to harness its potential. Keywords: Internet; Open source intelligence; Fluid intelligence; Crystallized intelligence | |||
| The effect of advertisement choice on attention | | BIBAK | Full-Text | 683-687 | |
| Stephen C. Nettelhorst; Laura A. Brannon | |||
| The purpose of this study was to assess the effect of advertisement choice
on individuals' subsequent attention towards the advertisement. Participants in
this study decided which type of advertisement to watch or they were not given
a choice. Results of the study showed that advertisement choice significantly
influenced female participants' subsequent attention towards the advertisement
but not males'. This effect suggests that this marketing technique should be
used in specific situations to target women predominately. These include
marketing products predominately or universally used by females or during shows
which are viewed by a large number of females. Keywords: Advertisement choice; Sex differences; Attention; Selective exposure | |||
| Is there power in PowerPoint? A field test of the efficacy of PowerPoint on memory and recall of religious sermons | | BIBAK | Full-Text | 688-695 | |
| Aaron A. Buchko; Kathleen J. Buchko; Joseph M. Meyer | |||
| The purpose of this study was to determine if the use of PowerPoint as an
information communication tool would enhance recall of information presented in
a non-classroom field setting. We examined the effect of PowerPoint on the
recall of information presented in religious sermons. Three test conditions
were examined: (1) PowerPoint slides containing words only, (2) slides
containing visual images only, and (3) slides containing both words and visual
images, along with a control condition in which information was presented
without the use of the PowerPoint slides. In addition, we tested the type of
information recall: information about the slides, information about the slide
content, and general recall of information from the sermon. While there were
limited differences in recall based on the treatment conditions and the type of
information being recalled, overall the use of the PowerPoint slides did not
appear to have a significant effect on subjects' ability to recall information.
We conclude that greater effort must be made to understand the effects of
PowerPoint presentations on human memory and cognition. Keywords: PowerPoint; Memory; Recall; Field setting; Religious sermons | |||
| Differential impact of two types of metacognitive prompting provided during simulation-based training | | BIBAK | Full-Text | 696-702 | |
| Logan Fiorella; Jennifer J. Vogel-Walcutt; Stephen Fiore | |||
| The purpose of the current study was to test the differential impact of two
forms of metacognitive prompts on knowledge acquisition and application during
simulation-based training. Participants in the experimental conditions were
prompted to construct sentences by connecting declarative words (Words Group)
or conceptual phrases (Phrases Group) related to the training material from two
columns. Performance was then compared across conditions during an assessment
scenario that did not include prompting. Overall, results provide support for
the effectiveness of metacognitive prompting generally, when compared to the
Control Group that did not receive prompting. Further, some support was found
for providing word-based prompts over more conceptual phrase-based prompts,
suggesting that the phrases may have distracted or overloaded learners.
Implications for further investigation into the effects of different types of
metacognitive support are discussed. Keywords: Metacognitive prompting; Simulation-based training | |||
| Cross-validation study of methods and technologies to assess mental models in a complex problem solving situation | | BIBAK | Full-Text | 703-717 | |
| Min Kyu Kim | |||
| This paper reports a cross-validation study aimed at identifying reliable
and valid assessment methods and technologies for natural language (i.e.,
written text) responses to complex problem-solving scenarios. In order to
investigate current assessment technologies for text-based responses to
problem-solving scenarios (i.e., ALA-Reader and T-MITOCAR), this study compared
the two best developed technologies to an alternative methodology. Comparisons
amongst the three models (benchmark, ALA-Reader, and T-MITOCAR) provided two
findings: (a) the benchmark model created the most descriptive concept maps;
and (b) the ALA-Reader model had a higher correlation with the benchmark model
than did T-MITOCAR's. The results imply that the benchmark model is a viable
alternative to the two existing technologies and is worth exploring in a larger
scale study. Keywords: Assessment technology; Concept map; Mental models; Problem solving; Validation study | |||
| Recognizing and measuring self-regulated learning in a mobile learning environment | | BIBAK | Full-Text | 718-728 | |
| Li Sha; Chee-Kit Looi; Wenli Chen; Peter Seow; Lung-Hsiang Wong | |||
| With the realization that more research is needed to explore external
factors (e.g., pedagogy, parental involvement in the context of K-12 learning)
and internal factors (e.g., prior knowledge, motivation) underlying
student-centered mobile learning, the present study conceptually and
empirically explores how the theories and methodologies of self-regulated
learning (SRL) can help us analyze and understand the processes of mobile
learning. The empirical data collected from two elementary science classes in
Singapore indicates that the analytical SRL model of mobile learning proposed
in this study can illuminate the relationships between three aspects of mobile
learning: students' self-reports of psychological processes, patterns of online
learning behavior in the mobile learning environment (MLE), and learning
achievement. Statistical analyses produce three main findings. First, student
motivation in this case can account for whether and to what degree the students
can actively engage in mobile learning activities metacognitively,
motivationally, and behaviorally. Second, the effect of students' self-reported
motivation on their learning achievement is mediated by their behavioral
engagement in a pre-designed activity in the MLE. Third, students' perception
of parental autonomy support is not only associated with their motivation in
school learning, but also associated with their actual behaviors in
self-regulating their learning. Keywords: Mobile learning; Self-regulated learning; Motivation and metacognition; Elementary science learning | |||
| The role of perceived organizational support, distributive justice and motivation in reactions to new information technology | | BIBAK | Full-Text | 729-738 | |
| Jonathan I. Mitchell; Marylène Gagné; Anne Beaudry; Linda Dyer | |||
| Despite tremendous investments in information technology (IT), many
technological interventions in organizations fail because employees do not
fully accept and use IT. The present study explored how perceived
organizational support and distributive justice affect employee reactions to
new IT from a motivational point of view. Self-determination theory was used to
understand how different motivational styles, varying in degree of
self-determination, mediate the relationship of perceived organizational
support and distributive justice with reactions to new IT. Results showed that
perceived organizational support and distributive justice were associated with
intrinsic and identified motivation to use the IT, but only POS was related to
enjoyment and acceptance of the IT. Intrinsic and extrinsic motivation were
both associated with IT usage, but IT usage was associated with enjoyment and
acceptance only when people were intrinsically motivated. Intrinsic motivation
also mediated the effects of POS on enjoyment and acceptance. Moreover,
intrinsically motivated users were less likely to use a paper-based appointment
booking alternative than those who were not. Implications for managing IT
implementations are discussed. Keywords: Self-determination theory; Information technology; Perceived organizational support; Motivation; IT acceptance and use; Enjoyment | |||
| Trait and symptom differences between factions in online gaming: The vulnerable side of evil | | BIBAK | Full-Text | 739-743 | |
| Emily S. Orr; Craig Ross; R. Robert Orr | |||
| World of Warcraft (WoW) is a popular Massively Multiplayer Online Role
Playing Game (MMORPG) that requires gamers to play in one of two factions: the
Horde or the Alliance. Although deemphasized in more recent versions of the
game, the Horde has traditionally been considered the "evil" faction, whereas
the Alliance has been considered the "good" faction. Researchers have
identified differences between these two factions with respect to gameplay,
although the mechanisms for these differences are unclear. The present study
investigated whether faction-based differences extend to psychological traits
and symptoms. The results indicated that members of the Horde obtained higher
scores on measures of interpersonal dependency and three measures of
problematic WoW use. Obsession with World of Warcraft was particularly salient
in predicting faction membership, with higher scores on the obsession variable
predicting membership to the Horde. Possible explanations for the observed
differences are suggested, limitations are reviewed, and directions for future
research are indicated. Keywords: Gaming; Gamers; Faction; World of Warcraft; Personality traits; Psychological symptoms | |||
| To text or not to text? The importance of text messaging among college-aged youth | | BIBAK | Full-Text | 744-756 | |
| Dorothy Skierkowski; Rebecca M. Wood | |||
| As the availability, affordability, and popularity of mobile phones has
increased in the last decade, text messaging has become one of the primary
means of communication among adolescent peer groups. As such, it can be
speculated that mobile phones and text messaging have become an integral aspect
of the culture of young people today. However, little research has of yet
identified how people react to an absence of texting behavior. This study
attempts to demonstrate the extent to which people have become reliant upon
text messaging to maintain daily relationships with peers, as well as their own
self-concept. Frequencies and patterns of alternative behaviors,
non-compliance, and anxiety are measured during separate restriction periods
among a group of high and low text users, ages 18-23. Results indicate that
there was a significant difference between individuals identified as 'high' and
'low' text users, although regardless of this distinction, texting emerged as
the preferred form of contact among peers within this cohort. A high degree of
quantitatively and qualitatively reported anxiety during periods of restriction
was also noted, suggesting that this behavior has become an integrated element
of daily living for this group. Keywords: Text messaging; College students; Mobile phones; Dependence; Social relations | |||
| Learning from playing with microworlds in policy making: An experimental evaluation in fisheries management | | BIBAK | Full-Text | 757-770 | |
| Hendrik Stouten; Aimé Heene; Xavier Gellynck; Hans Polet | |||
| This study determines whether stakeholders learn from playing with
microworlds. This is investigated through a case study of Belgian fisheries
management. Policymakers, scientists and fishermen participated in a
"before-after with control group"-experiment in which they played with a
microworld that aims at gaining insight into the long-term effect of policy
instruments on the Belgian fisheries system. The outcome of this experiment
indicates that using the microworld did not result in learning outcomes (i.e.,
changes in participants' subjective knowledge, attitude and behavioural
intention towards policy instruments). This however, contradicts all
stakeholders' reports that they had learned from the microworld and that they
had confidence in the microworld and perceived the microworld to be valid.
Hence, three alternative explanations for these results are discussed: (1)
methodological issues blocked the detection of learning outcomes, (2) the way
in which the microworld was administered did not result in learning outcomes,
or (3) participants have not "learned" anything new from the microworld.
Finally, the paper ends with discussing guidelines and further steps in
evaluating learning from microworlds. Keywords: Microworld; Learning; Stakeholders; Experiment; Belgian fisheries | |||
| Engagement in digital entertainment games: A systematic review | | BIBAK | Full-Text | 771-780 | |
| Elizabeth A. Boyle; Thomas M. Connolly; Thomas Hainey; James M. Boyle | |||
| Since their introduction over 40 years ago, digital entertainment games have
become one of the most popular leisure activities globally. While digital games
clearly provide highly engaging activities, the nature of this engagement is
not well understood. The current study aims to advance our understanding by
reporting a systematic review of recent literature addressing engagement in
computer games. The papers in the review comprise a sub-sample of papers
relating to engagement in digital games that was selected from a broader
literature search carried out on the outcomes and impacts of playing computer
games. A diverse range of studies was identified that examined varied aspects
of engagement in games including subjective experiences while playing games,
the physiological concomitants of these experiences, motives for playing games,
game usage and time spent playing games and the impact of playing on life
satisfaction. A narrative review was carried out to capture these diverse
aspects of engagement and to develop a more coherent understanding of
engagement in computer games. Keywords: Engagement; Enjoyment; Entertainment; Computer games; Flow; Motives | |||
| A systematic characterisation of expository animations | | BIBAK | Full-Text | 781-794 | |
| Rolf Ploetzner; Richard Lowe | |||
| Despite the rapid and widespread adoption of animations in education, there
is still no systematic account of the main characteristics of expository
animations that have been targeted by educational research. A literature search
and analysis was conducted to address this deficiency. First, overviews,
reviews, and meta-analyses were analysed to extract an initial set of
dimensions to characterise expository animations. Next, a representative set of
descriptions of expository animations used in past research on learning from
animation was retrieved from the research literature. The animations employed
in the 44 investigations analysed covered 30 different topics in 14 different
domains. The characterisation developed distinguishes attributes that are
inherent characteristics of animations from attributes that are external
supplements to animations. The potential advantages of the characterisation
developed as a framework for future research on learning from animation are
discussed. Keywords: Expository animations; Animation design; Learning; Literature analysis | |||
| Content Management Systems: Enriched learning opportunities for all? | | BIBAK | Full-Text | 795-808 | |
| Griet Lust; Norma A. Juarez Collazo; Jan Elen; Geraldine Clarebout | |||
| This article examines the popular claim of Content Management Systems (CMSs)
that providing a rich toolset and leaving the use under learner control is
beneficial to learning. By means of a literature review, the current
contribution examines whether all students are capable of using CMS tools so
that their learning is enhanced. In contrast to what is assumed, the study
conceptualizes tool use as a complex self-regulation strategy that cannot be
taken for granted. Specifically, the article reviews empirical studies in
relation to three topics: (a) personal agency in tool use, (b) performance
effects of tool use and (c) influencing tool use variables. Findings reveal
that not every student profited from the CMS learning opportunities; in
multiple studies students differed in their tool use, and these differences had
significant performance effects. Hence, these findings suggest that the
pedagogical claim CMSs make is problematic. Besides this accumulated corpus of
knowledge, the review revealed serious limitations in the retrieved studies
which could hamper our findings. As a consequence, the review establishes a
need for further research into students' CMS tool use from an instructional
design perspective. In addition to the theoretical framework, several
directions for future research are given. Keywords: State-of-the art review; Content Management Systems; Blended learning environments; Tool use; Learning | |||
| Narrowing gender-based performance gaps in virtual environment navigation | | BIBAK | Full-Text | 809-819 | |
| Jon Martens; Pavlo D. Antonenko | |||
| Virtual environments provide a model of the world that can simulate real
spaces or represent new, previously unexplored worlds. Effective navigation
within these virtual worlds is a key to user satisfaction and goal achievement.
Empirical research, however, shows large differences in navigation performance
due to gender. This paper presents conceptual background on the nature of the
gaps and how navigation tools might reduce them. Patterns of findings for
empirical studies published after the year 2000 provide insight into the
performance gaps and potential mechanisms for their reduction. Proven
relationships between performance improvement and use of navigation tools are
yet to be established, so user testing remains critical. Potential new research
can provide additional understanding of the nature of performance by gathering
user behavior and cognitive rationale data, further investigating gender
differences in visuospatial working memory capacity, and applying metacognitive
training approaches used in other navigable media such as hypermedia. Keywords: Virtual reality; Individual differences; Performance; Wayfinding; Gender; Training | |||
| Exploring the use of video podcasts in education: A comprehensive review of the literature | | BIBAK | Full-Text | 820-831 | |
| Robin H. Kay | |||
| The purpose of this article was to provide a comprehensive review of
research on video podcasts from 2002 to 2011 in order to guide future studies
and educational practice. Fifty-three, peer-reviewed articles were selected
from an extensive search of the literature. Key topics included the history and
growth of video podcasts, types of podcasts, previous literature reviews,
benefits and challenges of using video podcasts, methodological concerns, and
suggestions for future research. Key benefits included positive affective and
cognitive attitudes toward video podcasts, control over learning, improved
study habits, and increased learning performance. Key challenges included a
variety of technical problems, preference of some students for lectures, and
reduced class attendance. Methodological concerns involved insufficient
description of video podcasts examined, limited sample selection and
description, and the absence of reliability and validity estimates for data
collection tools. Suggestions for future research include focusing on the
quality and design of video podcasts, pedagogical strategies, viewing patterns
and impact on learning effectiveness, and in individual differences in video
podcast use. Keywords: Video podcast; Literature review; Attitude; Performance; Benefits; Challenges | |||
| The social side of gaming: How playing online computer games creates online and offline social support | | BIBAK | Full-Text | 832-839 | |
| Sabine Trepte; Leonard Reinecke; Keno Juechems | |||
| Online gaming has gained millions of users around the globe, which have been
shown to virtually connect, to befriend, and to accumulate online social
capital. Today, as online gaming has become a major leisure time activity, it
seems worthwhile asking for the underlying factors of online social capital
acquisition and whether online social capital increases offline social support.
In the present study, we proposed that the online game players' physical and
social proximity as well as their mutual familiarity influence bridging and
bonding social capital. Physical proximity was predicted to positively
influence bonding social capital online. Social proximity and familiarity were
hypothesized to foster both online bridging and bonding social capital.
Additionally, we hypothesized that both social capital dimensions are
positively related to offline social support. The hypotheses were tested with
regard to members of e-sports clans. In an online survey, participants (N =
811) were recruited via the online portal of the Electronic Sports League (ESL)
in several countries. The data confirmed all hypotheses, with the path model
exhibiting an excellent fit. The results complement existing research by
showing that online gaming may result in strong social ties, if gamers engage
in online activities that continue beyond the game and extend these with
offline activities. Keywords: Bonding social capital; Bridging social capital; Social support; E-sports; Clan; Online game | |||
| The mediating effect of website quality on Internet searching behavior | | BIBAK | Full-Text | 840-848 | |
| Li-An Ho; Tsung-Hsien Kuo; Binshan Lin | |||
| The study investigates the mediating effect of website quality on Internet
searching behavior. The research model incorporates three dimensions, namely
(1) Internet attitudes of the Internet users, (2) website quality, including
the system quality, service quality and information quality, and (3) Internet
searching behavior demonstrated by the general population of Internet users. A
survey instrument was used to gather data to exam the relationships in the
proposed model. The collected online surveys (n = 856) are used to test the
relationships among the three dimensions expressed in the proposed structural
equation model. The results show that website quality has a mediating effect on
Internet searching behavior. It is also discovered that there is significant
correlation between Internet attitudes and website quality. This study
contributes empirical data to the predominantly theoretical literature on
Internet searching behavior in general and Internet attitudes and website
quality in particular. It is, to a certain extent, common sense that website
quality has a positive impact on Internet searching behavior. This paper takes
an important step forward by detailing how website quality affects the Internet
searching behavior via enhancing the effect of users' Internet attitudes. Keywords: Internet attitudes; Website quality; Internet searching behavior | |||
| Surveying the extent of involvement in online academic dishonesty (e-dishonesty) related practices among university students and the rationale students provide: One university's experience | | BIBAK | Full-Text | 849-860 | |
| Serkan Sendag; Mesut Duran; M. Robert Fraser | |||
| This study reports data from a Midwestern university, investigating the
extent of involvement in online academic dishonesty practices (e-dishonesty)
among students and the rationale they provided. Involvement in and rationale
for e-dishonesty was studied across individual variables including academic
level, primary field of study, taking the university's academic integrity
tutorial, and taking online and hybrid courses. A total of 1153 students
participated in the study by completing a 44 item questionnaire. The findings
indicate that the extent of involvement in e-dishonesty practices was
significantly greater among freshmen than graduate students in most of the
subscales of the survey. In addition, the primary field of study demonstrated a
significant relationship between involvement in e-dishonesty and the rationale
for e-dishonesty. Students in education and the social sciences reported of the
least involvement in e-dishonesty; engineering and physical sciences the most.
Completing the university's academic integrity tutorial did not significantly
affect e-dishonesty practices while taking online or hybrid courses had some
significant effect on e-dishonesty. The results highlight the need for early
intervention concerning academic integrity followed by an ongoing and
consistent effort throughout students' undergraduate and graduate experience. Keywords: Computer ethics; Cyberethics; Online academic integrity; Media in education | |||
| Anonymity and roles associated with aggressive posts in an online forum | | BIBAK | Full-Text | 861-867 | |
| Michael J. Moore; Tadashi Nakano; Akihiro Enomoto; Tatsuya Suda | |||
| Cyberbullying is a growing concern in online communications. Cyberbullying
has negative impacts such as distress or suicide of a victim. One common type
of cyberbullying attack utilizes aggressive forum posts to insult or threaten a
victim. Automated tools to classify cyberbullying may aid in avoiding or
reducing the negative impacts of cyberbullying. One approach to produce an
automated tool is to identify features of forum posts which may be indicators
of cyberbullying. One feature of a forum post is the role of the author of the
forum post, such as a bully, victim, or defender. Another feature is whether
the forum post insults or threatens an individual (e.g., contains insults
directed at a victim). Attackers may use aggressive forum posts to attack
someone and defenders may use aggressive forum posts to retaliate against
attackers. Another feature is whether the communication is anonymous (e.g.,
sending forum posts with no identifier) since cyberbullies utilize anonymity to
reduce the ability of the victim to defend themselves and to shield the
cyberbully from social consequences. In this paper, forum posts were labeled in
an online forum for these features. Text matching techniques had some success
in identifying aggressiveness forum posts including both attacks and defends.
Anonymity of forum posts (i.e., forum posts with no identifier) was identified
as a criterion to distinguish attackers (more anonymous relative to
non-aggressive communications) from defenders (less anonymous relative to
non-aggressive communications). Keywords: Online aggression; Cyberbully; Defender; Anonymity | |||
| Social metacognition and the creation of correct, new ideas: A statistical discourse analysis of online mathematics discussions | | BIBAK | Full-Text | 868-880 | |
| Gaowei Chen; Ming Ming Chiu; Zhan Wang | |||
| During asynchronous, online mathematics discussions, new ideas and
justifications (knowledge content) and evaluations and invitations to
participate (social metacognition) can influence the likelihood of a correct,
new idea (CNI) in the current message. Using statistical discourse analysis, we
modeled 894 messages by 183 participants on 60 high school mathematics topics
on a mathematics problem solving website not connected to any class or school.
Results showed that CNIs, justifications, and social metacognition (correct
evaluations and questions) in recent messages increased the likelihood of a CNI
in the current message. Meanwhile, more experienced participants (who had
posted more messages on the website) had more CNIs, and participants who
initiated topics had fewer CNIs. Applied to practice, these results suggest
that teachers can facilitate students' creation of CNIs by encouraging them to
justify their ideas, evaluate one another's ideas carefully, and ask questions
during online mathematics discussions. Keywords: Online discussion; Correct; New idea; Statistical discourse analysis | |||
| Democracy in computer-mediated communication: Gender, communicative style, and amount of participation in professional listservs | | BIBAK | Full-Text | 881-888 | |
| Mahmood Reza Atai; Fatemeh Chahkandi | |||
| This study examined the claim of democracy in computer-mediated
communication with regard to amount of participation and communicative style of
genders and the effect of topic of discussion on these aspects. To this aim,
300 randomly-chosen messages from two listservs (language testing and taxonomy)
were coded for the number of female and male participants, frequency and length
of messages, frequency of new topics, frequency of responses to each topic type
and to the same and cross gender topics, stylistic features of females' and
males' language, and frequency of flaming. For each aspect of analysis,
χ² statistical test was applied to examine the significance of the
differences between genders in and across the lists. The results indicated that
given the amount of participation, the democracy claim was breached as male
dominance and presence was more ubiquitous. However, the results supported the
provision of a democratic platform as far as manner of participation is
concerned since both genders presented common communicative needs and
priorities and there was no support for differentiation of genders'
communicative styles. The findings promise implications for EFL/ESL education. Keywords: CMC; Communication style; Gender; Flaming; Listservs | |||
| The effect of online privacy policy on consumer privacy concern and trust | | BIBAK | Full-Text | 889-897 | |
| Kuang-Wen Wu; Shaio Yan Huang; David C. Yen; Irina Popova | |||
| This study aims to investigate trust and privacy concerns related to the
willingness to provide personal information online under the influence of
cross-cultural effects. This study investigated the relationships among the
content of online privacy statements, consumer trust, privacy concerns, and the
moderating effect of different cultural backgrounds of the respondents. In
specific, this study developed a proposed model based on
Privacy-Trust-Behavioral Intention model. Further, a total of 500 participants
participated in the survey, including 250 from Russia and 250 from Taiwan. The
findings indicate a significant relationship between the content of privacy
policies and privacy concern/trust; willingness to provide personal information
and privacy concern/trust; privacy concern and trust. The cross-cultural effect
on the relationships between the content of privacy policies and privacy
concern/trust was also found significant. Keywords: Trust; Privacy policy; Privacy concern; Personal information; Culture | |||
| Factors influencing intention to upload content on Wikipedia in South Korea: The effects of social norms and individual differences | | BIBAK | Full-Text | 898-905 | |
| Namkee Park; Hyun Sook Oh; Naewon Kang | |||
| This study examined the roles of social norms and individual differences in
influencing Internet users' intention to upload content on Wikipedia in South
Korea. It also compared the impacts of these variables on the uploading
intention between users and non-users of Wikipedia. Using data from a survey of
college students (185 Wikipedia users and 158 non-users), the study found that
the effect of social norms including descriptive norm and injunctive norm was
smaller than expected, while that of individual differences -- self-efficacy,
issue involvement, and ego involvement -- was more important in accounting for
the intention to upload. Theoretical implications and limitations were
discussed. Keywords: Descriptive norms; Injunctive norms; Self-efficacy; Issue involvement; Ego involvement; Wikipedia | |||
| Computer-mediated persuasion in online reviews: Statistical versus narrative evidence | | BIBAK | Full-Text | 906-919 | |
| Seoyeon Hong; Hee Sun Park | |||
| The current study examined the effects of online product reviews on
individuals' credibility perceptions of the reviews and their attitudes about
the product targeted in the reviews. Study 1 used a 2 (review type: statistical
and narrative) × 2 (review valence: negative and positive) design, and
study 2 used a 2 (statistical review valence: positive and negative) × 2
(narrative review valence: positive and negative) design. The findings of study
1 were consistent with those of study 2 and indicated that negative statistical
reviews were perceived as more credible than negative narrative reviews, while
the credibility of positive statistical reviews did not differ from that of
positive narrative reviews. On the other hand, statistical reviews and
narrative reviews did not differ in terms of affecting individuals' attitudes
about the product. The current study also found that the vividness and valence
of each review type had varying effects on review credibility and attitudes
about the product. The implications of these and other findings are discussed
in detail in the paper. Keywords: Online review; Statistical evidence; Narrative evidence; Review valence; Credibility; Attitudes | |||
| Effects of cognitive style on digital jigsaw puzzle performance: A GridWare analysis | | BIBAK | Full-Text | 920-928 | |
| Jon-Chao Hong; Ming-Yueh Hwang; Ker-Ping Tam; Yi-Hsuan Lai; Li-Chun Liu | |||
| Cognitive style, a personal characteristic that is a combination of
cognitive controls such as field independence (FI) and field dependence (FD),
may influence game performance. FI and FD were measured in 210 5th-grade
students using a Group Embedded Figures Test. Students assembled digital jigsaw
puzzles based on maps of Taiwan and Europe. Using principles of dynamic
systems, game performance was analyzed using GridWare, and four types of game
strategy were identified. The results showed that cognitive style, based on FI
and the number of events, was able to predict digital jigsaw puzzle scores.
Digital jigsaw puzzle scoring was positively correlated with FI. FI students
achieved significantly higher scores than FD students. Practical implications
and limitations were discussed. Keywords: Cognitive style; Field independence; Field dependence; Game strategy; Digital jigsaw puzzle; GridWare | |||
| Impact of similarity between avatar and their users on their perceived identifiability: Evidence from virtual teams in Second Life platform | | BIBAK | Full-Text | 929-932 | |
| Vishal Midha; Ankur Nandedkar | |||
| Research on the application of avatars in the virtual teams is growing. In
this study, we examined the effect of perceived similarity of an avatar user
with his/her avatar on the perceptions of his/her identifiability within a
virtual team. The study utilized a sample of 124 users actively involved in
Second Life, a virtual world platform. Results of structural equation modeling
utilizing the partial least squares method corroborate the hypothesis. An
important contribution of this research is to inform practitioners about the
critical role that users' similarity with the avatar plays in enhancing their
identifiability. We draw conclusions based on the result and identify some
important avenues for future research. Keywords: Identifiability; Similarity; Avatar; Virtual team | |||
| Factors influencing the continuance intention to the usage of Web 2.0: An empirical study | | BIBAK | Full-Text | 933-941 | |
| Shih-Chih Chen; David C. Yen; Mark I. Hwang | |||
| New business models and applications have been continuously developed and
popularized on the Internet. In recent years, a number of applications
including blogs, Facebook, iGoogle, Plurk, Twitter, and YouTube known as Web
2.0 have become very popular. These aforementioned applications all have a
strong social flavor. However, what social factors exert an influence onto
their use is still unclear and remains as a research issue to be further
investigated. This research studies four social factors and they are subjective
norm, image, critical mass, and electronic word-of-mouth. A causal model of the
satisfaction and continuance intention of Web 2.0 users as a function of these
four social factors is proposed. Results indicate that user satisfaction with
Web 2.0 applications significantly affects electronic word-of-mouth, which in
turn significantly influences their continuance intention. In addition,
subjective norm, image and critical mass all have a significant impact onto
satisfaction, which in turn has an indirect significant influence on electronic
word-of-mouth. Finally, all social factors have a significant direct impact on
continuance intention. Finally, implications for service providers and
researchers are discussed. Keywords: Web 2.0; Subjective norm; Image; Critical mass; Electronic word-of-mouth; Satisfaction | |||
| The roles of intrinsic motivators and extrinsic motivators in promoting e-learning in the workplace: A case from South Korea | | BIBAK | Full-Text | 942-950 | |
| Sun Joo Yoo; Seung-hyun Han; Wenhao Huang | |||
| Acceptance of e-learning by employees is critical to the successful
implementation of e-learning in the workplace. To explain why employees might
accept the e-learning technology, motivational factors must be considered.
Although the Unified Theory of Acceptance and Use of Technology (UTAUT) has
identified many variables to understand employees' motivation to use
e-learning, current literature cannot conclude the roles of extrinsic and
intrinsic motivators in the technology adoption process. Consequently,
organizations often overestimate the effects of extrinsic motivators in
promoting e-learning while ignoring employees' intrinsic motivation. To examine
the effect difference between the two motivational factors, this study surveyed
261 employees in a food service company in South Korea with the UTAUT
instrument. Upon analyzing 226 valid cases with LISREL, the findings revealed
that intrinsic motivators (effort expectancy, attitudes, and anxiety) affected
employees' intention to use e-learning in the workplace more strongly than did
the extrinsic motivators (performance expectancy, social influence, and
facilitating conditions). Furthermore, the effects of intrinsic motivators
mediated the effect of extrinsic motivators. Implications of this study are
important for both researchers and practitioners. Keywords: Unified Theory of Acceptance and Use of Technology (UTAUT); Extrinsic motivation; Intrinsic motivation; E-learning; Acceptance | |||
| An e-patient's End-user community (EUCY): The value added of social network applications | | BIBAK | Full-Text | 951-957 | |
| Elaine R. Winston; B. Dawn Medlin; B. Adriana Romaniello | |||
| Decreasing revenues and increasing expenses has led many healthcare
organizations to adopt newer technological applications in order to address the
informational needs of their patients. One such adoption technique is to
develop a more robust e-patient environment. Health care organizations may
increase their effectiveness in meeting the needs of a growing e-patient
population through the implementation of high-quality social networking
applications such as Twitter. These applications may help to support and
maintain a valuable and informed community. A literature review identifies
three characteristics that have an impact on information exchange inherent to
social networks: number of members, contact frequency, and type of knowledge.
Data from a case study of a juvenile diabetic using Twitter helps to
demonstrate these aforementioned characteristics. A framework is developed that
may be used by health care organizations to better align social network
objectives with expectations of an End user community (EUCY). Managerial
implications of this study are discussed that can help information technology
professionals as well as health administrators when implementing social
networks. Keywords: Social networking; Twitter; End-user community (EUCY); E-patient; Health information management | |||
| Digital movie piracy: A perspective on downloading behavior through social cognitive theory | | BIBAK | Full-Text | 958-967 | |
| Ruud S. Jacobs; Ard Heuvelman; Maurice Tan; Oscar Peters | |||
| This study refined and specified a model based on the application (e.g.
LaRose & Kim, 2007) of social cognitive theory (Bandura, 1986) to analyze
and compare the behavior and attitudes exhibited by movie downloaders and to
compare the number of movies they consume. The model is tested against data
obtained from college students and from attendees of a technological lifestyle
forum in the Netherlands. After revisions, the model explained nearly 23% of
the variance in the number of movies downloaded. The most important factors in
this model were the drive to view many different and new movies, the social
environment and perceived attitudes toward the behavior, and the degree to
which downloading has embedded itself in the daily routine. Because the Dutch
government and lobbyists are unclear about the current legislation in the
Netherlands, a unique opportunity existed to study the impact of being aware of
legislation on the behavior. The results also indicate an unexpected openness
among the participants to an alternative film-distribution method in which both
the producers and the consumers receive an honest deal. These findings suggest
options for relieving the current political and social tensions associated with
movie downloading without prosecuting an increasing portion of the population. Keywords: Digital piracy; Movie downloading; Social cognitive theory; Structural equation modeling | |||
| Behavioral performance and visual attention in communication multitasking: A comparison between instant messaging and online voice chat | | BIBAK | Full-Text | 968-975 | |
| Zheng Wang; Prabu David; Jatin Srivastava; Stacie Powers; Christine Brady; Jonathan D'Angelo; Jennifer Moreland | |||
| Participants carried out a visual pattern-matching task on a computer while
communicating with a confederate either via instant messaging (IM) or online
voice chat. Communicating with a confederate led to a 50% drop in visual
pattern-matching performance in the IM condition and a 30% drop in the voice
condition. Visual fixations on pattern-matching were fewer and shorter during
the communication task and a greater loss of fixations was found in the IM
condition than the voice condition. The results, examined within a threaded
cognition framework, suggest that distributing the work between the audio and
visual channels reduces performance degradation. Implications for media
literacy and distracted-driving are discussed. Keywords: Multitasking; Eye movement; Divided attention; Central bottleneck theory; Limited capacity of processing; Threaded cognition | |||
| Defining the virtual self: Personality, behavior, and the psychology of embodiment | | BIBAK | Full-Text | 976-983 | |
| Michael P. McCreery; S. Kathleen Krach; P. G. Schrader; Randy Boone | |||
| Although researchers have discussed the existence of a virtual self, or
embodiment of human characteristics within an avatar, little known about how
the virtual self influences a player's behavior within a virtual environment.
To better understand this relationship, World of Warcraft game players were
asked to complete personality-rating scales for both themselves and their
avatars. In addition, in-world behavior was recorded and then analyzed using a
behavioral assessment checklist. Results suggested a relationship between
personality and behavior within the domain of agreeableness. Based on these
findings, the researchers discuss implications for the construct known as the
virtual self, as well as the inclusion of psychological systems design into the
overall game design process. Keywords: Virtual self; Personality; Virtual environments; Avatar; Massively multiplayer online games | |||
| The effect of action video game experience on task-switching | | BIBAK | Full-Text | 984-994 | |
| C. Shawn Green; Michael A. Sugarman; Katherine Medford; Elizabeth Klobusicky; Daphne Bavelier | |||
| There is now a substantial body of work demonstrating that action video game
experience results in enhancements in a wide variety of perceptual skills. More
recently, several groups have also demonstrated improvements in abilities that
are more cognitive in nature, in particular, the ability to efficiently switch
between tasks. We add to this body of work by demonstrating that the action
video game player switch cost advantage generalizes to (1) vocal responses in
addition to traditional manual responses, (2) tasks that are more cognitive
rather than perceptual in nature, and (3) goal switches as well as motor
switches. Finally, a training study establishes that the relationship between
the reduction in switch cost and action game playing is causal. Keywords: Action video games; Task-switching | |||
| The role of perceived social capital and flow experience in building users' continuance intention to social networking sites in China | | BIBAK | Full-Text | 995-1001 | |
| Ya Ping Chang; Dong Hong Zhu | |||
| The long-term development of social networking sites (SNSs) relies on their
users' continuance of use. This paper tested the role of perceived social
capital and flow experience in driving users to continue using SNSs based on
the expectation-confirmation model of information systems continuance. Using
data from online surveys of social networking sites users in China, the
proposed model was tested by using the Partial Least Squares (PLSs) technique.
The results show that perceived bridging and bonding social capital have
different role in building users' satisfaction and continuance intention:
perceived bridging social capital has remarkable influence on users'
satisfaction and continuance intention, but perceived bonding social capital
has none. Flow experience has influence on users' satisfaction but none on
continuance intention. In addition, gender has impact on users' continuance
intention. Keywords: Social networking sites; Continuance; Expectation-confirmation model; Social capital; Flow experience | |||
| Identifying the signs of fraudulent accounts using data mining techniques | | BIBAK | Full-Text | 1002-1013 | |
| Shing-Han Li; David C. Yen; Wen-Hui Lu; Chiang Wang | |||
| In today's technological society there are various new means to commit fraud
due to the advancement of media and communication networks. One typical fraud
is the ATM phone scams. The commonality of ATM phone scams is basically to
attract victims to use financial institutions or ATMs to transfer their money
into fraudulent accounts. Regardless of the types of fraud used, fraudsters can
only collect victims' money through fraudulent accounts. Therefore, it is very
important to identify the signs of such fraudulent accounts and to detect
fraudulent accounts based on these signs, in order to reduce victims' losses.
This study applied Bayesian Classification and Association Rule to identify the
signs of fraudulent accounts and the patterns of fraudulent transactions.
Detection rules were developed based on the identified signs and applied to the
design of a fraudulent account detection system. Empirical verification
supported that this fraudulent account detection system can successfully
identify fraudulent accounts in early stages and is able to provide reference
for financial institutions. Keywords: Fraud detection; Data mining; Dummy account; Fraudulent account; ATM phone scams | |||
| Automated computer-based feedback in expressive writing | | BIBAK | Full-Text | 1014-1018 | |
| Mark Bond; James W. Pennebaker | |||
| Previous studies indicate that changing pronoun use can moderate the health
benefits of expressive writing. Participants who change their pronoun use from
essay to essay benefit more from the exercise. The current experiment attempted
to improve the expressive writing paradigm by altering subjects' focus
(specifically self- and other-related focus) through text-based instructions.
The automated language-based system was simple to implement, and it
successfully changed participants' pronoun use, but the intervention had no
mood-related or subjective benefits. While the automated intervention system
has promise in guiding people's natural writing, future research must address
the broader question of the inherent links between language use and substantive
psychological change. Keywords: Expressive writing; Language; Pronouns; LIWC | |||
| Affect, cognition and reward: Predictors of privacy protection online | | BIBAK | Full-Text | 1019-1027 | |
| Yong Jin Park; Scott W. Campbell; Nojin Kwak | |||
| This article examined the interplay between cognition and affect in Internet
uses for privacy control. A survey of a national sample was conducted to
empirically test the relationship between affective concern for and cognitive
knowledge of information privacy online. We also tested for the interactive
role of reward-seeking as a moderator among these relationships. Findings
revealed that concern did not directly play a meaningful role in guiding users'
protective behavior, whereas knowledge was found significant in moderating the
role of concern. The interactive role of reward-seeking seems particularly
salient in shaping the structure of the relationships. These findings suggest
that the intersections between knowledge, reward, and concern can play out
differently, depending on the levels of each. Policy implications in relation
to users' cognitive, affective, and reward-seeking rationalities are offered,
and future research considerations are discussed. Keywords: Information control; Privacy protection; Internet surveillance; Knowledge | |||
| Distance, ambiguity and appropriation: Structures affording impression management in a collocated organization | | BIBAK | Full-Text | 1028-1035 | |
| Jeremy Birnholtz; Graham Dixon; Jeffrey Hancock | |||
| Communication and collaboration technologies have recently given rise to
unprecedented flexibility in work arrangements, including telecommuting and
virtual teams with geographically distributed participants. Much research has
consisted of comparing distant and collocated teams, arguing that distance
constrains communication opportunities, but this effect can be countered
somewhat with communication media. In an "always connected" world, however,
traditional conceptualizations of distance may be less useful in that
communication opportunities are virtually constant for both distant and
collocated teams. Working from an adaptive structuration perspective, we argue
for a more nuanced treatment of distance, looking at its more specific effects,
such as regulating the probability of unexpected face-to-face encounters, and
affecting individuals' control over the release of information. We show that
even in a collocated setting, members of the organization we studied enacted
structures that reflected the effects of distance on their behavior, but also
reflected social constraints that enabled control over information flow, and
the use of language to explain their behavior and maintain positive
impressions. Keywords: CMC; Adaptive structuration; Transparency; Ambiguity; Distance | |||
| Who wants to be "friend-rich"? Social compensatory friending on Facebook and the moderating role of public self-consciousness | | BIBAK | Full-Text | 1036-1043 | |
| Jong-Eun Roselyn Lee; David Clark Moore; Eun-A Park; Sung Gwan Park | |||
| The present research aims to provide insight into social compensatory
friending on social network sites by investigating the effects of self-esteem
and self-consciousness on number of friends in the context of Facebook use. It
was hypothesized that Facebook users low in self-esteem, when compared with
high-self-esteem individuals, would engage in friending more actively and
thereby accumulate a large number of friends as a way to compensate for the
deficiency in self-esteem. We also hypothesized that the relationship between
self-esteem and number of Facebook friends would vary depending on the levels
of public self-consciousness. Data were collected from a college student sample
in the United States (N = 234) based on an online cross-sectional survey. The
results supported the hypothesis on social compensatory friending,
demonstrating a negative association between self-esteem and number of Facebook
friends. Furthermore, the data yielded support for the hypothesized moderating
role of public self-consciousness in social compensatory friending: the
negative association between self-esteem and number of Facebook friends was
significant only for Facebook users who are high in public self-consciousness
but not for those who are low in public self-consciousness. Implications for
understanding social network site users' friending behavior in light of social
compensation motives are discussed. Keywords: Number of Facebook friends; Social network sites; Friending; Social compensation; Self-esteem; Public self-consciousness | |||
| Internet addiction among adolescents in Lebanon | | BIBAK | Full-Text | 1044-1053 | |
| Nazir S. Hawi | |||
| Internet addiction has been a subject of research since 1996. In step with
this trend, this study aims to illuminate Internet addiction in Lebanon based
on research evidence. The timing of this study coincides with the growing rate
of penetration of Internet service across the country and with current plans to
improve this service. This study investigates Internet usage among adolescents,
who are the most vulnerable to Internet addiction in the population. Permission
to access schools to conduct this research was obtained from the Ministry of
Education and Higher Education. A web-based questionnaire was completed by 833
intermediate and secondary students from public and private schools. The
questionnaire included items on demographic information and Internet usage and
an Arabic version of Young's Internet Addiction Test (YIAT). The results showed
that 4.2% of the sample had significant problems. Furthermore, the more
problematic Internet use (PIU) was, the less the Internet was used for
information and research, and the more it was used for entertainment. PIU is
driven by deficiency needs fuelled by the use of interactive applications. The
more deficient the need, the greater the obsession with top-notch interactive
applications, and the less frequent the usage of non-interactive applications. Keywords: Internet addiction; Private schools; Public schools; Adolescents; Problematic Internet use | |||
| The role of self-construal in consumers' electronic word of mouth (eWOM) in social networking sites: A social cognitive approach | | BIBAK | Full-Text | 1054-1062 | |
| Doohwang Lee; Hyuk Soo Kim; Jung Kyu Kim | |||
| The current study reconceptualized self-construal as a social cognitive
indicator of self-observation that individuals employ for developing and
maintaining social relationship with others. From the social cognitive
perspective, this study investigated how consumers' self-construal can affect
consumers' electronic word of mouth (eWOM) behavior through two cognitive
factors (online community engagement self-efficacy and social outcome
expectations) in the context of a social networking site. This study conducted
an online experiment that directed 160 participants to visit a newly created
online community. The results demonstrated that consumers' relational view
became salient when the consumers' self-construal was primed to be
interdependent rather than independent. Further, the results showed that such
interdependent self-construal positively influenced consumers' eWOM behavioral
intentions through their community engagement self-efficacy and their social
outcome expectations. Keywords: Online community; Social networking sites; Electronic word of mouth; Social cognitive theory | |||
| Modality and cueing in multimedia learning: Examining cognitive and perceptual explanations for the modality effect | | BIBAK | Full-Text | 1063-1071 | |
| Steven M. Crooks; Jongpil Cheon; Fethi Inan; Fatih Ari; Raymond Flores | |||
| The purpose of this study was to investigate the effects of modality
(written text vs. spoken text) and visual cueing (low cueing vs. high cueing)
on the learning and mental effort of participants studying a computer-based
static diagram at their own pace. Participants were randomly assigned to four
versions of the computer-based materials formed into a 2 × 2 factorial
design by crossing modality with cueing. The results revealed a reverse
modality effect, wherein participants studying written text outperformed those
studying spoken text on tests of free recall, matching, comprehension, and
spatial recall, but not mental effort. Information cueing did not significantly
affect either performance or mental effort. These findings are discussed in the
context of two popular explanations of the modality effect: the cognitive
resources explanation and the perceptual resources explanation. The results
were best explained from a perceptual resources viewpoint. Keywords: Multimedia learning; Visual cueing; Reverse modality effect | |||
| An empirical evaluation of multi-media based learning of a procedural task | | BIBAK | Full-Text | 1072-1081 | |
| Doo Young Lee; Dong-Hee Shin | |||
| The present study investigated the effects of multi-media modules and their
combinations on the learning of procedural tasks. In the experiment, 72
participants were classified as having either low- or high spatial ability
based on their spatial ability test. They were randomly assigned to one of the
six experimental conditions in a 2 × 3 factorial design with verbal
modality (on-screen text procedure vs. auditory procedure) and the format of
visual representation (static visual representation vs. static visual
representation with motion cues vs. animated visual representation). After they
completed their learning session, the ability to perform the procedural task
was directly measured in a realistic setting. The results revealed that: (1) in
the condition of static visual representation, the high spatial ability group
outperformed the low spatial ability group, (2) for the low spatial ability
participants, the animated visual representation group outperformed the static
visual representation group, however, the static visual representation with
motion cues group did not outperform the static visual representation group,
(3) the use of animated visual representation helped participants with low
spatial ability more than those with high spatial ability, and (4) a modality
effect was found for the measure of satisfaction when viewing the animated
visual representation. Since the participants with low spatial ability
benefited from the use of animation, the results might support an idea that
people are better able to retrieve the procedural information by viewing
animated representation. The findings also might reflect a preference for the
auditory mode of presentation with greater familiarity with the type of visual
representation. Keywords: Multi-media learning; Learning of procedural task; Visual representation; Static visualization; Animation; Spatial ability | |||
| "Who vs. Whom AND Where Should We Go Through?": A reflection towards clarifying the effect of media and entertainment on children's development for future research | | BIBAK | Full-Text | 1083-1090 | |
| Adel M. Agina | |||
| Despite the massive body of research on the effect of media and
entertainment on children's development, especially through computer that
clearly stands as the most interactive and appealing medium not only between
children but also among people, the research, up to date, still lacks a true
understanding of the powerful effect of the communication between children,
generally all users, and the content of the entertainment. Thus, the present
reflection paper was conducted towards clarifying the directions of the future
research concerning the effect of media and entertainment on young children's
development based on the literature's theoretical critiques. However, the
present paper only paid attention to the most effective studies in the
literature given the fact that many and many studies are just repeating what
already available in the literature. The conclusion came up with two main
directions of the future research on children's development, (1) media as a
quasi-human's external regulator and (2) entertainment as a context of the
learning process. Both directions yielded a new phase of learning (Self-Arousal
Learning (SAL)) that the future research has to take it into account and
consideration. The main topics of the SAL were stated as guidance for the main
two directions of the future research. Keywords: Media; Entertainment; Children's development; Self-Arousal Learning | |||
| Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults | | BIBAK | Full-Text | 1091-1096 | |
| Laura A. Whitlock; Anne Collins McLaughlin; Jason C. Allaire | |||
| The effectiveness of a game-based cognitive training intervention on
multiple abilities was assessed in a sample of 39 older adults aged 60-77. The
intervention task was chosen based on a cognitive task analysis designed to
determine the attentional and multi-modal demands of the game. Improvements on
a measure of attention were found for the intervention group compared to
controls. Furthermore, for the intervention group only, initial ability scores
predicted improvements on both tests of attention and spatial orientation.
These results suggest cognitive training may be more effective for those
initially lower in ability. Keywords: Older adults; Cognitive ability; Intervention; Video games; Individual differences | |||
| Internet use and multitasking among older adolescents: An experience sampling approach | | BIBAK | Full-Text | 1097-1102 | |
| Megan A. Moreno; Lauren Jelenchick; Rosalind Koff; Jens Eikoff; Cheryl Diermyer; Dimitri A. Christakis | |||
| Internet use is challenging for individuals to quantify and describe.
Previous internet use studies have relied on self-report measures, which may be
subject to recall bias. This studied aimed to assess college student internet
use using a real-time methodology, experience sampling method (ESM).
Undergraduate students participated in a 7-day ESM campaign using text message
surveys sent at 6 random times each day. Survey questions evaluated current
internet use time and activities. Analyses included hierarchical clustering
analysis, multilevel and probability modeling. Among the 189 participants, mean
age was 18.9 (SD = 0.9), 58.8% were female and most were Caucasian (90.5%). The
modeled average total amount of daily internet time was 56 min, 95% CI [51,
62]. The correlation between self-reported internet use time and ESM data was
0.31 (p < 0.001). Over half of the time participants were on the internet
they reported multitasking (56.5%, 95% CI [52.7%, 60.4%]). Study findings
suggest that multitasking is frequent among college students, which may explain
over-reported internet use. Keywords: Adolescents; College students; Internet use; Multitasking; Experience sampling method | |||
| A pilot study using a computer-based rule following task to distinguish adolescents with and without a behavior disorder | | BIBAK | Full-Text | 1103-1108 | |
| Jill Sartor Pierce; Cody Hostutler; T. Steuart Watson | |||
| The purposes of this pilot study were to: (a) determine if adolescents with
a behavior disorder were less likely than adolescents without a behavior
disorder to follow rules when the contingencies did not support doing so, and
(b) explore the possibility that a computer-based rule-following task could be
used as a measure to differentiate children with and without behavior
disorders. Thirteen adolescents with a diagnosis of a behavior disorder
(Conduct Disorder or Oppositional Defiant Disorder) and thirteen adolescents
without the diagnosis of a behavior disorder were exposed to a computer task in
which the rule for earning points and the contingency for earning points did
not match. A comparison between groups using a Mann-Whitney U analysis revealed
that students with an EBD were significantly more likely to violate the rule, z
= -3.724, p < .01. A discriminant analysis yielded a significant Wilks'
Lambda (λ = .490, p < .0001), canonical correlation (Rc*sup2;2 = .
714 , p < .0001), and a correct classification rate of 82.7%. Implications
of these findings are discussed in terms of measuring rule-following and using
the computer-based task as a screening tool to identify students who are in
need of further assessment for behavior disorders. Keywords: Computer-based assessment; Rule following; Behavior disorders; Adolescents; Screening instruments | |||
| An open source usability maturity model (OS-UMM) | | BIBAK | Full-Text | 1109-1121 | |
| Arif Raza; Luiz Fernando Capretz; Faheem Ahmed | |||
| User satisfaction has always been a major factor in the success of software,
regardless of whether it is closed proprietary or open source software (OSS).
In open source projects, usability aspects cannot be improved unless there are
ways to test and measure them. Hence, the increasing popularity of open source
projects among novice and non-technical users necessitates a usability
evaluation methodology. Consequently, this paper presents a usability maturity
model specifically aimed at usability-related issues for open source projects.
In particular, the model examines the degree of coordination between open
source projects and their usability aspects. The measuring instrument of the
model contains factors that have been selected from four of our empirical
studies, which examine the perspectives of OSS users, developers, contributors
and the industry. In addition to presenting the usability maturity model, this
paper discusses assessment questionnaires, a rating methodology and two case
studies. Keywords: Open source software; Usability evaluation; Maturity model; Empirical analysis | |||
| Transactional distance revisited: Bridging face and empirical validity | | BIBAK | Full-Text | 1122-1129 | |
| Lakshmi Goel; Pingying Zhang; Marjory Templeton | |||
| Implementation of e-learning, whether in academic institutions or in the
corporate world, is fast growing. While there has been a plethora of research
in the field of e-learning, most empirical results remain inconsistent. One
problem with such inconsistencies is the lack of clear takeaways that can guide
practitioners on the best practices of e-learning. In this paper, we propose an
overarching theoretical framework based on Moore's transactional distance
theory to examine e-learning. While this theory has existed for some time and
has face validity, it has not received empirical support. We re-examine the
core tenets of the theory, and test them in a manner that is ontologically
consistent with the focus of the theory on learners' perceptions, thereby
bridging the gap between the theory's face and empirical validity. We find
strong support for the influence of transactional distance factors on our
outcome of interest, i.e. individuals' intentions to return for another
e-learning experience. Our results help us arrive at contributions to research
and practice, which include suggestions to enhance the success of e-learning
initiatives. Keywords: e-Learning; Transactional distance theory; Dialog; e-Learning intention | |||
| Generating a learning stance through perspective-taking in a virtual environment | | BIBAK | Full-Text | 1130-1139 | |
| Robb Lindgren | |||
| Emerging media technologies such as virtual environments present a unique
opportunity to examine the effects of perspective-taking on processes of human
learning. In these environments it is possible for learners to immerse
themselves in a unique visual perspective -- such as that of a competent actor
-- and experience the ways they allocate their attention as they perform
critical tasks in a domain. This study investigates whether the opportunity to
experience a first-person perspective of actions in a virtual world simulation
benefits learning compared to a third-person, disembodied perspective of those
same events. Measures of performance within the simulation and post-assessment
activities including a diagramming task indicate significant advantages for
participants who received the first-person perspective. These participants had
a better memory for the important tasks and task-related elements of the
simulation; they committed fewer errors and exhibited less help-seeking
behavior than participants with a third-person perspective. Results are
described in terms of a virtual environment's ability to generate a learning
stance through person-centered perspective-taking, and potential implications
for the design of instructional computer technologies are discussed. Keywords: Perspective-taking; Learning; Virtual environments; Computer simulations | |||
| The effect of nonhuman's external regulation on young children's self-regulation to regulate their own process of learning | | BIBAK | Full-Text | 1140-1152 | |
| Adel M. Agina | |||
| The present study sought to examine the effect of nonhuman's external
regulation on children's self-regulation to regulate their own process of
learning and to what extent did children succeed in terms of application when
they talk and think while act alone with nonhuman's external regulator. The
Aginian's methodology (Agina, Kommers, & Steehouder, 2011a, 2011b, 2011c,
2011d, 2011e) that used an isolated, computer-based learning system and acts as
a standalone learning environment with special set of tasks was used by hundred
healthy preschool children. The results showed that young children were able to
regulate their own process of learning and engage with their full free-will
without the need of their real teacher's regulation. The conclusion provided
evidence that the verbalization of thinking aloud should occur spontaneously by
nature, the nonhuman's external regulation has a positive effect on young
children's development when they act with their full free-will, and has a
positive effect on their behavior either. Keywords: Children's development; Self-regulation learning; Learning process; Aginian's studies | |||
| The role of metacognitive listening strategies awareness and podcast-use readiness in using podcasting for learning English as a foreign language | | BIBAK | Full-Text | 1153-1161 | |
| Mehrak Rahimi; Maral Katal | |||
| The aim of this study was to investigate the role of English as Foreign
Language (EFL) learners' metacognitive listening strategies awareness and
podcast-use readiness in using podcasting technology for learning English as a
foreign language. One hundred and forty-one EFL students completed
Metacognitive Awareness Listening Questionnaire (MALQ) that assessed their
awareness and perceived use of listening strategies in five components
including planning-evaluation, directed attention, person knowledge, mental
translation, and problem solving. They also completed a questionnaire that
assessed their readiness to use podcasting in terms of familiarity, attitude,
and experience. Information on participants' frequency of podcast use for
learning English, frequency of the internet use, and digital device ownership
was also obtained. The result of the analysis revealed that podcasting use was
significantly related to metacognitive listening strategies awareness in
general and its entire components except mental translation strategies while
the strongest correlation was found with problem solving strategies (r = .49, p
< 0.01). Podcasting use was also found to be significantly related to
perceived podcast-use readiness and internet use hours. Further, multiple
regressions showed that perceived podcast-use readiness, problem solving, and
person knowledge -- in order of power prediction -- were good predictors of
podcasting use for learning English as a foreign language. Keywords: Podcasting; EFL; Metacognition awareness; Listening strategies | |||
| Supporting problem-solving performance in a hypermedia learning environment: The role of students' prior knowledge and metacognitive skills | | BIBAK | Full-Text | 1162-1169 | |
| Saniye Tugba Bulu; Susan Pedersen | |||
| This study investigated how students with different prior knowledge and
metacognitive skills benefited from continuous and faded domain-general and
domain-specific scaffolds. Students' scores on a multiple-choice pretest,
inventory of metacognitive self-regulation, and solution forms were analyzed.
Results indicated that while students with lower regulation of cognition and
objectivity benefited more from the domain-general scaffolds than the
domain-specific ones, students with lower prior knowledge, knowledge of
cognition, and problem representation took advantage of both domain-general and
domain-specific conditions. Moreover, while students with lower prior
knowledge, regulation of cognition, and problem representation took advantage
of both continuous and faded domain-general scaffolds, students with lower
knowledge of cognition and objectivity benefited more from the domain-general
continuous conditions. In addition, students with lower prior knowledge,
knowledge of cognition, and objectivity might have difficulties when the
domain-specific conditions are faded. On the other hand, results of the study
suggested that scaffolds did not substantially benefit the students with higher
prior knowledge and higher metacognitive skills. Keywords: Problem-solving; Scaffolding; Prior knowledge; Metacognition; Hypermedia | |||
| Exploring different technological platforms for supporting co-located collaborative games in the classroom | | BIBAK | Full-Text | 1170-1177 | |
| Alejandro Echeverría; Matías Améstica; Francisca Gil; Miguel Nussbaum; Enrique Barrios; Sandra Leclerc | |||
| Computer Supported Collaborative Learning is a pedagogical approach that can
be used for deploying educational games in the classroom. However, there is no
clear understanding as to which technological platforms are better suited for
deploying co-located collaborative games, nor the general affordances that are
required. In this work we explore two different technological platforms for
developing collaborative games in the classroom: one based on augmented reality
technology and the other based on multiple-mice technology. In both cases, the
same game was introduced to teach electrostatics and the results were compared
experimentally using a real class.
The results of our experimental work showed that students significantly increased their conceptual understanding of electrostatics with both platforms. However, there were some important differences between platforms. While in the multiple-mice platform there were no gender differences, in the augmented reality platform boys significantly outperformed girls. In addition, the augmented reality platform was considerably more costly to deploy in a real world setting than the multiple-mice platform. These results suggest that, when co-located collaborative games are designed, careful consideration must be taken when selecting the technology to be used, something which can have effects that go beyond the effects of the games themselves. Keywords: Learning games; Collaborative learning; Augmented reality | |||
| Internet financial reporting: The effects of information presentation format and content differences on investor decision making | | BIBAK | Full-Text | 1178-1185 | |
| Andrea Seaton Kelton; Robin R. Pennington | |||
| Internet financial reporting provides investors with several options
regarding which type of financial disclosures to view and the format in which
to view these. However, research suggests that these options may result in
unintended cognitive effects leading to less optimal decision making.
Accordingly, this study examines the individual and joint impact of
presentation format and information content on nonprofessional investors'
decision making within the Internet financial reporting environment.
Alternative presentation formats which vary in their navigational flexibility
are studied to isolate the effects attributable to each format. Specifically,
hyperlinked financial information is compared to paper-based financial
information. The effects of information content differences are also examined
by investigating whether an unaudited letter from a company's management
differentially affects hyperlink and paper users' investment judgments.
We conduct an experiment in which graduate business students, proxies for nonprofessional investors, make financial investment-related judgments and decisions. Our results show that hyperlink users used less effort on the investment task than users of paper-based information. Furthermore, the management letter influenced the paper-based users' forward-looking judgments more so than the hyperlink users. The findings have implications for academic research, financial disclosure regulation and information systems design. Keywords: Hyperlinks; Presentation format; Cognitive overload | |||
| Implicit feedback techniques on recommender systems applied to electronic books | | BIBAK | Full-Text | 1186-1193 | |
| Edward Rolando Núñez-Valdéz; Juan Manuel Cueva Lovelle; Oscar Sanjuán Martínez; Vicente García-Díaz; Patricia Ordoñez de Pablos; Carlos Enrique Montenegro Marín | |||
| The goal of this research is to define and capture a series of parameters
that allowed us to perform a comparative analysis and find correlations between
explicit and implicit feedback on recommender systems. Most of these systems
require explicit actions from the users, such as rating, and commenting. In the
context of electronic books this interaction may alter the patterns of reading
and understanding of the users, as they are asked to stop reading and rate the
content. By simulating the behavior of an electronic book reader we have
improved the feedback process, by implicitly capturing, measuring, and
classifying the information needed to discover user interests. In these times
of information overload, we can now develop recommender systems that are mostly
based on the user's behavior, by relying on the obtained results. Keywords: Recommender system; eBook; Implicit feedback; Explicit feedback | |||
| The impact of forced use on customer adoption of self-service technologies | | BIBAK | Full-Text | 1194-1201 | |
| Shunzhong Liu | |||
| Drawing upon researches in marketing and psychology, the present
investigation examines empirically the intermediate psychological process that
would explain how and why forced use affects satisfaction and behavioral
intentions with self-service technologies. A non-internet self-service
technology setting serviced as the study context. This study tested the
research model and relevant hypotheses with survey responses collected from 290
users of self-service technology in China. Results indicate that technology
anxiety and technology trust are the two intermediate psychological constructs
through which forced use affects satisfaction and behavioral intentions with
self-service technologies. This paper sheds some additional light on the
relationship among forced use, technology anxiety, technology trust, customer
satisfaction, and behavioral intentions in self-service technology setting. Keywords: Forced use; Technology anxiety; Technology trust; Satisfaction; Behavioral intentions; Self-service technology | |||
| Impact of computer training courses on reduction of loneliness of older people in Finland and Slovenia | | BIBAK | Full-Text | 1202-1212 | |
| Helena Bla un; Kaija Saranto; Sari Rissanen | |||
| Previous research has shown loneliness as a threat for the quality of life
of older people; therefore the goal of the intervention in a quasi-experimental
study was to evaluate and discuss the self-reported level of loneliness of
older people in Finland and Slovenia before and after a computer intervention.
Intervention in a quasi-experimental study was conducted among 58 older
participants at the baseline (M = 72.4 years) and 45 older participants at the
follow-up research study (M = 72.9 years). Inferential statistics showed a
significant difference in the reduction of loneliness between the countries,
and a decreased level of loneliness of older people after completing the
computer training course. Although older people experience many age-related
problems which may reduce their interest in learning information and
communication technology (ICT) skills, it is important that they are
computer-proficient, because computer engagement can reduce the level of
loneliness of older people and in this way has a positive effect on their
quality of life. Keywords: Older people; Loneliness; Computer training course; Socialization; Health and well-being | |||
| The effect of nonhuman's external regulation on young children's creative thinking and thinking aloud verbalization during learning mathematical tasks | | BIBAK | Full-Text | 1213-1226 | |
| Adel M. Agina | |||
| The present study was conducted to explore the effect of nonhuman's external
regulation on children's natural development process of creative thinking, the
degree of the manifested creative thinking, the influence of children's
verbalization on their creative thinking, and the extent the stimulus material
was usable for children during learning math tasks. The Aginian's methodology
(Agina, Kommers, & Steehouder, 2011a, 2011b, 2011c, 2011d, 2011e) that
relied on an isolated, computer-based learning system that acts as a standalone
learning environment, with special child-simple-calculator was used by 100
healthy preschool children. The results showed that children were fluctuated
between negative and positive creative thinkers, children's verbalization has
no effect on their creative thinking, and the relation between the children's
verbalization of thinking aloud and their creative thinking is a reverse
relationship. The usability analysis concluded that, fun is not a key element
of the usability as it can only be a feature that could facilitate usability.
The mathematical analysis showed that the computer, as a nonhuman external
regulator, can integrate the net signed of children's creative thinking through
embedding mathematics integration. Keywords: Creative thinking; Positive creative thinking; Negative creative thinking; Thinking aloud (TA); Private speech (PS) | |||
| Making Instance-based Learning Theory usable and understandable: The Instance-based Learning Tool | | BIBAK | Full-Text | 1227-1240 | |
| Varun Dutt; Cleotilde Gonzalez | |||
| This paper focuses on the creation and presentation of a user-friendly
experience for developing computational models of human behavior. Although
computational models of human behavior have enjoyed a rich history in cognitive
psychology, they have lacked widespread impact, partly due to the technical
knowledge and programming required in addition to the complexities of the
modeling process. We describe a modeling tool called IBLTool that is a
computational implementation of the Instance-based Learning Theory (IBLT). IBLT
is a theory that represents how decisions are made from experience in dynamic
tasks. The IBLTool makes IBLT usable and understandable to a wider community of
cognitive and behavioral scientists. The tool uses graphical user interfaces
that take a modeler step-by-step through several IBLT processes and help the
modeler derive predictions of human behavior in a particular task. A task would
connect and interact with the IBLTool and store the decision-making data while
the tool collects statistical data from the execution of a model for the task.
We explain the functioning of the IBLTool and demonstrate a concrete example of
the design and execution of a model for the Iowa Gambling task. The example is
intended to provide a concrete demonstration of the capabilities of the
IBLTool. Keywords: Instance-based Learning Theory (IBLT); Instance-based Learning Tool (IBLTool); Cognitive modeling; Decisions from experience; Iowa Gambling task (IGT); ACT-R | |||
| Plugged in but not connected: Individuals' views of and responses to online and in-person ostracism | | BIBAK | Full-Text | 1241-1253 | |
| Kelly B. Filipkowski; Joshua M. Smyth | |||
| We conducted two studies to examine perceptions of, and reactions to,
ostracism occurring either in-person or online. In study 1, participants read a
vignette describing either in-person or online ostracism, then estimated their
psychological and interpersonal responses as if they experienced such
ostracism. Participants anticipated experiencing distress, and this was
consistent across ostracism method. Ostracism method did predict negative
affect (NA), with greater NA increases anticipated for in-person exclusion,
compared to online. A significant interaction between gender and ostracism
method predicted anticipated belonging. Males anticipated higher belonging in
the in-person condition (relative to online); females anticipated more
belonging in the online condition. In study 2, participants experienced
in-person or online ostracism during a brief interaction with study
confederates. Both conditions elicited similar reports of low inclusion, high
exclusion, and significant decreases in positive and negative affect. Ostracism
method qualified self-esteem (SE) results; chat room participants indicated an
increase in SE following ostracism, whereas in-person participants reported a
slight decrease. Males and females were similarly affected by both conditions.
These studies demonstrate that online experiences of ostracism may be as
meaningful as those experienced in person. Whether this finding generalizes to
those with less technological familiarity should be examined further. Keywords: Ostracism; Exclusion; Online communication; In-person communication; Gender; Technology | |||
| Effects of split attention revisited: A new display technology for troubleshooting tasks | | BIBAK | Full-Text | 1254-1261 | |
| Markus Huff; Vera Bauhoff; Stephan Schwan | |||
| Knowledge acquisition processes benefit from presentations that depict
related information -- like diagrams and formulas -- in an integrated way. In
contrast, disconnecting interrelated information impairs learning. However, not
every task is suitable for an integrated presentation. In the current study, 80
naïve college students were presented with a troubleshooting task
preventing an integrated presentation format. We compared performance in a
split screen setup depicting two images side-by side with performance in a
vexing-image setup. The latter enables the presentation of two images such that
participants are able to switch between them without moving the visual focus.
Compared to the split screen condition in which participants have to shift
their visual focus frequently, troubleshooting performance of correctly
identified malfunctioning mechanical devices was higher in the vexing image
mode. Thus, not the separation of external representations but re-orientation
processes after switching the visual focus seems to be responsible for split
attention effects. Keywords: Split attention; Troubleshooting task | |||
| Who benefits from simulator training: Personality and heart rate variability in relation to situation awareness during navigation training | | BIBAK | Full-Text | 1262-1268 | |
| Evelyn-Rose Saus; Bjørn Helge Johnsen; Jarle Eid; Julian F. Thayer | |||
| Objective This study tested the relationship between individual differences
and Situation Awareness (SA) during training in a navigation simulator.
Background Simulators have become an important tool in the training and
education of maritime personnel with a view to improving decisions and
performance. There are a few, inconclusive empirical studies that have focused
on mapping personality characteristics and their link to the ability to
generate and maintain SA during simulator training. Method Thirty-six
first-year students from the Royal Norwegian Navy Officer Candidate School
participated in the study. SA was measured using both subjective and observer
ratings. Results The results indicated that low scores on Neuroticism and high
scores on Extraversion and Conscientiousness (resilient personality type)
predicted both subjective and observer-rated SA. Furthermore, participants with
high SA were able to modulate their Heart Rate Variability (HRV), with
suppression of HRV during navigation training as well showing recovery of HRV.
Application The potential applications of this research include the assessment
of personality differences as a tool in selecting navigators, and the use of
HRV as an objective index of adaptability to environmental demands. Keywords: Situation awareness; Training; Resilient personality type; Heart rate variability; Maritime personnel | |||
| Parent-adolescent communication, parental Internet use and Internet-specific norms and pathological Internet use among Chinese adolescents | | BIBAK | Full-Text | 1269-1275 | |
| Qin-Xue Liu; Xiao-Yi Fang; Lin-Yuan Deng; Jin-Tao Zhang | |||
| Data were collected from 3556 Chinese junior and senior high school students
to explore the associations between adolescent pathological Internet use (PIU)
and parental variables, including parent-adolescent communication, parental
Internet use and parental Internet-specific norms regarding adolescent Internet
use. In particular, this study considered the different role of parental
variables under two conditions: parental norms that were consistent or
inconsistent with parents' Internet use behaviors. The participants were asked
to answer an anonymous questionnaire that included all mentioned factors. The
results revealed an 11% rate of adolescent PIU, and hierarchical multiple
regressions indicated that parent-adolescent communication predicted PIU
negatively under both conditions. When parental norms were consistent with
their Internet use behaviors, parental norms predicted adolescent PIU
negatively; conversely, when parental norms were inconsistent with their
Internet use behaviors, parental behaviors predicted adolescent PIU positively.
Implications for family-based prevention and the limitations of this study are
discussed. Keywords: Pathological Internet use; Parental Internet use behaviors; Internet-specific norms; Parent-child communication; Adolescents | |||
| The effect of multimedia discrepancies on metacognitive judgments | | BIBAK | Full-Text | 1276-1285 | |
| Candice Burkett; Roger Azevedo | |||
| This study investigated undergraduate students' metacognitive judgments
while learning about complex science topics using multimedia material (text and
graph). A within-subjects design was used to examine the effect of
discrepancies on study-time allocation, metacognitive judgments and inference
generation. There were three types of discrepancies: none, text (between two
ideas in the text) and text and graph (between the text and graph). Forty (N =
40) participants completed 12 trials where they were asked to provide six
judgments: Ease of Learning judgments (EOLs), immediate and delayed Judgments
of Learning (JOLs) for both text and graph and Retrospective Confidence
Judgments (RCJs). Overall, participants provided significantly lower JOLs for
content that contained discrepancies but RCJs remained high across conditions.
Discrepancies did not influence study-time allocation, but did significantly
influence inference scores. Overall, results suggest that participants'
judgments are different for different aspects of multimedia content and may be
based on the text. Keywords: Metacognitive judgments; Judgment accuracy; Self-regulated learning; Metacognitive monitoring; Discrepancy detection; Multimedia | |||
| Impact of two types of partner, perceived or actual, in human-human and human-agent interaction | | BIBAK | Full-Text | 1286-1297 | |
| Kazuhisa Miwa; Hitoshi Terai | |||
| Participants engaged in the Prisoner's dilemma game with a partner through a
computer terminal. We define two types of partner: a perceived partner and an
actual partner, and manipulated the two factors independently. A perceived
partner means a partner with whom participants imagined themselves to be
interacting; instruction given by an experimenter controls the image of the
perceived partner. An actual partner can change its behavior. In one scenario
participants actually interacted with a human partner, in another scenario
their partner was either a mostly cooperating computer agent or a mostly
defecting computer agent. Three experiments were performed. The result
suggested that the participants' selection behavior was largely influenced by
the instruction given about the partner by the experimenter and not influenced
by the partner's actual behavior. The analysis of the participants' impressions
of the partner showed that the effect of instruction about the partner
disappeared. Individual likeability for a partner was very influenced by the
partner's behavior; as the participants incurred more defect actions from the
partner, individual likeability for the partner decreased. On the other hand,
social likeability for a partner was not so influenced by the partner's
behavior, but rather related to the participants' own behavior. The
participants who made more defect actions rated their partner's social
likeability lower. Keywords: Social dilemma; Human-human interaction; Human-agent interaction; Prisoner's dilemma game; Media Equation | |||
| Online environmental community members' intention to participate in environmental activities: An application of the theory of planned behavior in the Chinese context | | BIBAK | Full-Text | 1298-1306 | |
| Namkee Park; Aimei Yang | |||
| This study investigated the factors associated with online environmental
community members' intention to participate in environmental activities in the
Chinese context, employing the framework of the theory of planned behavior
(TPB). Using data from a survey of community members (N = 211), structural
equation modeling analyses confirmed the roles of subjective norm and
self-efficacy in affecting intention to participate in environmental
activities. Unlike other TPB studies, however, the study discovered that
attitude was not significantly associated with intention. In addition, other
relevant factors, including ego involvement, group identification, perceived
salience of environmental problems, perceived popularity of environmental
activities, and perceived interactivity of the community websites, were found
to be associated with the intention of participation, either directly or
indirectly. The theoretical and practical implications were discussed. Keywords: Online environmental communities; Theory of planned behavior; ENGOs; Environmental activities; China | |||
| Are there cultural differences in how we play? Examining cultural effects on playing social network games | | BIBAK | Full-Text | 1307-1314 | |
| Yu-Hao Lee; Donghee Yvette Wohn | |||
| Digital games embedded in social network sites are one of the driving forces
behind the expansion of digital gamer populations. Previous studies have
observed different usage patterns between users in different ethnic groups and
countries, suggesting that culture orientations may affect how people play and
interact through social network games. This study examined how people's culture
orientations affect usage patterns with measures of vertical and horizontal
individualism-collectivism. The findings indicate that culture does not
directly affect usage patterns. Instead, the effects on usage patterns are
mediated by people's expected outcomes of playing social network games.
Vertical culture orientations predicted social expected outcomes. Individualism
predicted status expected outcomes, but in different directions on the
dimensions of vertical or horizontalness. Vertical collectivism was the only
culture orientation that indirectly predicted buying in-game products with real
money. Implications for game designers and markers are discussed. Keywords: Cultural effects; Collectivism; Expected outcomes; Individualism; Social network games | |||
| The effect of advertisement choice, sex, and need for cognition on attention | | BIBAK | Full-Text | 1315-1320 | |
| Stephen C. Nettelhorst; Laura A. Brannon | |||
| A recent study showed that choice of advertisement content affected
attention for female but not male viewers (Nettelhorst & Brannon, 2012).
This study extended that work by assessing the effect of choice difficulty and
the moderation of viewers' need for cognition (Cacioppo & Petty, 1982) on
attention. Participants were either allowed or not allowed to choose which
advertisement to watch after watching a television skit. Next, participants
watched an advertisement and rated their amount of attention towards it.
Results showed that males were not influenced by the choice manipulation, but
females had significantly greater attention after making the difficult choice.
Similarly, high need for cognition individuals were not influenced by the
choice manipulation, but low need for cognition individuals had significantly
greater attention after making the difficult choice. These results suggest that
choice in of itself is not a sufficient means of increasing viewer attention
towards an advertisement. Instead the choice must be between options which are
attractive to the viewer. In addition, advertisement choice should be an
effective marketing tool particularly for female viewers or those with low need
for cognition in general. Keywords: Advertisement choice; Sex differences; Need for cognition; Attention; Selective exposure | |||
| Exploring regulatory processes during a computer-supported collaborative learning task using process mining | | BIBAK | Full-Text | 1321-1331 | |
| Cornelia Schoor; Maria Bannert | |||
| The purpose of this study was to explore sequences of social regulatory
processes during a computer-supported collaborative learning task and their
relationship to group performance. Analogous to self-regulation during
individual learning, we conceptualized social regulation both as individual and
as collaborative activities of analyzing, planning, monitoring and evaluating
cognitive and motivational aspects during collaborative learning. We analyzed
the data of 42 participants working together in dyads. They had 90 min to
develop a common handout on a statistical topic while communicating only via
chat and common editor. The log files of chat and editor were coded regarding
activities of social regulation. Results show that participants in dyads with
higher group performance (N = 20) did not differ from participants with lower
group performance (N = 22) in the frequencies of regulatory activities. In an
exploratory way, we used process mining to identify process patterns for high
versus low group performance dyads. The resulting models show clear parallels
between high and low achieving dyads in a double loop of working on the task,
monitoring, and coordinating. Moreover, there are no major differences in the
process of high versus low achieving dyads. Both results are discussed with
regard to theoretical and empirical issues. Furthermore, the method of process
mining is discussed. Keywords: Computer-supported collaborative learning; Social regulation; Research methods; Self-regulated learning; Process mining | |||
| Development of a computer game-based framework for cognitive behaviour identification by using Bayesian inference methods | | BIBAK | Full-Text | 1332-1341 | |
| Ahmet Orun; Huseyin Seker | |||
| In this work a novel technique for cognitive behavioural data acquisition
via computer/console games is introduced by which the user feels more relax
than s/he is in a formal environment (e.g., labs and clinics) and has less
disruption as s/he provides cognitive data sequence by playing a game. The
method can be adapted into any game and is based on the assumption that in this
way more efficient analysis of mind can be made to unveil the cognitive or
mental characteristics of an individual. In experiments of the proposed work a
commercial console game was utilised by different users to complete the tasks
in which each game player followed his/her own optional scenarios of the game
for a certain period of time. The attributes were then extracted from the
behavioural video data sequence by visual inspection where each one corresponds
to user's behavioural characteristics spotted throughout the game and then
analysed by the Bayesian network utility. At the end of all the experiments,
two types of results were obtained: semantic representation of behavioural
attributes and classification of personal behavioural characteristics. The
approach is proved to be a unique way and helped identify general and specific
behavioural characteristics of the individuals and is likely to open new areas
of applications. Keywords: Bayesian networks; Cognitive behavioural analysis; Computer games | |||
| Loneliness and generalized problematic Internet use: Parents' perceived knowledge of adolescents' online activities as a moderator | | BIBAK | Full-Text | 1342-1347 | |
| Rebecca P. Ang; Wan Har Chong; Stefanie Chye; Vivien S. Huan | |||
| This study examined adolescents' perceptions of parents' knowledge of their
online activities as a moderator of the relationship between loneliness and
generalized problematic Internet use (PIU). The purpose of this study was to
address two gaps in research. First, previous research has only investigated
these relationships from a main effects perspective; the present study extended
research by examining generalized PIU from an interaction effects perspective.
Second, it is timely to examine the relationship between loneliness and
generalized PIU in an adolescent sample which has not been previously explored.
A total of 1098 adolescents (49.2% male, 50.8% female) from Grade 8 and Grade 9
classes participated in this study. The key finding was that perceived parental
knowledge was a moderator of the relationship between loneliness and
generalized PIU; parental knowledge was better able to differentiate
adolescents' level of generalized PIU at lower rather than at higher levels of
loneliness. This moderator effect was stronger in magnitude for parents who had
no awareness of their adolescents' online activities compared to parents who
were in the know about their adolescents' online activities. These findings
emphasize the importance of prevention and early intervention work with early
adolescents and their parents with respect to adolescent loneliness and
generalized PIU. Keywords: Adolescents; Loneliness; Parental monitoring; Generalized problematic Internet use | |||
| Causal or spurious: Using propensity score matching to detangle the relationship between violent video games and violent behavior | | BIBAK | Full-Text | 1348-1355 | |
| Whitney D. Gunter; Kevin Daly | |||
| Throughout the past decade, numerous states have passed legislation to
prohibit the sale of violent video games to children, usually in conjunction
with an argument that exposure to violent media increases violent behavior.
However, the link between video games and violence is not yet fully understood.
This study uses propensity score matching as a method to more adequately
address the underlying issue of causality. Using a sample of 6567 8th grade
students, these analyses test whether there is a causal link between playing
violent video games and violence, non-violent deviance and substance use.
Results indicate a substantial decrease in the relationship between video games
and these outcomes when a matched sample is used. This suggests that the
strength of evidence supporting a relationship has likely been overestimated
using other methodologies. Keywords: Video games; Violence; Propensity score matching; Media violence | |||
| Visualizing ideal self vs. actual self through avatars: Impact on preventive health outcomes | | BIBAK | Full-Text | 1356-1364 | |
| Youjeong Kim; S. Shyam Sundar | |||
| The self-discrepancy between one's actual self and one's ideal self, which
is associated with negative emotional states (e.g., depression) or unhealthy
lifestyles (e.g., eating disorders), is mostly caused and intensified by
exposure to unrealistic images of others (e.g., celebrities or magazine
models). Drawing from regulatory focus theory, the current study examines
whether creating self-resembling avatars, especially those that resemble our
ideal selves, could counteract this negative effect of self-discrepancy. The
results of a between-subject experiment (N = 95) indicated that user-created
self-reflecting avatars made salient different mental images of their bodies
based on whether they customized their avatars to look like their actual or
ideal selves, and consequently influenced their perceptions toward their
physical body through two different self-regulatory systems (i.e.,
promotion-focused and prevention-focused), with consequences for health
outcomes. Theoretical and practical implications are discussed. Keywords: Avatar creation; Desired self-resembling avatar; Actual self-resembling avatar; Self-discrepancy; Regulatory focus theory; Self-preservation | |||
| Getting closer and experiencing together: Antecedents and consequences of psychological distance in social media-enhanced real-time streaming video | | BIBAK | Full-Text | 1365-1378 | |
| Seongtaek Lim; Sang Yun Cha; Chala Park; Inseong Lee; Jinwoo Kim | |||
| Social media services such as YouTube and Flickr have become online
necessities for millions of users worldwide. Social media are online services
that enable users to share contents, opinions, and perspectives that support
communication with other users. Social media places an emphasis on the shared
experience between users, which we call co-experience. However, the online
characteristics of social media increase psychological distance between users,
which, in turn, results in a decrease in the quality of co-experience. Hence,
as the goal of this study, we theoretically modeled and empirically verified
the antecedents and user experience-based consequences of psychological
distance in a social media-enhanced real-time streaming video service. In order
to reduce psychological distance, we introduced two system elements: inhabited
space (the degree of being situated in context and in a meaningful place) and
isomorph effects (the degree of preserving the structure of a user's actions).
We constructed a social media-enhanced real-time streaming video service
prototype and conducted a field experiment with actual social media users. The
prototype, which streamed a live baseball game, enabled users to simultaneously
view the game from remote locations and to interact with each other through
cheering tools. The results indicate that inhabited space and isomorph effects
reduce psychological distance between users, and this, in turn, enhances
co-experience. This paper ends with theoretical as well as practical
implications of the study. Keywords: Social media-enhanced real-time streaming video; Psychological distance; Co-experience; Inhabited space; Isomorph effects | |||
| Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming | | BIBAK | Full-Text | 1379-1387 | |
| Charlotta Hellström; Kent W. Nilsson; Jerzy Leppert; Cecilia Åslund | |||
| In this study we examined the relation between gaming-time, motives to play,
and negative consequences due to playing MMORPGs. A total of 7757 Swedish
adolescents (3872 boys and 3885 girls) between 13 and 18 years of age completed
a questionnaire during class hours. Results indicated that time spent on gaming
was associated with negative consequences. This relation was further explained
by motives to play. Gaming for fun and social motives were associated with a
reduced risk whereas gaming to escape, to gain status, or due to demands from
others were associated with an increased risk of negative consequences. Motives
to play should be considered as a prime indicator for negative consequences,
even more than time spent gaming. Implications of these findings for future
research are discussed. Keywords: Adolescent; Behaviour problems; Computer games; Consequences; Motivation; Videogames | |||
| A digital revolution: Comparison of demographic profiles, attitudes and gambling behavior of Internet and non-Internet gamblers | | BIBAK | Full-Text | 1388-1398 | |
| Sally Gainsbury; Robert Wood; Alex Russell; Nerilee Hing; Alex Blaszczynski | |||
| Internet gambling is one of the fastest growing sectors of e-commerce and
rapidly growing as a mode of gambling. Although Internet gambling is
characterized by high levels of customer choice, little is known about Internet
gamblers or their engagement with Internet and non-Internet forms of gambling.
Regulators are struggling to respond to Internet gambling given that little is
known about the impact of this mode of gambling on the existing gambling
market, who is gambling online and how. This paper presents one of the largest
studies of Internet gambling; an online survey completed by 6682 Australian
gamblers. Results show that Internet gamblers are a heterogeneous group,
although there is a tendency for Internet gamblers to be male, have high
incomes and be well educated. Internet gamblers have more positive attitudes
towards gambling and are more highly involved gamblers, engaging in many
different gambling activities in both online and offline forms. However, a
proportion of Internet gamblers prefer the privacy and anonymity of Internet
gambling and do not like land-based venues, suggesting that Internet gambling
is creating a new market of gambling customers. Understanding the impact of
this new mode of gamblers on existing gamblers and new players is important to
contribute to the appropriate regulation of this activity. Keywords: Online gambling; Internet; Wagering; Characteristics; Survey; Motivations | |||
| The effect of visual design and placement of intra-article navigation schemes on reading comprehension and website user perceptions | | BIBAK | Full-Text | 1399-1409 | |
| Elisabeth Cuddihy; Jan H. Spyridakis | |||
| Multipage articles on websites require intra-article navigation schemes and,
when well designed, such navigational schemes signal the topical structure of
the article's contents. This study examines the effect of the visual design and
placement of intra-article navigation schemes on website users' reading
comprehension and user experience. Using an informational medical website, four
treatments of an intra-article navigation scheme were varied in their level of
visual distinctness from the site's other navigation devices and in their
placement in the web page. Significant differences were found for reading
comprehension and perceived knowledge gained. Reading comprehension was highest
with an intra-article navigation scheme that was most visually distinct as an
article table of contents and that replaced the site's navigation on the web
page layout. Paradoxically, participants' perceptions of the amount of
knowledge they gained were rated lowest for this condition. Suggestions for
navigation design are presented. Keywords: Hypertext learning; Navigation design; Content organizer; Comprehension; User experience | |||
| Internet pornography exposure and risky sexual behavior among adult males in the United States | | BIBAK | Full-Text | 1410-1416 | |
| Paul J. Wright; Ashley K. Randall | |||
| Sexually transmitted infections (STIs) continue to pose a threat to the
public health in the United States. Many sexual behaviors increase an
individual's risk of STI contraction. Chief among these are having unprotected
sex, having sex with multiple partners, and either paying for sex or having sex
for pay. The present study used General Social Survey (GSS) data from 2000,
2002, and 2004 to explore the association between exposure to internet
pornography and these STI risk behaviors among adult US males. After
controlling for demographic and individual difference covariates, internet
pornography consumption was positively associated with having sex with multiple
partners, engaging in paid sex, and having had extramarital sex. Internet
pornography consumption was unrelated to having unprotected sex. Subsequent
GSSs have not asked participants about exposure to internet pornography. As the
GSS is the only ongoing, full-probability, national survey assessing social
beliefs and behaviors, the present report provides unique insight into the
risky sexual behavior patterns of adult male internet pornography consumers in
the United States. Keywords: Internet pornography; Sexually explicit media; Sexual health; Sexually transmitted infections; Condoms; Risky sexual behavior | |||
| The psychology behind QR codes: User experience perspective | | BIBAK | Full-Text | 1417-1426 | |
| Dong-Hee Shin; Jaemin Jung; Byeng-Hee Chang | |||
| QR codes, 2-D bar codes that can be read by special software on a
smartphone, have been undergoing rapid development. This study examines how a
Technology Acceptance Model could predict users' intentions to continue using
QR codes by integrating interactivity and quality motivations as primary
determining factors. Although studies have shown interactivity is important to
users, not many study have analyzed the mediating influence of interactivity
within interactive marketing context. Therefore, the original TAM was expanded
to encompass user perceptions of interactivity and quality. The results of this
study show that user intentions and behaviors are largely influenced by the
perception of the quality of QR codes. In addition, the results of the model
show that interactivity is a key behavioral antecedent to the use of QR codes.
In the extended model, the moderating and mediating effects of the perceived
interactivity on relationships among the variables were found to be
significant. The new set of variables is QR code-specific, acting as factors
that enhance attitudes and behavioral intentions. Implications of the findings
are discussed in terms of construction of a theory of interactivity and
provision of practical insights into development of user-centered QR codes. Keywords: QR code; Interactive marketing; Adoption; Mediating effects; Moderating effects | |||
| Cultural determinants of media choice for deception | | BIBAK | Full-Text | 1427-1438 | |
| Christopher P. Furner; Joey F. George | |||
| In today's business environment, deception is commonplace (Blumberg, 1989;
Ruane, Cerulo, et al., 1994). Historically, individuals were limited in their
media options, however recent technological advances have given individuals
more ways in which to communicate and deceive. The use of these new media
change the communication dynamic substantially. Previous studies have found
that deception detection differs across media, as media vary in their ability
to transmit cues, convey emotion and reversibility, among others. Researchers
are beginning to understand the dynamics between media characteristics,
individual characteristics and media choice in a deceptive communication
context.
Not only is deception commonplace in today's multicultural business environment, communication participants can come from a variety of cultural backgrounds. Taking this into account, the current study seeks to use media synchrony theory to derive a model of media choice based on an individual's espoused national culture. In this study a scenario-based media choice task was given to subjects in the United States and China, and the results indicate that espoused national culture does influence media choice for deception. Specifically, individuals who scored highly on collectivism preferred to lie using text-based media, individuals who scored high on power distance preferred to lie using audio media and individuals who scored high on masculinity preferred to lie using visual media. Implications for research and practitioners are discussed. Keywords: Media selection; Media synchrony; Espoused national culture; Deception | |||
| The impact of distractions on the usability and intention to use mobile devices for wireless data services | | BIBAK | Full-Text | 1439-1449 | |
| Constantinos K. Coursaris; Khaled Hassanein; Milena M. Head; Nick Bontis | |||
| Mobile technology has quickly become ingrained in society due to the
flexibility of anywhere/anytime usage. However, factors associated with and
that impact mobility, mobile users, and mobile use of products and services are
still poorly understood. For example, even though distractions are ever present
during everyday use of mobile devices, the nature and extent to which user
perceptions and performance are affected by their presence is unknown. An
empirical study was undertaken to investigate the impact of distractions and
confirmation of pre-trial expectations on usability and its subsequent effect
on consumers' behavioral intention toward using a mobile device for wireless
data services. Distractions were simulated in this study in the form of either
user motion or environmental noise (i.e. background auditory and visual
stimuli). A Structural Equation Modelling (SEM) analysis confirmed the impacts
of distractions on efficiency and effectiveness, and in turn the users'
satisfaction and behavioral intention to use a mobile device for wireless data
services. Support was also obtained for a mediating effect of post-trial
confirmation of expectations between perceived performance and satisfaction.
Implications of these findings for theory, practice, and future research are
outlined. Keywords: Mobile; Usability; Distraction; Expectancy-confirmation theory; Satisfaction; Adoption | |||
| Contribution of Internet news use to reducing the influence of selective online exposure on political diversity | | BIBAK | Full-Text | 1450-1457 | |
| Najin Jun | |||
| Research has recognized both selective and heterogeneous exposures on the
Internet through online news and discussion. How online exposures through
Internet news and discussion influence political diversity in individuals'
everyday lives needs to be addressed. The current research examines the extent
to which Internet news use alters the effect of selective online interaction on
political diversity in individuals' social networks. Results show that while
Internet news use has no direct relationship with political diversity in
individuals' social networks, it nevertheless moderates the negative effect of
selective online interaction and indirectly contributes to political diversity.
The social structural aspect of political diversity in social networks is
discussed in comparison to political discussion networks. Keywords: The Internet; Internet news; Online discussion; Selective exposure; Political heterogeneity; Social network | |||
| Negative emotional and cognitive responses to being unfriended on Facebook: An exploratory study | | BIBAK | Full-Text | 1458-1464 | |
| Jennifer L. Bevan; Jeanette Pfyl; Brett Barclay | |||
| We consider Facebook unfriending as a form of relationship termination with
negative emotional and cognitive consequences. Specifically, ruminative and
negative emotional responses are examined via an online survey of adult
Facebook users who were unfriended. These responses were positively related to
each other and to Facebook intensity. Rumination was positively predicted by
using Facebook to connect with existing contacts and was more likely when the
unfriender was a close partner. Participants also responded with greater
rumination and negative emotion when they knew who unfriended them, when they
thought they were unfriended for Facebook-related reasons, and when
participants initiated the Facebook friend request. The contribution of these
exploratory findings to our growing understanding of negative relational
behaviors on Facebook are discussed. Keywords: Facebook; Online relationships; Emotion; Cognition; Relationship termination | |||
| How to ameliorate negative effects of violent video games on cooperation: Play it cooperatively in a team | | BIBAK | Full-Text | 1465-1470 | |
| Tobias Greitemeyer; Eva Traut-Mattausch; Silvia Osswald | |||
| The present research tests the idea that playing a team-player video game in
which players work together as teammates and assist each other in achieving a
common goal ameliorates the negative effects of violent video game play on
cooperative behavior. In fact, two studies revealed that, relative to a
single-player mode, playing a cooperative team-player violent video game
increased cooperation in a decision dilemma task. Importantly, cooperative
behavior generalized across targets in that the decision dilemma was played
with a partner who was not the video game play partner. Mediation analyses
revealed that cooperative team-play promoted feelings of cohesion, which
activated trust norms, which in turn increased cooperative behavior. Keywords: Violent video games; Cooperation; Video game context; Media effects; Trust | |||
| Is online trust and trust in social institutions associated with online disclosure of identifiable information online? | | BIBAK | Full-Text | 1471-1477 | |
| Gustavo S. Mesch | |||
| This study investigated the association between trust in individuals, social
institutions and online trust on the disclosure of personal identifiable
information online. Using the Internet attributes approach that argues that
some structural characteristics of the Internet such as lack of social cues and
controllability are conducive to a disinhibitive behavior it was expected that
face to face trust and online trust will not be associated. In addition, it was
expected that from the three components of trust, online trust only will be
associated with the disclosure of identifiable personal information online. A
secondary analysis of the 2009 Pew and American Life of Internet users (n =
1698) survey was conducted. In contrast with the Internet attribute approach
the effect of trust in individuals and institutions was indirectly associated
with the disclosure of identifiable information online. Trust in individuals
and institutions were found to be associated with online trust. However, online
trust only, was found to be associated with the disclosure of personal
identifiable information. While trust online encourages the disclosure of
identifiable information, perception of privacy risks predicted refraining from
posting identifiable information online. The results show a complex picture of
the association of offline and online characteristics on online behavior. Keywords: Online/offline information disclosure; Online and offline trust; Internet; Computer mediated communication; Interpersonal trust | |||
| The effects of constructing domain-specific representations on coordination processes and learning in a CSCL-environment | | BIBAK | Full-Text | 1478-1489 | |
| Bert Slof; Gijsbert Erkens; Paul A. Kirschner | |||
| This study examined the effects of scripting learners' use of two types of
representational tools (i.e., causal and simulation) on their online
collaborative problem-solving. Scripting sequenced the phase-related part-task
demands and made them explicit. This entailed (1) defining the problem and
proposing multiple solutions (i.e., problem-solution) and (2) evaluating
solutions and coming to a definitive solution (i.e., solution-evaluation). The
causal tool was hypothesized to be best suited for problem solution and the
simulation tool for solution evaluation. Teams of learners in four experimental
conditions carried out the part-tasks in a predefined order, but differed in
the tools they received. Teams in the causal-only and simulation-only
conditions received either a causal or a simulation tool for both part-tasks.
Teams in the causal-simulation and simulation-causal conditions received both
tools in suited and unsuited order respectively. Results revealed that teams
using the tool suited to each part-task constructed more task appropriate
representations and were better able to share and negotiate knowledge. As a
consequence, they performed better on the complex learning-task. Although all
learners individually gained more domain knowledge, no differences were
obtained between conditions. Keywords: Complex learning-tasks; Coordination processes; Computer supported collaborative learning; External representations; Representational scripting | |||
| Phantom vibrations among undergraduates: Prevalence and associated psychological characteristics | | BIBAK | Full-Text | 1490-1496 | |
| Michelle Drouin; Daren H. Kaiser; Daniel A. Miller | |||
| 'Phantom vibration syndrome,' or perceived vibrations from a device that is
not really vibrating, is a recent psychological phenomenon that has attracted
the attention of the media and medical community. Most (89%) of the 290
undergraduates in our sample had experienced phantom vibrations, and they
experienced them about once every two weeks, on average. However, few found
them bothersome. Those higher in conscientiousness experienced phantom
vibrations less frequently, and those who had strong reactions to text messages
(higher in the emotional reaction subscale of text message dependence) were
more bothered by phantom vibrations. These findings suggest that targeting
individuals' emotional reactions to text messages might be helpful in combating
the negative consequences of both text message dependency and phantom
vibrations. However, because few young adults were bothered by these phantom
vibrations or made attempts to stop them, interventions aimed at this
population may be unnecessary. Keywords: Phantom vibrations; Text message dependence; Psychological characteristics; Young adults; Undergraduates | |||
| Predicting social cues during online discussions: Effects of evaluations and knowledge content | | BIBAK | Full-Text | 1497-1509 | |
| Gaowei Chen; Ming Ming Chiu; Zhan Wang | |||
| This study examined whether evaluations (agreements, disagreements),
knowledge content (new ideas, justifications), or social cues (SCs) in recent
messages affected a current message's positive or negative SC during
asynchronous, online discussions. Using statistical discourse analysis, we
modeled 894 messages by 183 participants on 60 high school mathematics topics
(typically eight people posted per topic) on a mathematics problem solving
website not connected to any class or school. Results showed that recent
agreements increased the likelihood of positive SC, whereas justifications
reduced it. Disagreements increased the likelihood of negative SC, whereas new
ideas reduced it. Meanwhile, recent positive or negative SCs did not affect the
likelihood of a subsequent SC. Together, these results suggest that judicious
use of positive SCs rather than negative SCs during disagreements can help
students both construct knowledge and maintain social relationships. Keywords: Online discussion; Social cues; Positive social cues; Negative social cues; Statistical discourse analysis | |||
| Motives for Facebook use and expressing "true self" on the Internet | | BIBAK | Full-Text | 1510-1517 | |
| Leman Pinar Tosun | |||
| A survey on 143 university students was conducted to examine what motives
young adults have for Facebook use, which of those motives were endorsed more
than the others, and how those motives were related to the tendency of
expressing one's "true self" through Facebook use. According to the results,
primary motive for Facebook use was to maintain long-distance relationships.
This motive was followed by game-playing/entertainment, active forms of
photo-related activities, organizing social activities, passive observations,
establishing new friendships, and initiating and/or terminating romantic
relationships. Another interesting result was that individuals' tendency for
expressing one's true self on the Net had an influence on their Facebook use
motives: The ones with high tendency to express their true self on the Internet
reported to use Facebook for establishing new friendships and for
initiating/terminating romantic relationships more than the individuals' with
low and medium levels of the same tendency did. Keywords: Facebook; "True self"; Theory of uses and gratifications | |||
| Understanding users' initial trust in mobile banking: An elaboration likelihood perspective | | BIBAK | Full-Text | 1518-1525 | |
| Tao Zhou | |||
| Due to the high perceived risk, building users' initial trust is crucial to
facilitating their adoption and usage of mobile banking. Drawing on the
elaboration likelihood model (ELM), this research examined users' initial trust
in mobile banking. The results indicated that initial trust develops along a
dual route including the central route and peripheral route. Self-efficacy as
the elaboration likelihood moderates the effects of central cues and peripheral
cues on initial trust. Central cues include information quality and service
quality, whereas peripheral cues include system quality, structural assurance
and reputation. The results imply that service providers need to employ
differentiated strategies to build users' initial trust in mobile banking. Keywords: Initial trust; Mobile banking; Elaboration likelihood model; Self-efficacy | |||
| Mindful multitasking: The relationship between mindful flexibility and media multitasking | | BIBAK | Full-Text | 1526-1532 | |
| Amanda Ie; Chiara S. Haller; Ellen J. Langer; Delphine S. Courvoisier | |||
| With the insatiable demand for and corresponding burgeoning of electronic
devices enabling individuals to accomplish many things simultaneously,
effective multitasking may be a necessity in today's world. The present study
was concerned with the improvement of media multitasking by increasing mindful
flexibility through a state mindfulness induction (Langer, 1989). Seventy-five
participants were randomized into one of three state mindfulness induction
groups (High Mindful, Low Mindful, No Treatment). Multitasking performance was
assessed via a dual-task paradigm that involved composing an essay on a
computer and solving anagrams sent via a browser-based chat program. Results
revealed that higher trait mindfulness was related to greater tolerance of
ambiguity, a greater tendency to adopt a Heuristic than Algorithmic thinking
style, greater complexity in thinking style, greater positive affect, and less
negative affect. Although the state mindfulness inductions did not
differentially affect multitasking performance across the three groups, trait
mindfulness predicted the performance of individuals in the No Treatment group.
Overall, the study suggested that younger individuals and individuals who have
a dispositional tendency to remain implicitly or explicitly aware of multiple
perspectives of a situation are better at media multitasking. Keywords: Media multitasking; Task switching; Mindfulness; Mindful flexibility; Cognitive flexibility; Creativity | |||
| Corrigendum to "Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games" [Comput. Human Behav. 28 (2012) 285-291] | | BIB | Full-Text | 1533 | |
| Eui Jun Jeong; Frank A. Biocca | |||
| Facebook and political engagement: A study of online political group membership and offline political engagement | | BIBAK | Full-Text | 1535-1546 | |
| Meredith Conroy; Jessica T. Feezell; Mario Guerrero | |||
| In what ways do online groups help to foster political engagement among
citizens? We employ a multi-method design incorporating content analysis of
online political group pages and original survey research of university
undergraduates (n = 455) to assess the relationship between online political
group membership and political engagement -- measured through political
knowledge and political participation surrounding the 2008 election. We find
that participation in online political groups is strongly correlated with
offline political participation, as a potential function of engaging members
online. However, we fail to confirm that there is a corresponding positive
relationship between participation in online political groups and political
knowledge, likely due to low quality online group discussion. Keywords: Political communication; Social media; Political participation; Facebook; Surveys | |||
| Research issues of Internet-integrated cognitive style | | BIBAK | Full-Text | 1547-1554 | |
| Albert H. Huang; David C. Yen; Shin-Yuan Hung | |||
| Cognitive style was once a popular research topic in the field of decision
support systems (DSS), but because of the lack of usable results, it has not
received much attention from the research community in recent years. This paper
argues that it can be both promising and worthwhile to revive research efforts
into cognitive style in the modern decision-making environment. Several reasons
are offered to support this argument: First, the decision-making environment is
now more integrated with technology, particularly the Internet, making it more
uniform and easier to define. Second, the potential benefit of such studies is
greater because more people are using Internet-based technology to make
decisions. Third, data on the cognitive behavior of decision makers are
captured and available for analysis because of the close integration between
technology and the decision-making process. Research questions are raised and
potential variables are proposed and discussed. Keywords: Cognitive style; Cognitive process; Internet; Decision support systems (DSS); Decision making | |||
| Does source matter? Examining source effects in online product reviews | | BIBAK | Full-Text | 1555-1563 | |
| Xue Dou; Justin A. Walden; Seoyeon Lee; Ji Young Lee | |||
| Drawing on the literature about online source classification, source
credibility, and attribution theory, this study examines how the source of a
product review influences people's product judgments. Results from a
between-subjects experiment suggest that the perceived source of a message (the
visible source) impacts how people evaluate actual reviewer (the original
source) and product. Reviews made by regular Internet users (visible sources)
lead to greater trust in the actual reviewer (the original source), compared to
product reviews from product makers. Results further indicate that visible
sources play a crucial role in helping people judge the credibility of online
reviews. Particularly, the identity of a visible source is used to consider the
intention of original source of the message, which in turn determines message
persuasiveness. The authors conclude that evaluating the intentions of online
reviewers is a critical antecedent to forming opinions about online reviews and
products. Keywords: Source credibility; User generated content; eWOM; Online product reviews; YouTube | |||
| Information Systems Use: Construct conceptualization and scale development | | BIBAK | Full-Text | 1564-1574 | |
| Jonghak Sun; James T. C. Teng | |||
| Information Systems Use (ISU) is an essential part of the human behaviors in
utilizing computers in organizations. The construct has been widely used to
measure IS adoption or IS success. However, few studies attempt to understand
ISU in a job and organizational setting where employees use various types of IS
for different tasks. To better understand ISU, it is necessary to contextualize
the construct in users' overall work related activities. We classified the
overall IS/IT use in an organization into three different types of IS;
Information Reporting Systems (IRSs), Decision Support Systems (DSSs), and
Group Support System (GSSs). Based on this classification, we developed four
items for each type of ISU behaviors. The resulting ISU instrument was tested
using a dataset of 231 responses collected in a survey. Both exploratory factor
analysis and PLS are employed to successfully establish reliability,
convergent/discriminate validity, and predictive validity. The contribution of
this research is to provide better and more robust measurements for the ISU
construct, which should help to lay a firmer foundation for further research on
IS success. Keywords: Information Systems Use; Information systems success; Construct development | |||
| Improving video-mediated communication with orchestration | | BIBAK | Full-Text | 1575-1579 | |
| Martin Groen; Marian Ursu; Spiros Michalakopoulos; Manolis Falelakis; Epameinondas Gasparis | |||
| Video-mediated communication (VMC) has become a popular communication
medium. However, research to date suggests that the inherent constraints of VMC
impair effective and efficient communication and task performance. We propose
that these negative findings could be attributed to how the technology was used
and propose the novel concept of communication orchestration aimed at
mitigating some of the signaled limitations. Orchestration is a selection
process for displaying information that is deemed relevant for accomplishing an
effective and efficient task performance and communicative experience. We
report an experiment that confirmed this suggestion. The results indicate that
orchestration could be an important novel feature to aid humans when
communicating via VMC, but also suggest that there is potential for further
improvements in orchestration. Keywords: Video-mediated communication; Orchestration; Task performance; User experience; Videoconferencing; Communication | |||
| Effects of computer-based testing on test performance and testing motivation | | BIBAK | Full-Text | 1580-1586 | |
| Yan Piaw Chua | |||
| Computer-based testing (CBT) is a green computing strategies used to reduce
paper consumption. However, some scholars have questioned the effectiveness of
CBT and suggested for conducting systematic studies on CBT to carefully check
its reliability and validity before opting for it. Recently, some studies have
evaluated the effectiveness of CBT by comparing it with paper-pencil testing
(PPT), and the findings were inconsistent. Besides this, most of these studies
have been conducted using quasi or basic experimental designs without
identifying testing effects on test takers. The limitation of these design is
testing effects might occur when a participant in the control or treatment
group is tested at least twice on a same test, and it influences the outcomes
of taking a posttest, therefore, the findings might be misinterpreted. This
study employed a Solomon four-group experimental design (2 × 3 factorial
design) on a group of student teachers (n = 140) to compare CBT and PPT on test
performance (test scores), testing time and testing motivation. Results
indicated that the CBT mode is more reliable in terms of internal and external
validity. The CBT significantly reduced testing time and developed stronger
self-efficacy, intrinsic and social testing motivation in the participants. Keywords: Computer-based testing; Testing effects; Test performance; Testing time; Testing motivation | |||
| Conformity on the Internet -- The role of task difficulty and gender differences | | BIBAK | Full-Text | 1587-1595 | |
| Michael Rosander; Oskar Eriksson | |||
| Conformity and the effects of social influence have been studied for a long
time in face-to-face situations but have received less attention in contexts of
computer-mediated communication (CMC) such as the Internet. The purpose of this
study was to investigate conformity behavior in use of the Internet. The social
context for the participants was the Internet communities from which they were
recruited. Four hypotheses were tested by a survey containing knowledge and
logic questions. Half the participants were subjected to conformity
manipulations and the result showed a clear conformity to erroneous majority
alternatives. Of the participants in the Conformity group (n = 477) 52.6%
conformed at least once, with an average 13.0% of participants conforming on
each critical question. The conformity increased with higher task difficulty,
both subjective and objective. The fourth hypothesis, that women would conform
to a higher degree than men, received no support. Instead, the results showed
higher conformity for men on both difficult and logical questions. Reasons for
conformity on the Internet such as turning to the group for guidance, avoiding
social isolation and protecting one's self-esteem are discussed with reference
to theory and earlier research. Keywords: Conformity; Internet; CMC; Gender differences; Task difficulty; Social influence | |||
| Is beautiful really usable? Toward understanding the relation between usability, aesthetics, and affect in HCI | | BIBAK | Full-Text | 1596-1607 | |
| Alexandre N. Tuch; Sandra P. Roth; Kasper Hornbæk; Klaus Opwis; Javier A. Bargas-Avila | |||
| This paper analyzes the relation between usability and aesthetics. In a
laboratory study, 80 participants used one of four different versions of the
same online shop, differing in interface-aesthetics (low vs. high) and
interface-usability (low vs. high). Participants had to find specific items and
rate the shop before and after usage on perceived aesthetics and perceived
usability, which were assessed using four validated instruments. Results show
that aesthetics does not affect perceived usability. In contrast, usability has
an effect on post-use perceived aesthetics. Our findings show that the "what is
beautiful is usable" notion, which assumes that aesthetics enhances the
perception of usability can be reversed under certain conditions (here: strong
usability manipulation combined with a medium to large aesthetics
manipulation). Furthermore, our results indicate that the user's affective
experience with the usability of the shop might serve as a mediator variable
within the aesthetics-usability relation: The frustration of poor usability
lowers ratings on perceived aesthetics. The significance of the results is
discussed in context of the existing research on the relation between
aesthetics and usability. Keywords: Aesthetics; Beauty; Emotion; Interface design; Usability; User experience | |||
| Critical thinking in E-learning environments | | BIBAK | Full-Text | 1608-1617 | |
| Raafat George Saadé; Danielle Morin; Jennifer D. E. Thomas | |||
| One of the primary aims of higher education in today's information
technology enabled classroom is to make students more active in the learning
process. The intended outcome of this increased IT-facilitated student
engagement is to foster important skills such as critical thinking used in both
academia and workplace environments. Critical thinking (CT) skills entails the
ability(ies) of mental processes of discernment, analysis and evaluation to
achieve a logical understanding. Critical thinking in the classroom as well as
in the workplace is a central theme; however, with the dramatic increase of IT
usage the mechanisms by which critical thinking is fostered and used has
changed. This article presents the work and results of critical thinking in a
virtual learning environment. We therefore present a web-based course and we
assess in which parts of the course, and to what extent, critical thinking was
perceived to occur. The course contained two categories of learning modules
namely resources and interactive components. Critical thinking was measured
subjectively using the ART scale. Results indicate the significance of
"interactivity" in what students perceived to be critical-thinking-oriented
versus online material as a resource. Results and opportunities that virtual
environments present to foster critical thinking are discussed. Keywords: E-learning; Critical thinking; Assessment; Information technology | |||
| When graphics improve liking but not learning from online lessons | | BIBAK | Full-Text | 1618-1625 | |
| Eunmo Sung; Richard E. Mayer | |||
| The multimedia principle states that adding graphics to text can improve
student learning (Mayer, 2009), but all graphics are not equally effective. In
the present study, students studied a short online lesson on distance education
that contained instructive graphics (i.e., directly relevant to the
instructional goal), seductive graphics (i.e., highly interesting but not
directly relevant to the instructional goal), decorative graphics (i.e.,
neutral but not directly relevant to the instructional goal), or no graphics.
Following instruction, students who received any kind of graphic produced
significantly higher satisfaction ratings than the no graphics group,
indicating that adding any kind of graphic greatly improves positive feelings.
However, on a recall posttest, students who received instructive graphics
performed significantly better than the other three groups, indicating that the
relevance of graphics affects learning outcomes. The three kinds of graphics
had similar effects on affective measures but different effects on cognitive
measures. Thus, the multimedia effect is qualified by a version of the
coherence principle: Adding relevant graphics to words helps learning but
adding irrelevant graphics does not. Keywords: Graphics; Seductive details; e-Learning; Web-based learning; Multimedia effect; Multimedia learning | |||
| Why do people post and read personal messages in public? The motivation of using personal blogs and its effects on users' loneliness, belonging, and well-being | | BIBAK | Full-Text | 1626-1633 | |
| Younbo Jung; Hayeon Song; Peter Vorderer | |||
| The purpose of the current paper is to develop a theoretical model that
identifies why people blog personal content and explains the effects of
blogging in "real life." Data from an online survey are analyzed using maximum
likelihood procedures in LISREL 8.75 to test the structural model. Among 531
respondents from Cyworld, a popular social network and blogging site in South
Korea, a randomly selected group of 251 users was used to develop the model.
The other group of 280 users was used to confirm the usefulness of the revised
model. Results (N = 251; N = 280) showed that impression management and
voyeuristic surveillance are two major psychological factors that motivate
individuals to post and read messages on personal blogs. Results also showed
evidence for blogging's real life consequences, measured by users' perceived
social support, loneliness, belonging, and subjective well-being. Keywords: Personal blog; Impression management; Voyeuristic surveillance; Social support; Subjective well-being; Anonymity | |||
| Involuntary postural responses of users as input to Attentive Computing Systems: An investigation on head movements | | BIBAK | Full-Text | 1634-1647 | |
| Ahmet Cengizhan Dirican; Mehmet Göktürk | |||
| Automatic motor or involuntary postural behaviors of users have been
receiving an increasing interest in recent years, as unobtrusive measures of
cognitive states. In this paper, we investigate the involuntary postural
responses of seated users derived from their cognitive changes as input for
Attentive Computing Systems. The paper first introduces seated posture, its
advantages for cognitive state assessment and connections with cognitive states
and, related studies in order to provide a research background for this
emerging area of research. We then focus on head posture of seated users and
examine the involuntary head movements correlated with task engagement and
changing task difficulty through an experiment conducted using a
display-oriented cognitive task with changing difficulties. The experiment
included 31 participants. Based on different measures, head response and speed,
data gathered from user studies were analyzed. Repeated measures Analysis of
Variances revealed that head response and speed could serve as cognitive
engagement measures. The results indicated that participants get closer to a
computer display and became more stationary when they were engaged in a task.
The task difficulty analysis results, conversely, partially fulfilled our
initial expectations. Head response and speed exhibited limited sensitive
behaviors as task difficulties changed. Keywords: Attentive Computing Systems; Cognitive state assessment; Involuntary; Seated posture; Head movements; Nonverbal communication | |||
| Modeling the Computing Based Testing domain extending IMS QTI: Framework, models and exemplary implementations | | BIBAK | Full-Text | 1648-1662 | |
| Patricia Santos; Davinia Hernández-Leo; Mar Pérez-Sanagustín; Josep Blat | |||
| Using technology to create new types of questions is important, but also
exploring new types of test representations or analyzing the most adequate
technological device to support a specific assessment activity based on tests.
This paper presents a conceptual model that defines and relates three
dimensions to be considered for advancing on Computing-Based Testing (CBT): the
Question-item, the Test and the Activity. The framework assists in the
categorization and design of advanced CBT scenarios and opens a new domain for
questions and tests supported by ICT. Besides, the paper proposes two models
for the technological design and implementation of the Test and Question-item
dimensions. The models represent an extension of the IMS Question and Test
Interoperability standard. They are platform-independent models (PIMs) that
formulate the elements that can be mapped to platform-specific models (PSMs)
for implementing advanced CBT solutions. To show the relevance, value and
usability of the contributions, the paper also describes the application of the
framework and PIMs to design and implement three exemplary CBT scenarios with
their corresponding CBT-PSMs. Within the global scope of the CBT conceptual
model, the first scenario shows how question-items can be enriched with
specific multimedia information (web maps). The second scenario illustrates
another particular case of the CBT domain where a test can be augmented with
real physical elements. And finally, the third scenario describes an
implementation that combines advanced question-items and tests using virtual
worlds. Keywords: Computing-Based Testing; Authentic learning; Formative assessment; Modeling framework; Question and Test Interoperability | |||
| I became an attractive person in the virtual world: Users' identification with virtual communities and avatars | | BIBAK | Full-Text | 1663-1669 | |
| Changsoo Kim; Sang-Gun Lee; Minchoel Kang | |||
| A number of studies have examined virtual worlds, which can facilitate
knowledge sharing, education, and enjoyment, among others. However, no study
has provided an insightful research model for evaluating virtual worlds. This
study suggests that users' identification with virtual communities and avatars
plays a critical role in the construction of attractive virtual worlds. The
proposed model measures the level of the user's identification with virtual
communities, through which the user builds his or her trust in other community
members. In addition, the study suggests that users' identification with
avatars is an important element of their satisfaction with virtual worlds. The
results indicate that users' identification with virtual communities as well as
avatars can enhance their efficacy and trust and thus facilitate their
sustained use of virtual services. The results have important theoretical and
practical implications. Keywords: Virtual world; Community identification; Avatar identification; Self-efficacy; Collective efficacy | |||
| Age differences in information finding tasks: Performance and visual exploration strategy with different web page layouts | | BIBAK | Full-Text | 1670-1680 | |
| Isabelle Etcheverry; Thierry Baccino; Patrice Terrier; Jean-Claude Marquié; Mustapha Mojahid | |||
| Recent research suggests that older Internet users seem to find it more
difficult to locate navigation links than to find information content in web
pages. One possibility is that older Internet users' visual exploration of web
pages is more linear in nature, even when this type of processing is not
appropriate for the task. In the current study, the eye movements of young and
older Internet users were recorded using an ecological version of the web pages
or a discursive version designed to induce a linear exploration. The older
adults found more targets when performing content-oriented compared to
navigation-oriented searches, thus replicating previous results. Moreover, they
performed less well than young people only when required to locate navigation
links and tended to outperform the younger participants in content-oriented
searches. Although the type of search task and type of web page resulted in
different visual strategies, little or no support was found for the hypothesis
that older participants explore web pages in a more linear way in cases where
this strategy was not appropriate. The main conclusion is that differences in
visual exploration do not seem to mediate the specific difficulty older adults
experience in navigation-oriented searches in web pages. Keywords: Internet; Information search; Cognitive aging; Eye-movement | |||
| Living in the Hutt Space: Immersive process in the Star Wars Role-Play community of Second Life | | BIBAK | Full-Text | 1681-1691 | |
| Matthieu J. Guitton | |||
| Immersive virtual settings are evolving to become new "spaces of life".
Humans inhabit these different virtual worlds through their avatars, and tend
to gather into communities. However, the behavioral factors underlying the
cognitive process of immersion in virtual worlds are still far to be
understood. We here investigated these factors using the Star Wars Role-Play
community of the virtual setting of Second Life as a model. More specifically,
our studies focused on the immersion process in the "Hutt Space", a portion of
the Star Wars Galaxy ruled by the alien species of the Hutts, which combines
the trademark aspects of Star Wars universe. Using both quantitative and
qualitative methods, we identified some of the factors which favor the
immersion process. Our results suggest that the different behavioral factors
contributing to the immersion process can be organized in three structuring
dimensions: commitment, cohesion, and coherence. We also unveil a compensatory
mechanism between appearance and behavioral factors in creation and maintenance
of social groups in virtual worlds. Finally, we point out some of the
behavioral aspects of the evolution from passive media engagement (spectators),
to active media engagement (actors), and suggest a theoretical framework to
investigate how human inhabit immersive virtual spaces. Keywords: Avatar; Social interactions; Social density; Star Wars; Virtual community; Virtual worlds | |||
| Retain viewer's attention on banner ad by manipulating information type of the content | | BIBAK | Full-Text | 1692-1699 | |
| Yu-Chen Hsieh; Kuo-Hsiang Chen; Min-Yuan Ma | |||
| The influence of phenomenon like Banner blindness and Habituation has
weakened researchers' efforts to highlight the effect of adding salient visual
features to ads. On the other hand, many studies discussed advertising
attention on the basis of individual pages, neglecting the fact that most ads
reside on one of a sequence of webpages that a viewer continuously reads.
Therefore, our study discussed advertising attention from a different
perspective, switching focus to the information type and their influence on
attention in a sequence of webpages. This study, extended from our previous
study, in which we found user attention to advertisement to drop sharply beyond
the initial page, planned to investigate if it is possible to dishabituate
users and enhance viewer's attention on banner ads by manipulating the
information type of a sequence of content. We found that viewer's attention on
ads can be prolonged on subsequent pages with a rudimentary stimulus variation
to content order and without changing any visual design feature of the ad
itself, which is prone to the crippling effects of banner blindness and
habituation, and that the image-based content inserted between pages of
text-based content plays an important role in raising overall attention to
advertisement. Keywords: Internet advertising; Habituation; Dishabituation; Attention inertia; Banner blindness | |||
| Individuals' personal network characteristics and patterns of Facebook use: A social network approach | | BIBAK | Full-Text | 1700-1707 | |
| Namkee Park; Seungyoon Lee; Jang Hyun Kim | |||
| Using the theoretical framework of ego-centric networks, this study examines
the associations between the characteristics of both Facebook-specific and
pre-existing personal networks and patterns of Facebook use. With data from an
ego-network survey of college students, the study discovered that various
dimensions of Facebook-specific network characteristics, such as multiplexity,
proximity, density, and heterogeneity in race, were positively associated with
usage patterns, including time spent on Facebook, posting messages, posting
photos, and lurking. In contrast, network characteristics of pre-existing
relationships, such as density and heterogeneity in race, were negatively
associated with Facebook usage patterns. Theoretical implications and
limitations were discussed. Keywords: Personal network structure; Facebook; Network characteristics; Patterns of use; Social network analysis | |||
| The effect of moderator's facilitative strategies on online synchronous discussions | | BIBAK | Full-Text | 1708-1716 | |
| Ya-Hui Hsieh; Chin-Chung Tsai | |||
| Moderators play an important role within a computer supported collaborative
learning environment, and thus facilitative strategies and communication
technology are nowadays used to enhance students' learning. This study proposed
facilitative strategies as a guide for students' learning, and explored the
influence of these strategies on the students' online synchronous discussion. A
total of 331 senior high school students from eight computer classes in
northern Taiwan were recruited to participate in this study. They were randomly
assigned into an experimental condition, with the moderators' facilitation to
complete online learning tasks, and the control condition without moderators'
support. To fulfill the goal of the research, four strategies -- helping
students focus on the main topic, facilitating students' making argumentation,
giving students positive feedback, and helping students sustain threaded
discussion -- were adopted to facilitate the online synchronous discussion in
the experimental condition. According to the results of the content analysis,
four group discussion patterns were revealed, including collaboration,
centralization, partial contribution, and non-interaction. The findings suggest
that the moderator helped enhance the collaboration pattern and increase the
online participation rate. In addition, it was found that the strategies of
helping students focus on the main topic and giving students positive feedback
were frequently employed. Keywords: Online synchronous discussion; Moderator; Facilitative strategy; Interaction pattern | |||
| How oppositional loyalties resulting from producer-user collaborations reduce new product entry: Examples of online games | | BIBAK | Full-Text | 1717-1727 | |
| Shu-Yu Yeh | |||
| Instead of technological lock-in effects, oppositional loyalty to a product
may emerge from users' collaborations in the product, which grant consumers
emotional experiences with the brand, encourage personal relationships, and
provide emotional benefits. Therefore, consumers may limit their allocations of
resources to competing new products because they devalue a new offering's
relative product performance and its user and complementary networks. Prior
rate of use enhances this devaluating effect, and prior experience deepens the
negative effects. In contrast, users with minimal prior experience and low
usage rates more easily accept new products. This study tests these predictions
in a path analysis with data pertaining to an online game, collected from
consumers in cybercafés; the 296 respondents across 191
cybercafés support the hypotheses. Keywords: New products; Collaboration; Oppositional loyalty; User and complements network; Online games | |||
| Can we let computers change practice? Educators' interpretations of preschool tradition | | BIBAK | Full-Text | 1728-1737 | |
| Mats G. Lindahl; Anne-Mari Folkesson | |||
| The introduction of ICT into preschool practice is generally lagging.
However, there is a variation regarding use of new technology. Hence, the aim
of this study is to analyze which are the possibilities and difficulties to
embed computers into preschool practice.
Data consists of naturalistic texts from 31 preschool teacher students revealing their experiences from trying to embed computers into practice. Analysis of data was guided by a framework adapted from Giddens' structuration theory, focussing on students' drawing on tradition and on knowledge claims when justifying their stances. Results show ambivalence to computer use. However, two groups of students emerged. One group embraced the new technology, whereas the other group conceived new technology as a threat to tradition. Depending on how activities are interpreted to fit into preschool tradition, using computers can or cannot be justified. Understanding tradition, as partially values and partially routines, provides possibilities to modify preschool practice to include computer activities. Knowledge claims, for example pertaining to developmental stimulation, can also be used as justifications for embedding computers into preschool practice. If, however, values appear to be threatened, tradition as well as knowledge claims can be used to justify protection against using computers in preschool practice. Keywords: Attitude; Computer; Knowledge claim; Preschool; Tradition; Values | |||
| Five facets of social presence in online distance education | | BIBAK | Full-Text | 1738-1747 | |
| Eunmo Sung; Richard E. Mayer | |||
| Social presence in online learning environments refers to the degree to
which a learner feels personally connected with other students and the
instructor in an online learning community. Based on a 19 item Online Social
Presence Questionnaire (OSPQ) given to college students in two different online
learning courses, a series of exploratory and confirmatory factor analyses
consistently revealed five factors representing facets of social presence in
online learning environments: social respect (e.g. receiving timely responses),
social sharing (e.g., sharing information or expressing beliefs), open mind
(e.g., expressing agreement or receiving positive feedback), social identity
(e.g., being called by name), and intimacy (e.g., sharing personal
experiences). Together, the five factors accounted for 58% of the variance and
were based on 19 items. Although much previous research focuses on cognitive
aspects of learning in online environments, understanding the role of the
learner's sense of presence may be particularly important in distance learning
situations in which students and the instructor are physically separated. Keywords: Distance learning; Social presence; Online courses; Online learning; Factor analysis | |||
| The impact of engagement with social networking sites (SNSs) on cognitive skills | | BIBAK | Full-Text | 1748-1754 | |
| Tracy Packiam Alloway; Ross Geoffrey Alloway | |||
| The aim of the present study was to investigate the effect of social
networking sites (SNSs) engagement on cognitive and social skills. We
investigated the use of Facebook, Twitter, and YouTube in a group of young
adults and tested their working memory, attentional skills, and reported levels
of social connectedness. Results showed that certain activities in Facebook
(such as checking friends' status updates) and YouTube (telling a friend to
watch a video) predicted working memory test performance. The findings also
indicated that Active and Passive SNS users had qualitatively different
profiles of attentional control. The Active SNS users were more accurate and
had fewer misses of the target stimuli in the first block of trials. They also
did not discriminate their attentional resources exclusively to the target
stimuli and were less likely to ignore distractor stimuli. Their engagement
with SNS appeared to be exploratory and they assigned similar weight to
incoming streams of information. With respect to social connectedness,
participants' self-reports were significantly related to Facebook use, but not
Twitter or YouTube use, possibly as the result of greater opportunity to share
personal content in the former SNS. Keywords: Facebook; YouTube; Twitter attentional control; Working memory; Social connectedness | |||
| The effects of social media based brand communities on brand community markers, value creation practices, brand trust and brand loyalty | | BIBAK | Full-Text | 1755-1767 | |
| Michel Laroche; Mohammad Reza Habibi; Marie-Odile Richard; Ramesh Sankaranarayanan | |||
| Social media based brand communities are communities initiated on the
platform of social media. In this article, we explore whether brand communities
based on social media (a special type of online brand communities) have
positive effects on the main community elements and value creation practices in
the communities as well as on brand trust and brand loyalty. A survey based
empirical study with 441 respondents was conducted. The results of structural
equation modeling show that brand communities established on social media have
positive effects on community markers (i.e., shared consciousness, shared
rituals and traditions, and obligations to society), which have positive
effects on value creation practices (i.e., social networking, community
engagement, impressions management, and brand use). Such communities could
enhance brand loyalty through brand use and impression management practices. We
show that brand trust has a full mediating role in converting value creation
practices into brand loyalty. Implications for practice and future research
opportunities are discussed. Keywords: Brand community; Social media; Brand loyalty; Value creation practices; Community markers; Brand trust | |||
| Exploring the role of espoused values on e-service adoption: A comparative analysis of the US and Nigerian users | | BIBAK | Full-Text | 1768-1781 | |
| Godwin J. Udo; Kallol K. Bagchi; Peeter J. Kirs | |||
| Technology adoption in developing and developed countries needs to be
studied and contrasted in order to identify similar and unique factors which
impact adoptions. Information technology acceptance and the influence of
espoused values (EV) have been investigated in developed countries but such
studies are rare for developing countries. The present study surveyed 201
Nigerians and 188 Americans using constructs based on accepted theories, with
the aim of comparing the influence of national culture on the acceptance of
e-services in each country. The combined data indicate that user satisfaction
with e-services is affected by perceived usefulness and information/system
quality (with R2 = 0.64). User satisfaction, in turn, affects users' behavioral
intention to continue to use e-services (R2 = 0.50). EVs moderate the effect of
perceived usefulness and information/system quality on satisfaction. In
general, the moderating effects of EVs are more pronounced for Nigerian
respondents than for US respondents, due to national cultural differences. Keywords: Espoused values; TPB; TAM; ISSM; e-Services; Behavioral intention; National culture; Technology adoption | |||
| Gender and player characteristics in video game play of preadolescents | | BIBAK | Full-Text | 1782-1789 | |
| Bruce D. Homer; Elizabeth O. Hayward; Jonathan Frye; Jan L. Plass | |||
| The present study explores the relation among different characteristics of
preadolescents and their video game habits and preferences. Specifically, the
predictive power of age, gender, and psychological adjustment on time spent
playing video games and game preference was explored. Children ages 10-15 were
given two surveys: a video game habits survey and the BASC-II self-report
assessment of personality. Results confirm previous findings of significant
gender differences in both time spent playing video games and game type
preference. For preadolescents, males were found to spend more time overall
playing video games, but for both males and females time spent playing
increased with age. No relation was found between time spent playing video
games and negative psychological adjustment, as assessed by the BASC-II. Game
type preference was predicted by several psychological characteristics. For
example, females' positive feelings about the self were associated with
increased likelihood of electing First Person Shooters as a favored game type,
and males' internalizing difficulties were associated with decreased likelihood
of electing Massively Multiplayer Online Role Playing Games (MMORPGs). The
current findings confirm previous results with preadolescents, an under-studied
age group, and lend novel insight into the psychological processes that
contribute to video game preference. Keywords: Video games; Psychological adjustment; Preadolescents; Gender; Game genres | |||
| Does online interactivity matter? Exploring the role of interactivity strategies in consumer decision making | | BIBAK | Full-Text | 1790-1804 | |
| Yu-Hui Fang | |||
| Given that the Internet does not afford an opportunity to inspect products
before purchase, some customers hesitate to shop online. Online interactivity
can supplement online decision-making with added product information. Based on
the theories of impression management and deception, this study focuses on
sellers' online interactivity strategies (SOIS) and aims to explore the role of
SOIS played in online purchase decision-making process. According to the
stimulus-organism-response (S-O-R) paradigm, this study aims to understand how
each component of SOIS affects transaction intention through consumer
perceptions (perceived deception and perceived diagnosticity) and how this
affect is moderated by product types (search goods and experience goods) in
online marketplaces. Data collected from 475 respondents support most of our
hypotheses. Product type positively moderates only the link between image
creation and perceived deception. Implications for theory and practice are also
discussed. Keywords: Impression management; Perceived deception; Perceived diagnosticity; Stimulus-organism-response (S-O-R) paradigm; Theory of deception; Transaction intention | |||
| A theoretical acceptance model for computer-based communication media: Nine field studies | | BIBAK | Full-Text | 1805-1815 | |
| Pengzhu Zhang; Ting Li; Ruyi Ge; David C. Yen | |||
| This research study develops and tests a theoretical acceptance model to
explain users' acceptance of computer-based communication media. The model,
which is referred to as TAM_CCM, originated from the Technology Acceptance
Model (TAM) and conforms to the context of Computer-based Communication Media
(CCM). It explains perceived usefulness and actual system use in terms of
system characteristics (information process support and facilitating
conditions), social influence (subjective norm and rules on media use), and
user characteristics (experience and computer self efficacy). The model was
tested using empirical data collected at nine organizations (N = 425), of which
four had media rules and five had no similar rules. The TAM_CCM model was
strongly supported accounting for 74% of the variance in usefulness perceptions
and up to 74% of the variance in behavior intention to use. System
characteristics (information process support), social influence (subjective
norm and rules on media use), and user experience significantly influenced user
acceptance of computer-based communication media. These advanced theory
findings on computer-based communication media adoption and the research
approach contribute to future research aimed at incorporating the TAM into
specific contexts. Keywords: Technology adoption; Technology acceptance model; Computer-base communication media; Computer-mediated communication; Social influence; Perceived usefulness | |||
| Taking reading comprehension exams on screen or on paper? A metacognitive analysis of learning texts under time pressure | | BIBAK | Full-Text | 1816-1828 | |
| Rakefet Ackerman; Tirza Lauterman | |||
| People often attribute their reluctance to study texts on screen to
technology-related factors rooted in hardware or software. However, previous
studies have pointed to screen inferiority in the metacognitive regulation of
learning. The study examined the effects of time pressure on learning texts on
screen relative to paper among undergraduates who report only moderate paper
preference. In Experiment 1, test scores on screen were lower than on paper
under time pressure, with no difference under free regulation. In Experiment 2
the time condition was manipulated within participants to include time
pressure, free regulation, and an interrupted condition where study was
unexpectedly stopped after the time allotted under time pressure. No media
effects were found under the interrupted study condition, although
technology-related barriers should have taken their effect also in this
condition. Paper learners who preferred this learning medium improved their
scores when the time constraints were known in advance. No such adaptation was
found on screen regardless of the medium preference. Beyond that, paper
learning was more efficient and self-assessments of knowledge were better
calibrated under most conditions. The results reinforce the inferiority of
self-regulation of learning on screen and argue against technology-related
factors as the main reason for this. Keywords: Self-regulated learning; Digital literacy; Metacomprehension; Metacognitive monitoring and control; Time constraints; Study-time allocation | |||
| A dynamic longitudinal examination of social media use, needs, and gratifications among college students | | BIBAK | Full-Text | 1829-1839 | |
| Zheng Wang; John M. Tchernev; Tyler Solloway | |||
| This study extends the U&G theoretical perspective to account for the
situated, adaptive, and dynamic nature of mediated cognition and behavior. It
specifies dynamic uses and gratifications of social media (compared to other
media) in the everyday lives of college students using experience sampling data
across 4 weeks. The study tests and quantifies reciprocal causal relationships
between needs, social media use, and gratifications, as well as their
self-sustaining endogenous (i.e., feedback) effects. Social media use is
significantly driven by all four categories of needs examined (emotional,
cognitive, social, and habitual), but only gratifies some of them. Ungratified
needs accumulate over time and drive subsequent social media use. Interpersonal
social environments also affect social media use. In particular, solitude and
interpersonal support increase social media use, and moderate the effects of
needs on social media use. Keywords: Social media; Uses and gratifications; Dynamic reinforcement; Solitude; Social support; Experience sampling | |||
| Sensory realism and mediated aggression in video games | | BIBAK | Full-Text | 1840-1848 | |
| Eui Jun Jeong; Frank A. Biocca; Corey J. Bohil | |||
| This study investigated whether sensory realism cues in violent games --
blood color (red vs. blue), screams of pain (on vs. off), and player
perspective (first-person vs. third-person) -- affect players' physiological
arousal (i.e., skin conductance levels), spatial presence (i.e., sense of being
physically "there"), and state aggression in a popular violent game (Half-Life
2), controlling for users' prior game experiences. A path model (N = 160) was
examined to see the mediation effects of arousal and presence between realism
cues and state aggression. In line with the general aggression model, results
showed that realistic blood color and screams increased arousal, but no effect
was found for first-person perspective. Presence significantly affected users'
state aggression. However, contrary to our expectation based on the excitation
transfer theory, arousal did not show any significant effect on aggression. In
addition, presence mediated the influence of realistic blood color on state
aggression. In the effects of graphic realism of violence on user aggression,
presence did a crucial role. Implications and future studies were discussed. Keywords: Presence; Arousal; Aggression; Violence; Video games | |||
| Information systems user security: A structured model of the knowing-doing gap | | BIBAK | Full-Text | 1849-1858 | |
| James Cox | |||
| The corporate information systems users often engage in risky behavior that
can threaten the security and integrity of an organization by exposing
sensitive information or weakening the existing technological perimeter
security. This risky user behavior can be intentional or unintentional, but in
either case can cause severe damage to an organization's reputation as well as
potentially extending harm to the organization's clients and customers.
Information systems users not following the corporate security policies, even
though they know the policies, is known as user omissive behavior, also known
as the knowing-doing gap. This research examines the information assurance
understanding and security awareness at the user level by developing a
structured model of the user knowing-doing gap. The model examines the role of
organizational narcissism and its affect on user attitudes towards following
the organization's information security policies and procedures. It also
includes perceived threat as a factor affecting user attitudes towards
following information security rules, as well as subjective norms and perceived
behavior control consistent with the theory of planned behavior. This
structured model provides a framework and description of user information
security behavior and the knowing-doing gap. Keywords: Attitude; Information security; Intention; Narcissism; Omissive behavior; Threat | |||
| Blogging privacy rule orientations, privacy management, and content deletion practices: The variability of online privacy management activity at different stages of social media use | | BIBAK | Full-Text | 1859-1872 | |
| Jeffrey T. Child; Paul M. Haridakis; Sandra Petronio | |||
| The purpose of this study was to examine social media users' blogging
privacy rule orientations, privacy management regulation, and content deletion
practices as distinct types of activity occurring at different stages of the
blogging process (before, during, and after blogging) that may aid in
understanding the functioning of blogging disclosure activity overall. The
study was guided by a complementary application of both the uses and
gratifications perspective and communication privacy management (CPM) theory. A
central tenet of both theories suggests that people are variably active in
their communication behavior. We identified five discrete blogger privacy rule
orientations explaining different online choice-making practices: the
self-centric, the utilitarian, the planner, the protector, and the unworried
orientations toward blogging. We also identified six different motives for
deleting previously-posted information: conflict management, protection of
personal identity/safety, fear of retribution, employment security, impression
management, emotional regulation, and relational cleansing. Path analysis
revealed several direct and indirect paths among bloggers' motives for deleting
previously posted material and their level of disinhibition, blogging privacy
rule orientations, amount of time blogging, and privacy management practices.
As use of social media increases, exploring variations in privacy management
regulation practices is critical. Keywords: Communication privacy management (CPM) theory; Media use activity; Blogging; Social media; Uses and gratifications; Deletion motives | |||
| Characteristics and usage patterns of older people in a 3D online multi-user virtual environment | | BIBAK | Full-Text | 1873-1882 | |
| Panote Siriaraya; Chee Siang Ang | |||
| 3D online multi-user virtual environments (MUVEs) have a lot of potential in
supporting older people in their daily lives, yet little research has been
conducted to explore how older people engage with this type of technology. This
paper aims to investigate the characteristics, user groups and activity
patterns (particularly social networks and gift giving behaviour) of older
users within a 3D online multi-user virtual environment. Data from
approximately 5000 online user profiles of older and younger users from a 3D
MUVE, namely IMVU, was collected for analysis. Overall, we identified several
distinct patterns of use (e.g. size of social ties, level of reciprocity, etc.)
among older users when compared with younger users. We also found that despite
the capabilities of 3D MUVEs to provide the users immersion in alternative
realities, a feature well embraced by younger users in this study, older users
seemed more interested in activities which serve as an extension to their
physical life. Keywords: Older people; Virtual communities; Multi-user virtual environment; Social interaction | |||
| Explicating multitasking with computers: Gratifications and situations | | BIBAK | Full-Text | 1883-1891 | |
| Weiyu Zhang; Lingzi Zhang | |||
| This study tries to test the theory of uses and gratifications and the
theory of situated action as explanations of multitasking in computer-mediated
communication. Based on the data collected from an online survey (N = 234), we
find that as hypothesized, different gratifications and situations are
connected to different types of multitasking in different ways. In particular,
multimedia and work-related multitasking are primarily driven by instrumental
gratifications whereas affective gratifications contribute to multimedia and
interaction type of multitasking. Situational factors have less powerful
influence compared to gratifications. However, there are clear differences that
discern types of computer multitasking along the situational dimension. Keywords: Computer-mediated communication; Gratification; Multitasking; Situation; Situated actionUses and gratifications | |||
| Dynamic tabletop interfaces for increasing creativity | | BIBAK | Full-Text | 1892-1901 | |
| Lara Schmitt; Stéphanie Buisine; Jonathan Chaboissier; Améziane Aoussat; Frédéric Vernier | |||
| We designed a tabletop brainwriting interface to examine the effects of time
pressure and social pressure on the creative performance. After positioning
this study with regard to creativity research and human activity in dynamic
environments, we present our interface and experiment. Thirty-two participants
collaborated (by groups of four) on the tabletop brainwriting task under four
conditions of time pressure and two conditions of social pressure. The results
show that time pressure increased the quantity of ideas produced and, to some
extent, increased the originality of ideas. However, it also deteriorated user
experience. Besides, social pressure increased quantity of ideas as well as
motivation, but decreased collaboration. We discuss the implications for
creativity research and Human-Computer Interaction. Anyhow, our results suggest
that the Press factor, operationalized by Time -- or Social-pressure, should be
considered as a powerful lever to enhance the effectiveness of creative problem
solving methods. Keywords: Interactive tabletop; Creativity; Brainstorming; Time pressure; Social comparison | |||
| A meta-analysis of mobile commerce adoption and the moderating effect of culture | | BIBAK | Full-Text | 1902-1911 | |
| Liyi Zhang; Jing Zhu; Qihua Liu | |||
| This research aims to discover the general factors that influence mobile
commerce adoption. A meta-analysis of previous empirical studies on
individuals' mobile commerce adoption behavior was conducted and the proposed
mobile commerce adoption model was tested using structural equation modeling.
Furthermore, moderator analysis was carried out using partition tests by
dividing context into subgroups of eastern and western culture, to investigate
the moderating effect of culture. Results confirm the proposed model, and
moderator analysis indicates that culture does have specific moderating effects
on mobile commerce adoption. The findings of this paper will yield theoretical
and managerial implications for the future. Keywords: Meta-analysis; Mobile commerce; Adoption; Moderator analysis | |||
| Post-adoption switching behavior for online service substitutes: A perspective of the push-pull-mooring framework | | BIBAK | Full-Text | 1912-1920 | |
| Jung-Kuei Hsieh; Yi-Ching Hsieh; Hung-Chang Chiu; Yi-Chu Feng | |||
| The post-adoption behaviors of online service users are critical performance
factors for online service providers. To fill an academic gap that persists
regarding bloggers' switching behavior across online service substitutes, this
empirical study investigates which factors affect bloggers who switch social
network sites, in an attempt to understand specifically how push, pull, and
mooring factors shape their switching intentions. The data to test the
hypotheses come from an online survey of 319 bloggers, analyzed using partial
least squares techniques. The results confirm positive influences of push and
pull effects, a negative influence of mooring effects, and an interactive
effect of push and mooring on switching intentions. The push-pull-mooring
framework thus is a useful tool for comprehending the competing forces that
influence the use of online service substitutes. In particular, perceptions of
weak connections and writing anxiety push bloggers away, whereas relative
enjoyment and usefulness pull bloggers to social network sites; switching cost
and past experience also inhibit a change. These findings offer key insights
and implications for the competitive strategy choices of online service
providers. Keywords: Switching behavior; Push-pull-mooring framework; Online service substitutes; Post-adoption behavior | |||
| A collaborative platform for cognitive decision making in the Knowledge Society | | BIBAK | Full-Text | 1921-1928 | |
| José María Moreno-Jiménez; Juan Aguarón; Jesús Cardeñosa; María Teresa Escobar; José Luis Salazar; Adrián Toncovich; Alberto Turón | |||
| Two key aspects of the Knowledge Society are the interconnection between the
actors involved in the decision making processes and the importance of the
human factor, particularly the citizen's continuous learning and education.
This paper presents a new module devoted to knowledge extraction and diffusion
that has been incorporated into a previously developed decision making tool
concerning the Internet and related with the multicriteria selection of a
discrete number of alternatives (PRIOR-Web). Quantitative and qualitative
procedures using data and text mining methods have been employed in the
extraction of knowledge. Graphical visualisation tools have been incorporated
in the diffusion stage of the methodological approach suggested when dealing
with decision making in the Knowledge Society. The resulting collaborative
platform is being used as the methodological support for the cognitive
democracy known as e-cognocracy. Keywords: Decision making; Knowledge Society; E-cognocracy; Knowledge extraction; Knowledge diffusion; Learning | |||
| The effect of social networking websites on positive self-views: An experimental investigation | | BIBAK | Full-Text | 1929-1933 | |
| Brittany Gentile; Jean M. Twenge; Elise C. Freeman; W. Keith Campbell | |||
| Millions of people use social networking sites (SNSs), but it is unclear how
these sites shape personality traits and identity. In Experiment 1, college
students were randomly assigned to either edit their MySpace page or complete a
control task online (interacting with Google Maps). Those who focused on their
MySpace page scored significantly higher on the Narcissistic Personality
Inventory (NPI) than a control group. In Experiment 2, those who focused on
their Facebook page scored significantly higher in general self-esteem, but not
narcissism, than a control group. Thus, spending time on SNSs profiles causes
young people to endorse more positive self-views, although the specific form
this takes depends on the site. Consistent with previous research, narcissism
was associated with a larger number of SNSs "friends" in both experiments. Keywords: Social networking; Personality; Identity | |||
| Examining cognitive function across the lifespan using a mobile application | | BIBAK | Full-Text | 1934-1946 | |
| Hyunkyu Lee; Pauline L. Baniqued; Joshua Cosman; Sean Mullen; Edward McAuley; Joan Severson; Arthur F. Kramer | |||
| Many studies conducted in a laboratory or university setting are limited by
funding, personnel, space, and time constraints. In the present study, we
introduce a method of data collection using a mobile application that
circumvents these typical experiment administration issues. Using the
application, we examined cross-sectional age differences in cognitive function.
We obtained data from more than 15,000 participants and replicated specific
patterns of age-related differences in cognition. Using a subset of these
participants, we also examined the processing speed account of age-related
cognitive differences, and the association of exercise and leisure activity
with cognitive function across the lifespan. We discuss the relative advantages
and disadvantages of data collection with a mobile application, and provide
recommendations for the use of this method in research. Keywords: Age-related difference; Exercise; Leisure activity; Mobile-application | |||
| The Five Factor Model of personality and employees' excessive use of technology | | BIBAK | Full-Text | 1947-1953 | |
| John E. Buckner V; Christopher M. Castille; Tilman L. Sheets | |||
| Prior research has stressed the negative effects employee technology
addiction, or excessive use, may have in the workplace. This study explored
personality, through use of the Five Factor Model (FFM), and problem and
pathological technology (Internet and text-messaging) use. Personality was
found to predict certain aspects of technology use. Specifically,
conscientiousness was negatively related to problem Internet use. However, the
FFM did not add to the prediction of pathological Internet use or problem and
pathological text-messaging use. These findings suggest that some dimensions of
the FFM may be useful in explaining why certain employees may be predisposed to
developing problem use tendencies. Implications of the current findings as well
as limitations and future directions are discussed. Keywords: Personality; Internet addiction; Text-message addiction; Excessive use; Technology | |||
| Combined cognitive behavioral therapy and bupropion for the treatment of problematic on-line game play in adolescents with major depressive disorder | | BIBAK | Full-Text | 1954-1959 | |
| Sun Mi Kim; Doug Hyun Han; Young Sik Lee; Perry F. Renshaw | |||
| The purpose of the current study was to evaluate the efficacy of cognitive
behavioral therapy (CBT) in combination with bupropion for treatment of
problematic on-line game play in adolescents with co-morbid major depressive
disorder. Sixty-five depressed adolescents with excessive on-line game play
were randomly assigned to a CBT group (CBT-Med group (N = 32)) or a clinical
control group (Med group (N = 33)). Measures of severity of internet use,
depressive symptoms, anxiety symptoms, life satisfaction and school adaptation
were assessed at baseline, after the 8 week intervention, and at the end of a 4
week follow-up post-treatment period. Young Internet Addiction Scale scores in
the CBT-Med group were reduced compared to those of the Med group, but there
was no significant difference in the change of depression scores between two
groups. The mean anxiety scores in the CBT-Med group did not change while those
in the Med group were increased. The mean life satisfaction scores in the
CBT-Med group were increased compared to those of the Med group. CBT in
combination with bupropion may be effective for the treatment of depressed
adolescents with on-line game addiction, particularly in reducing on-line game
play and anxiety, as well as in improving life satisfaction. Keywords: Cognitive behavioral therapy; On-line game addiction; Major depressive disorder | |||
| Profiling the non-users: Examination of life-position indicators, sensation seeking, shyness, and loneliness among users and non-users of social network sites | | BIBAK | Full-Text | 1960-1965 | |
| Pavica Sheldon | |||
| The aim of the current study is to explore if there are differences between
users and non-users of social network sites in terms of their sensation
seeking, life-position indicators, shyness, and loneliness. Using data from a
survey of adults 19-76 years old, results revealed that compared to an average
Facebook user, a non-user is significantly older and scores higher on shyness
and loneliness, is less socially active, and less prone to sensation seeking
activities. Facebook is not a substitute channel of communication for those who
are shy and lonely and lack face-to-face interactions. This study extends our
knowledge of digital divide, uses and gratifications theory, and social
enhancement hypothesis. Keywords: Facebook; Digital divide; Sensation seeking; Life satisfaction | |||
| Accomplishing authenticity in a labor-exposing space | | BIBAK | Full-Text | 1966-1973 | |
| Jenny L. Davis | |||
| The present work, through an ethnographic study of MySpace (N = 96),
examines the ways in which authenticity is accomplished within a labor-exposing
space. To maintain authenticity, actors must make invisible the extensive labor
of self-presentation. Certain online spaces, such as social network sites and
personal interactive homepages, can be thought of as labor-exposing spaces, in
that they give actors clear and explicit control over self-representations,
making impressions of spontaneity difficult to accomplish (Davis, 2010; Gatson,
2011a; Marwick & boyd, 2010). I discuss and delineate several strategies
used by participants to maintain authenticity on MySpace. I conclude that while
the priorities of identity processes remain stable over time, the ways in which
we accomplish identity are culturally, historically and materially contingent. Keywords: PIH; Social network site; MySpace; Identity; Authenticity | |||
| Effects of attribute and valence of e-WOM on message adoption: Moderating roles of subjective knowledge and regulatory focus | | BIBAK | Full-Text | 1974-1984 | |
| Kyung-Tag Lee; Dong-Mo Koo | |||
| The current study proposes a model to test whether online review valence and
attributes have an effect on credibility, and whether regulatory focus and
subjective knowledge have moderating effects. Three hundred nineteen university
students participated in online experiments with a 2 (positive vs. negative
review valence) by 2 (objective vs. subjective review attributes) between
subject design. The experiment demonstrated that objective and negative online
reviews have a significant positive and negative impact, respectively, on
message credibility, which affects review adoption. The results also showed
that the moderating effect produced by objective information and a consumer's
subjective knowledge is supported. This study contributes to explaining the
inconsistent results between review valence/attribute and credibility found in
previous studies. Keywords: Online review; Review valence; Review attribute; Subjective knowledge; Regulatory focus; Review credibility | |||
| How student's personality traits affect Computer Based Assessment Acceptance: Integrating BFI with CBAAM | | BIBAK | Full-Text | 1985-1996 | |
| Vasileios Terzis; Christos N. Moridis; Anastasios A. Economides | |||
| Researchers in the Information Systems (IS) field have put considerable
effort on identifying how personality affects technology acceptance. This study
is a further step towards this direction within the context of Computer Based
Assessment (CBA). Particularly, it investigates how the five personality
factors affect the most important variables regarding CBA's acceptance. For
this purpose, 117 participants were required to complete a survey
questionnaire. The questionnaire included the Big Five Inventory (BFI)
questions in order to measure the five personality traits, and 23 items
regarding student's perceptions. Partial Least Squares (PLS) was used to test
the measurement and the structural model. Results underline that Neuroticism
has significant negative effect on Perceived Usefulness and on Goal Expectancy,
Agreeableness determines Social Influence and Perceived Ease of Use,
Conscientiousness defines Perceived Ease of Use, while Extroversion and
Openness explain Perceived Importance. Important implications of these results
are discussed. Keywords: BFI; Computer Based Assessment; TAM; Personality; Perceived Usefulness | |||
| From a distance: Impression formation and impression accuracy among geographically distributed coworkers | | BIBAK | Full-Text | 1997-2006 | |
| Aditya Johri | |||
| One critical and to date understudied social psychological construct with
significant implications for technology-mediated distributed work is impression
formation. Forming useful impressions of each other is crucial for coworkers to
avoid mistrust, misattribution, and conflict, and thereby, work effectively and
productively. In this theoretical review paper I systematically outline how
elements of distributed and virtual work -- geographic dispersion, electronic
dependence, heterogeneity, and dynamic structures -- shape coworkers'
impression of each other by influencing information and motivation, the main
moderators of impression formation. I develop a model of how the impression
formation process acts in technology-mediated distributed work settings, draw
propositions, and identify ways to mitigate the breakdown in impression
formation among distributed coworkers. Finally, I conceptualize impression
accuracy in terms of descriptive, predictive, and explanatory knowledge about
others and discuss how it can be increased with positive outcomes for trust,
attribution, knowledge sharing, and conflict resolution. Keywords: Virtual work; Distributed work; Impression formation; Impression accuracy; Technology-mediation; Literature review | |||
| The effect of Internet use on adolescents' lifestyles: A national survey | | BIBAK | Full-Text | 2007-2013 | |
| Ligang Wang; Jing Luo; Jing Luo; Wenbin Gao; Jie Kong | |||
| Computer and Internet technology continues to influence people's lives,
especially those of adolescents. The aim of this study was to explore the
association between Internet use and adolescents' lifestyles. With data from a
cross-sectional survey conducted in China in 2009, a model revealing the
effects of Internet use on adolescents' lifestyles was established from a
series of hierarchical regression analyses. The model shows that certain
Internet habits, such as excessive online time, accessing the Internet in an
Internet bar, and using the Internet for catharsis, are related to poor
lifestyle habits in adolescents; however, using the Internet for purposes such
as gaining knowledge and finding information positively predicts healthy
lifestyles in adolescents. Implications regarding the relationship between
Internet use and the lifestyles of adolescents are discussed. Keywords: Internet use; Lifestyles; Adolescents | |||
| The roles of monitoring and cyberbystanders in reducing sexual abuse | | BIBAK | Full-Text | 2014-2022 | |
| Marek Palasinski | |||
| Offering a fresh perspective on the bystander effect beyond the conventional
'street violence scenario', this paper examines men's time reactions to an
online sex offence against minors. Study 1 shows that men advised of very high
electronic monitoring take more time to intervene than men advised of very low
electronic monitoring and non-monitoring, and when they are accompanied by
strangers rather than acquaintances. Study 2 extends these findings by
demonstrating that computerized surveillance, in contrast to user-assisted
surveillance and non-surveillance, has a similar inhibitory effect. Drawing on
these two studies, Study 3 suggests that the bystander effect also emerges
under high monitoring and when the group size of unknown cyberbystanders is
increased. Taken together, it appears that high surveillance and increased
numbers of cyberbystanders, the factors unexamined jointly in previous
research, inhibit intervention, although not in a linear way, and that the
likely reasons for it are erosion of bystanders' social bonds, diffusion of
personal responsibility and diminished sense of making a difference. Keywords: Bystander effect; Internet; Sexual abuse; Surveillance | |||
| Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education | | BIBAK | Full-Text | 2023-2033 | |
| Frederik De Grove; Jeroen Bourgonjon; Jan Van Looy | |||
| Interest in using digital games for formal education has steadily increased
in the past decades. When it comes to actual use, however, the uptake of games
in the classroom remains limited. Using a contextual approach, the possible
influence of factors on a school (N = 60) and teacher (N = 409) level are
analyzed. Findings indicate that there is no effect of factors on the school
level whereas on a teacher level, a model is tested, explaining 68% of the
variance in behavioral intention, in which curriculum-relatedness and previous
experience function as crucial determinants of the adoption intention. These
findings add to previous research on adoption determinants related to digital
games in formal education. Furthermore, they provide insight into the relations
between different adoption determinants and their association with behavioral
intention. Keywords: Digital games; Education; Adoption; Teachers; Technology acceptance; Digital game-based learning | |||
| Predicting uptake of technology innovations in online family dispute resolution services: An application and extension of the UTAUT | | BIBAK | Full-Text | 2034-2045 | |
| Tristan Casey; Elisabeth Wilson-Evered | |||
| Parental separation can be psychologically distressing for families --
particularly when conflict between parents is high. In Australia, reforms to
Family Law legislation have introduced mandatory mediation, which has increased
the need for community-based family dispute resolution (FDR) services.
Providers have responded to these needs with innovative solutions, including
online computer-assisted mediation technologies. We evaluated the unified
theory of acceptance and use of technology (UTAUT) within the context of an
Australian online family dispute resolution (OFDR) system. The model was
extended to include trust and personal web innovativeness, which we proposed
would be implicated in the intentions of staff to use a family mediation
service. A cross-sectional web-survey methodology was employed to collect data
from 127 staff in the implementation organization. The measurement and
structural models were evaluated with partial least squares (PLS) modeling and
the results provided some support for our hypotheses. Specifically, the core
UTAUT model was partially validated in this context. Moreover, effort
expectancy mediated the effects of trust in technology on behavioral intention.
Contrary to expectations, trust in the organization and innovativeness did not
produce significant effects on intention. Practically, these results suggest
that pre-contemplation technology acceptance research can have utility for
change management and system design. Keywords: ODR; UTAUT; Technology acceptance; PLS; Mediation; Divorce | |||
| Emotion understanding and performance during computer-supported collaboration | | BIBAK | Full-Text | 2046-2054 | |
| Ulises Xolocotzin Eligio; Shaaron E. Ainsworth; Charles K. Crook | |||
| Individuals collaborating around and through computers benefit from
receiving information that helps them understand one another, which is often
termed awareness. This article explores what collaborators understand about
each other's emotions and the potential benefits for performance that might
come from raising this understanding. In Experiment 1 co-located collaborators
judged each other's emotions after playing a game that required cooperative
data collection and analysis. Their judgements were largely inaccurate and
based on their own emotions, suggesting limited emotion understanding.
Experiment 2 explored if this could be overcome by making collaborators aware
of each other's emotions. Co-located and remote collaborators played a
cooperative puzzle-solving game under conditions of awareness or no awareness.
Awareness was manipulated by making collaborators share their self-reported
emotions during key moments of their game play. Both remote and co-located
collaborators improved their performance after sharing their emotions. However,
unlike co-located collaborators, remote collaborators also improved their
understanding of each other's emotions and experienced more positive affect. We
conclude by discussing the content of collaborators' emotion understanding and
the probable mechanisms underlying the observed effects of being made aware of
a partner's emotions. Keywords: Awareness; Affect; Computer games; Synchronous collaboration; Computer-supported communication; Remote and co-present | |||
| Virtual agents in retail web sites: Benefits of simulated social interaction for older users | | BIBAK | Full-Text | 2055-2066 | |
| Veena Chattaraman; Wi-Suk Kwon; Juan E. Gilbert | |||
| This study investigates the benefits of simulated social interaction (social
presence) through virtual agents for older users' experience in retail Web
sites, particularly with respect to age-related barriers to the adoption of
online retailing. In Study 1, through four focus group interviews, we
identified six social-psychological barriers to the adoption of online shopping
among older users (mean age of 73 years). These included barriers relating to
perceived risks, trust, social support, familiarity, experience, and search. In
Study 2, a laboratory experiment with older users (mean age of 69 years)
demonstrated that embedding a virtual agent that serves search and
navigational/procedural support functions in the online store leads to
increased perceived social support, trust, and patronage intention for the
online store. Mediational analyses further revealed that the effect of virtual
agents: (1) on trust is mediated by perceived social support; and (2) on
patronage intentions is mediated in part by trust and perceived risks. The
study provides important implications on the design of virtual agents for older
users of e-commerce applications, and on building online trust and e-service
patronage through virtual agents. Keywords: Virtual agents; Online retailing; Older users; Patronage intent; Social support; Trust | |||
| Examining priming and gender as a means to reduce risk in a social networking context: Can stories change disclosure and privacy setting use when personal profiles are constructed? | | BIBAK | Full-Text | 2067-2074 | |
| Amanda Nosko; Eileen Wood; Miranda Kenney; Karin Archer; Domenica De Pasquale; Seija Molema; Lucia Zivcakova | |||
| The objective of this study was to examine whether content of Facebook
profiles differed as a function of priming story and gender. Disclosure of
personal information and the use of privacy settings when constructing Facebook
profiles were assessed when participants were or were not provided with priming
stories that would alert them to potential risks from information sharing on
the Internet. Participants read one of three priming stories (anecdotal, legal
or neutral), prior to constructing a profile for either a male or female. The
anecdotal story described a stalking incident, while the legal story summarized
a 'typical' online privacy statement. Previously established scoring tools were
used to assess disclosure and privacy settings use (see Nosko, Wood, &
Molema, 2010). Overall, gender was an important predictor for disclosure.
Females disclosed less sensitive information than males after reading the
anecdotal privacy story. Less disclosure also was found when participants
constructed a profile for someone of the same gender. Disclosure of particular
pieces of information also differed by gender of the discloser. Very few
participants employed privacy settings. The impact for these outcomes is
discussed in terms of their ability to potentially inhibit over-disclosure in
personal profiles and to identify users who are at particular risk. Keywords: Facebook; Social communication; Social networking; Disclosure; Privacy settings; Gender | |||
| Self direction and factors influencing technology use: Examining the relationships for the 21st century workplace | | BIBAK | Full-Text | 2075-2082 | |
| Lila Holt; Ralph G. Brockett | |||
| Self-direction and technology use are both identified as increasingly
important skills for the 21st century workforce. In an effort to define
effective pedagogies for students entering the workplace, this study examines
the relationship between selected factors of self-directed learning and factors
influencing technology use. University seniors provided a sample representing
new workforce entrants and the workplace of the immediate future. Examining
self-direction using the PRO-model of self-direction and technology use through
the lens of computer self-efficacy, 572 graduating seniors provided a look at
their preparation for the workplace for self-direction and technology use.
Results indicated a significant but very weak relationship between
self-direction and technology use that accounted for less than 7% of the
variance for any one factor examined. Based on these results, this study
includes implications for practice as well as recommendations for future
research. Keywords: Self-direction; Technology use: recent college graduates; Pedagogies | |||
| Texting while driving on automatic: Considering the frequency-independent side of habit | | BIBAK | Full-Text | 2083-2090 | |
| Joseph B. Bayer; Scott W. Campbell | |||
| This study tested the potential of the frequency-independent components of
habit, or automaticity, to predict the rate of texting while driving. A survey
of 441 college students at a large American university was conducted utilizing
a frequency-independent version of the experimentally validated Self-Report
Habit Index (SRHI; Orbell & Verplanken, 2010; Verplanken & Orbell,
2003). Controlling for gender, age, and driver confidence, analyses showed that
automatic texting tendencies predicted both sending and reading texts while
driving. The findings suggest that texting while driving behavior may be
partially attributable to individuals doing so without awareness, control,
attention, and intention regarding their own actions. The unique contribution
of automaticity explained more variance than overall individual usage, and
remained significant even after accounting for norms, attitudes, and perceived
behavioral control. The results demonstrate the importance of distinguishing
the level of automaticity from behavioral frequency in mobile communication
research. Future applications and implications for research are discussed. Keywords: Texting; Driving; Habit; Automaticity; Phones; Mobile | |||
| Students' self-presentation on Facebook: An examination of personality and self-construal factors | | BIBAK | Full-Text | 2091-2099 | |
| Baiyun Chen; Justin Marcus | |||
| The present research seeks to extend existing theory on self-disclosure to
the online arena in higher educational institutions and contribute to the
knowledge base and understanding about the use of a popular social networking
site (SNS), Facebook, by college students. We conducted a non-experimental
study to investigate how university students (N = 463) use Facebook, and
examined the roles that personality and culture play in disclosure of
information in online SNS-based environments. Results showed that individuals
do disclose differently online vs. in-person, and that both culture and
personality matter. Specifically, it was found that collectivistic individuals
low on extraversion and interacting in an online environment disclosed the
least honest and the most audience-relevant information, as compared to others.
Exploratory analyses also indicate that students use sites such as Facebook
primarily to maintain existing personal relationships and selectively used
privacy settings to control their self-presentation on SNSs. The findings of
this study offer insight into understanding college students' self-disclosure
on SNS, add to the literature on personality and self-disclosure, and shape
future directions for research and practice on online self-presentation. Keywords: Collectivism; Individualism; Facebook; Social media; Self-disclosure; Self-presentation | |||
| The influence of competition, cooperation, and player relationship in a motor performance centered computer game | | BIBAK | Full-Text | 2100-2106 | |
| Wei Peng; Gary Hsieh | |||
| We conducted an experiment to study the effects of goal structure in
multiplayer gaming (competition vs. cooperation) and relationship type between
players (positive pre-existing relationship [friends] vs. no pre-existing
relationship [strangers]) on player motivation (as indicated by perceived
effort put into the task), goal commitment, and performance in playing a
balloon popping game. The cooperative goal structure was found to lead to
greater effort put into the game than the competitive goal structure. In
addition, playing with friends resulted in a stronger commitment to the in-game
goals than playing with strangers in the cooperative goal structure context,
yet no difference was found between playing with friends and playing with
strangers with regard to goal commitment in the competitive goal structure
context. A moderated mediation relationship was found among the variables.
Theoretical contributions to the current literature on goal structure and
motivation, practical implications for exergame design, and directions for
future research are discussed. Keywords: Competition; Cooperation; Computer game; Motivation; Goal commitment; Player relationship | |||
| Write between the lines: Electronic outlining and the organization of text ideas | | BIBAK | Full-Text | 2107-2116 | |
| M. J. R. de Smet; S. Brand-Gruwel; H. Broekkamp; P. A. Kirschner | |||
| Writing is an important, complex skill which could be enhanced through the
effective use of writing tools that are incorporated in word processors. The
main objective of this study was to examine the effect of (repeated) electronic
outlining on the quality of students' writing products and perceived mental
effort. The study also investigated how students appropriate and appreciate the
outline tool. Data were collected from 58 ninth-grade students who wrote two
argumentative texts about a topic they had previously discussed during several
class sessions, meaning that ideas were generated and clustered beforehand.
Students' writing products were scored for Total Text Structure, Structure
Presentation, and Hierarchical Elaboration of Arguments. Results reveal that
first-time tool-use had no significant effect on students' writing products and
perceived mental effort. However, repeated use positively affected Structure
Presentation and led to decreased perceived mental effort, but no significant
effect was found on Total Text Structure and Hierarchical Elaboration of
Arguments. Answers to a retrospective questionnaire showed that students
quickly appropriated the tool with tool appreciation increasing with repeated
use. This study suggests that in order to profit from electronic outlining, it
is important to practice using the outline tool and to use it for complex
tasks, requiring idea generation and organization. Keywords: Electronic outlining; Outline tool; Argumentative writing; Text organization; Student writing; Writing process | |||
| Effect of online social networking on student academic performance | | BIBAK | Full-Text | 2117-2127 | |
| Jomon Aliyas Paul; Hope M. Baker; Justin Daniel Cochran | |||
| Online social networks (OSNs) have permeated all generations of Internet
users, becoming a prominent communications tool, particularly in the student
community. Thus, academic institutions and faculty are increasingly using
social networking sites, such as Facebook and LinkedIn, to connect with current
and potential students and to deliver instructional content. This has led to a
rise in questions about the impact of OSN on academic performance and the
possibility of using it as an effective teaching tool. To learn more about the
impact on academic performance, we conducted a survey of business students at a
large state university. Survey results were analyzed using structural equation
modeling (SEM). The results revealed a statistically significant negative
relationship between time spent by students on OSN and their academic
performance. The time spent on OSN was found to be heavily influenced by the
attention span of the students. Specifically, we determined that the higher the
attention span, the lower is the time spent on OSN. Further, attention span was
found to be highly correlated with characteristics that predict or influence
student behavior, such as their perceptions about society's view of social
networking, their likes and dislikes of OSN, ease of use of OSN, etc. Keywords: Online social networking; Theory of planned behavior; Twitter; Facebook; Structural equation modeling | |||
| The effects of avatar appearance on interviewer ratings in virtual employment interviews | | BIBAK | Full-Text | 2128-2133 | |
| Tara Behrend; Steven Toaddy; Lori Foster Thompson; David J. Sharek | |||
| It is increasingly common for people engaging in computer-mediated
interactions to be accompanied by a digital avatar that represents them. Little
is known, however, about how these avatars influence others' impressions. We
examine this question in the context of employment interviews. It is well known
that attractive job candidates are afforded an advantage in traditional
face-to-face job interviews. We investigate whether raters evaluating
computer-mediated interviews will follow a similar pattern when a digital
avatar represents the candidate. To investigate this question, we asked 374
raters to view an interview transcript that was accompanied by either a male or
female avatar, applying for either a male or female gender-typed job. We found
that candidates with more attractive avatars received more favorable interview
ratings, regardless of job gender type. These findings support the notion that
the "what is beautiful is good" stereotype influences interview ratings even in
computer-mediated interviews; raters automatically apply the same heuristics to
digital and non-digital faces. Keywords: Virtual world; Computer-mediated interview; Attractiveness bias; Selection | |||
| Consumer processing of virtual experience in e-commerce: A test of an integrated framework | | BIBAK | Full-Text | 2134-2142 | |
| Ki-Young Lee | |||
| This study combined discursive and imagery processing streams of research to
propose an integrated model of virtual experience as it relates to the strength
of brand attitude. The model assumes that both cognitive elaboration
(representing the discursive process) and imagery vividness (reflecting the
imagery process) are responsible for the effectiveness of virtual experience in
the form of 3-D product visualization regarding attitude accessibility and
attitude confidence. The results indicate that a brand attitude formed via an
interactive 3-D product interface was more accessible and confident than via a
static 2-D presentation. Imagery vividness contributed to creating a strong
brand attitude. However, effects transmitted via cognitive elaboration were
either negative (for accessibility) or nonsignificant (for confidence).
Findings suggest that although the two processes are compensatory rather than
complementary in the context of virtual experience, the imagery process
dominates the discursive process. Theoretical and practical implications are
discussed. Keywords: Virtual experience; Imagery vividness; Cognitive elaboration; Attitude accessibility; Attitude confidence | |||
| The world's most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults | | BIBAK | Full-Text | 2143-2151 | |
| Soonhwa Seok; Boaventura DaCosta | |||
| Failure to establish agreed-upon criteria by which to measure and identify
online video game addiction has resulted in a lack of reliable evidence of the
actual percentage of individuals who are pathologically dependent. Building
upon prior research, the present study sought to better determine the magnitude
of pathological online video game play using a distinction between core and
peripheral criteria for behavioral addiction. Preferences and perceptions
towards online video games and addiction were also examined to better
understand players' habits. A questionnaire was administered to 1332 South
Korean students across 11 high schools and 1 middle school in an area
surrounding the capital of Seoul. Using a monothetic and a polythetic
classification system, findings showed rates ranging between 1.7% and 25.5%,
with a 2.7% addiction rate when distinguishing core from peripheral criteria.
These results may suggest that online video game addiction rates in intense
gaming cultures such as South Korea are not as high as otherwise believed. The
findings will be of assistance to educators, policymakers, clinicians, and
researchers in understanding the challenges in deriving meaningful video game
addiction prevalence rates, and thus being able to better separate reality from
conjecture with regard to the notion of pathological game play. Keywords: Addiction; High engagement; Online video games; MMORPGs; South Korea; Adolescents | |||
| A model of the relationship between psychological characteristics, mobile phone addiction and use of mobile phones by Taiwanese university female students | | BIBAK | Full-Text | 2152-2159 | |
| Fu-Yuan Hong; Shao-I. Chiu; Der-Hsiang Huang | |||
| While many researches have analyzed the psychological antecedents of mobile
phone addiction and mobile phone usage behavior, their relationship with
psychological characteristics remains mixed. We investigated the relationship
between psychological characteristics, mobile phone addiction and use of mobile
phones for 269 Taiwanese female university students who were administered
Rosenberg's self-esteem scale, Lai's personality inventory, and a mobile phone
usage questionnaire and mobile phone addiction scale. The result showing that:
(1) social extraversion and anxiety have positive effects on mobile phone
addiction, and self-esteem has negative effects on mobile phone addiction. (2)
Mobile phone addiction has a positive predictive effect on mobile phone usage
behavior. The results of this study identify personal psychological
characteristics of Taiwanese female university students which can significantly
predict mobile phone addiction; female university students with mobile phone
addiction will make more phone calls and send more text messages. These results
are discussed and suggestions for future research for school and university
students are provided. Keywords: Personality; Self-esteem; Social extraversion; Anxiety; Mobile phone addiction; Mobile phone usage behavior | |||
| The virtual malleable self and the virtual identity discrepancy model: Investigative frameworks for virtual possible selves and others in avatar-based identity construction and social interaction | | BIBAK | Full-Text | 2160-2168 | |
| Seung-A. Annie Jin | |||
| This article introduces the novel model of "virtual identity discrepancy" as
an investigative framework for computer-mediated self-representation and
interpersonal communication in avatar-based virtual environments (VEs). Study 1
examined the roles of virtual self-discrepancy and self-presence in
intrapersonal virtual identity construction. Study 2 explored the roles of
virtual other-discrepancy, social presence, expectancy violation, and
uncertainty reduction in animated avatar-to-avatar (AtA) virtual social
interaction. Mediation analyses following a bootstrapping procedure indicated
that self-presence mediates the relationship between virtual self-discrepancy
and flow while social presence mediates the relationship between virtual
other-discrepancy and flow. Furthermore, expectancy violation mediates the
relationship between self-disclosure and trust in text-based chatting while
uncertainty reduction mediates the relationship between nonverbal immediacy and
flow in nonverbal communication between avatars. Keywords: Avatars; Virtual self; Virtual identity; Flow; Possible selves; Self-discrepancy | |||
| Understanding moderating effects of collectivist cultural orientation on the knowledge sharing attitude by email | | BIBAK | Full-Text | 2169-2174 | |
| Yujong Hwang | |||
| This paper investigates the moderating effects of collectivist cultural
orientation introduced in the information systems and knowledge management (KM)
literature to fully understand the important factors and relationships in
knowledge sharing in the online learning environment. Social norms and
collectivist cultural orientation are hypothesized as direct and moderating
factors to the system users' (or learners') attitude toward sharing knowledge
by email. An empirical test of large student samples (n = 566) with multiple
cultural backgrounds in the most diverse university was implemented by PLS. The
test confirmed that collectivist cultural orientation moderates the effects of
social norms on the attitude toward sharing knowledge by email. Furthermore,
the test results show that group norms are stronger than the instructor or
classmate norms. Theoretical and practical implications of these findings for
online learning and KM are discussed in the paper. Keywords: Online learning; Moderating effects; Collectivist cultural orientation; Knowledge management; Survey research; PLS | |||
| Using the uses and gratifications theory to understand gratifications sought through text messaging practices of male and female undergraduate students | | BIBAK | Full-Text | 2175-2181 | |
| Melanie Grellhesl; Narissra M. Punyanunt-Carter | |||
| This study focused on the Uses and Gratification (U&G) Theory and
analyzed the seven most highly sought gratifications using SMS text messaging
and discovered current trends as to which uses and gratifications are most and
least popular as well as significant differences between male and female
texters when U&G is applied. A total of 513 college students who
voluntarily participated in the study revealed that there were sex differences
among specific uses and gratifications sought through text messaging. Keywords: Texting; Uses; Gratifications; College students; Sex differences; SMS | |||
| The effects of individual differences and visual instructional aids on disorientation, learning performance and attitudes in a Hypermedia Learning System | | BIBAK | Full-Text | 2182-2198 | |
| Rishi D. Ruttun; Robert D. Macredie | |||
| Research suggests that certain visual instructional aids can reduce levels
of disorientation and increase learning performance in, and positive attitudes
towards, HLS for learners with specific individual differences. However,
existing studies have looked at only one or two individual differences at a
time, and/or considered only a small number of visual instructional aids. No
study has considered the impact of the three most commonly studied individual
differences -- cognitive style, domain knowledge and computer experience -- on
learning performance, disorientation and attitudes in a HLS incorporating a
full range of visual instructional aids. The study reported here addresses this
shortcoming, examining the effects of, and between, these three individual
differences in relation to learning performance, disorientation and attitudes
in two HLS versions: one that incorporated a full set of visual instructional
aids and one that did not. Significant effects were found between the three
individual differences with respect to disorientation, learning performance and
attitudes in the HLS that provided no instructional aids, whereas no such
effects were found for the other HLS version. Analysis of the results led to a
set of HLS design guidelines, presented in the paper, and the development of an
agenda for future research. Limitations of the study and their implications for
the generalizability of the findings are also presented. Keywords: Hypermedia learning; Individual differences; Visual support; Disorientation, learning performance; Attitudes | |||
| Recovery of online service: Perceived justice and transaction frequency | | BIBAK | Full-Text | 2199-2208 | |
| Hsin Hsin Chang; Meng-Kuan Lai; Che-Hao Hsu | |||
| Recovery of online service is an issue in need of study. The current study
empirically examines (1) the relationships among perceived justice,
satisfaction with recovery of online service and repurchase intention of online
service/failure encounters; and (2) the moderating effects of transaction
frequency on these relationships. The current study collects 187
self-administered questionnaires to gather customers' perceptions of actual
online service/failure encounters. Research findings demonstrate that
distributive justice, interactional justice and procedural justice can
positively lead to satisfaction with recovery of online service and repurchase
intention toward online service. These results further show that customers with
low transaction frequency tend to focus more on interactional justice to
establish their satisfaction with recovery of online service. On the other
hand, customers with high transaction frequency focus more on procedural
justice. Keywords: Recovery of online service; Service failure; Distributive justice; Interactional justice; Procedural justice; Transaction frequency | |||
| Examining learning from text and pictures for different task types: Does the multimedia effect differ for conceptual, causal, and procedural tasks? | | BIBAK | Full-Text | 2209-2218 | |
| Erlijn van Genuchten; Katharina Scheiter; Anne Schüer | |||
| The multimedia effect (ME) is a well-researched effect in the field of
learning and instruction. In this article, two views that explain the ME are
compared. The outcome-oriented view focuses on the beneficial effect of text
and pictures on mental representations, whereas the process-oriented view
focuses on the beneficial effect of text and pictures for information
processing. To contrast these views, the ME sizes for different task types were
compared (i.e., conceptual, causal, procedural tasks). Whereas the
outcome-oriented view predicts no differences in ME size, the process-oriented
view predicts that the ME is largest in causal tasks, smaller in procedural
tasks, and smallest in conceptual tasks. Sixty-five students learnt with text
only or with text and pictures. Task type and information source (i.e., whether
the text, picture, or text and picture provided the answer to a post-test
question) were varied within subjects. The results showed that, in line with
the process-oriented view, the ME was smaller for conceptual tasks than for
procedural tasks. Contrary to the expectations, the ME was larger in procedural
tasks than in causal tasks. Moreover, the pattern of results varied with
information source. Research and practical implications are described, so that
pictures can be deployed optimally. Keywords: Learning with text and pictures; Multimedia effect; Conceptual, causal and procedural tasks; Static visualisations | |||
| Internet use and psychological well-being among college students: A latent profile approach | | BIBAK | Full-Text | 2219-2226 | |
| Ssu-Kuang Chen | |||
| Studies of correlations between Internet use and psychological well-being
(PW) have produced mixed results. The present study used a latent profile
analysis to distinguish among populations in terms of PW profiles, and then
used a multinomial logistic regression to determine how online entertainment,
social use, problematic Internet use (PIU), and gender predicted each latent PW
profile. The initial sample consisted of 757 Taiwanese college freshmen. Four
ordered latent groups were established as follows: good PW, normative,
minor-disadvantageous, and severe-disadvantageous. No latent PW profile
stability was found in subsequent years: three groups (normative,
minor-disadvantageous and severe-disadvantageous) emerged in Year 2, and only
one group emerged in Year 3. The results indicate (a) no relationship between
PW and online entertainment or gender, (b) greater PIU increased the likelihood
of disadvantageous PW and decreased the probability of good PW, and (c) greater
use of online resources for social purposes was related to increased
probability of a participant being in the good PW group, but not associated
with fewer PW problems. Keywords: Internet use; Problematic Internet use; Psychological well-being; Latent profile analysis | |||
| A private versus a public space: Anonymity and buying decorative symbolic goods for avatars in a virtual world | | BIBAK | Full-Text | 2227-2235 | |
| Rong-An Shang; Yu-Chen Chen; Sheng-Chieh Huang | |||
| The virtual world has become a new channel in which people can contact with
others, and organizations can provide service to their customers. Selling
symbolic virtual goods has also emerged as a new economy in the virtual world.
Such symbolic goods cannot facilitate people to accomplish any specific tasks;
people buy them simply to decorate their avatars. This study is based on the
theories of symbolic consumption, self-presentation, and computer-mediated
environment, to investigate why people buy decorative symbolic goods in the
virtual world. The results show that people buy symbolic virtual goods for both
emotional and social values. While user perceived social presence and
telepresence affect both social and emotional value of symbolic goods,
individual self-presentation motivation affects only social value. Besides,
anonymous users in the virtual world show behaviors that differ with
non-anonymous ones. Keywords: Virtual goods; Symbolic consumption; Social presence; Telepresence; Self-presentation; Anonymity | |||
| In-class multitasking and academic performance | | BIBAK | Full-Text | 2236-2243 | |
| Reynol Junco | |||
| The omnipresence of student-owned information and communication technologies
(ICTs) in today's college classrooms presents educational opportunities but can
also create learning problems. Specifically, multitasking with these
technologies can interfere with the learning process. Indeed, research in
cognitive science shows that there are clear performance decrements when trying
to attend to two tasks at the same time. This study examines the frequency with
which students multitask during class using a large sample (N = 1,839) and
examines the relationship between multitasking and academic performance as
measured by actual overall semester grade point average (GPA). Students
reported frequently text messaging during class but reported multitasking with
other ICTs to a lesser extent. Furthermore, only social technologies (Facebook
and text messaging) were negatively related to GPA. Keywords: Multitasking; Classroom; ICT use; Learning; Facebook; Texting | |||
| Identifying critical factors for corporate implementing virtualization technology | | BIBAK | Full-Text | 2244-2257 | |
| Shing-Han Li; David C. Yen; Chung-Chiang Hu; Wen-Hui Lu; Yung-Chen Chiu | |||
| Virtualization technology has attracted great attention with its advantages
of multiple platform operation and resultant cost and power reduction. This
study investigated the key factors for corporations to implement virtualization
information environment from the viewpoint of IT staffs. Through purposeful
sampling, 400 effective questionnaires were collected from IT personnel
currently working in the virtualization-related fields. From key factor
analysis, seven influential factors were identified for corporations to
implement virtualization. These seven factors include: (1) system quality, (2)
information quality, (3) simplified management and maintenance, (4) integration
of resources, (5) cost reduction, (6) ease of deployment, test and development,
and (7) organizational consensus. Based on the obtained findings, suggestions
for corporations and to IT system integrators were provided to the
implementation of virtualization information environment. The scales developed
in this study provide useful measures to study common factors of the
implementation of virtualization information technology. Keywords: Virtualization; Key factor analysis; Key successful factor; KSF | |||
| A framework for Chinese Power Games -- Political tactics in information systems development processes | | BIBAK | Full-Text | 2258-2273 | |
| Christina Ling-hsing Chang | |||
| This paper explores the way one particular manager of the MIS department at
TaiJen uses expert knowledge to adopt political tactics to achieve his goals of
self-interest in information system development (ISD) processes. Based on
qualitative data collected from TaiJen (pseudonym), the study interweaves
Chinese Power Game: Face and Favor Theory and Confucian Relationalism into the
different kinds of political tactics utilized by the MIS department manager. An
appropriate categorization of political tactics is constructed based on two
dimensions: "relatively strong/weak power" and "winning/losing position." Nine
kinds of political tactics are grouped into four types: aggression, defense,
strengthening and withdrawal, and the different tactics used by the manager of
the MIS department on his supervisors, equals and subordinates are categorized
on the basis of these types. In view of the important role played by Asia in
the 21st Century, particularly by Chinese cultural societies, which represent a
hugely significant market to all global enterprises, it is hoped that this
study will assist the business world in understanding the culture that places
emphasis on the conducting of business through interpersonal relationships. Keywords: Information system development; Political tactics; Chinese Power Game; Confucian relationalism; Guanxi | |||
| Why people use Yelp.com: An exploration of uses and gratifications | | BIBAK | Full-Text | 2274-2279 | |
| Amy Hicks; Stephen Comp; Jeannie Horovitz; Madeline Hovarter; Maya Miki; Jennifer L. Bevan | |||
| This study examines why individuals use the website Yelp.com from a uses and
gratifications perspective. Male and female Yelp.com users who were 18 and over
completed an online survey. The results of the study indicate that individuals
overwhelmingly use Yelp.com for information-seeking purposes, followed by
entertainment, convenience, interpersonal utility, and pass time. Further,
there was an overall higher usage of each need for the readers and writers of
restaurant reviews compared with readers only, suggesting more involvement for
the reader and writer group. Frequency of Yelp.com usage and perceived
influence of Yelp.com restaurant reviews were also positively related to the
majority of motives. Theoretical and practical implications of these findings
are discussed, as well as suggestions for future research. Keywords: User-generated media; Yelp.com; Uses and gratifications | |||
| Reducing confirmation bias and evaluation bias: When are preference-inconsistent recommendations effective -- and when not? | | BIBAK | Full-Text | 2280-2290 | |
| Christina Schwind; Jürgen Buder | |||
| When a diversity of viewpoints on controversial issues is available,
learners prefer information that is consistent with their prior preferences.
Following previous findings, preference-inconsistent recommendations can be
used to overcome this bias. Two studies investigated the role of two potential
moderators (prior knowledge; cooperation vs. competition) that impact the
influence of recommendations on confirmation bias (the tendency to select more
preference-consistent information) and evaluation bias (the tendency to
evaluate preference-consistent information as better). In Study 1,
preference-inconsistent recommendations reduced confirmation bias irrespective
of prior knowledge, whereas evaluation bias was only reduced for participants
with no prior knowledge. In Study 2, it was found that preference-inconsistent
recommendations led to reduced confirmation bias under cooperation and under
competition, whereas evaluation bias was only reduced under cooperation.
Together, these studies showed that preference-inconsistent recommendations
have the potential to trigger critical thinking patterns under favorable
conditions. Future research and practical implications are discussed. Keywords: Confirmation bias; Evaluation bias; Critical thinking; Recommendations | |||
| Improving problem solving ability in mathematics by using a mathematical model: A computerized approach | | BIBAK | Full-Text | 2291-2297 | |
| Areti Panaoura | |||
| The present study investigates the improvement of students' mathematical
performance by using a mathematical model through a computerized approach. We
had developed an intervention program and 11 years students worked
independently on a mathematical model in order to improve their
self-representation in mathematics, to self-regulate their performance and
consequently to improve their problem solving ability. The emphasis of using
the specific model was on dividing the problem solving procedure into stages,
the concentration on the students' cognitive processes at each stage and the
self-regulation of those cognitive processes in order to overcome cognitive
obstacles. The use of the computer offered the opportunity to give students
general comments, hints and feedback without the involvement of their teachers.
Students had to communicate with a cartoon animation presenting a human being
who faced difficulties and cognitive obstacles during problem solving
procedure. Three tools were constructed for pre- and post-test
(self-representation, mathematical performance and self-regulation). There were
administered to 255 students (11 years old), who constituted the experimental
and the control group. Results confirmed that providing students with the
opportunity to self-reflect on their learning behavior when they encounter
obstacles in problem solving is one possible way to enhance students'
self-regulation and consequently their mathematical performance. Keywords: Mathematical model; Computerized approach; Self-regulation | |||
| How demanding is social media: Understanding social media diets as a function of perceived costs and benefits -- A rational actor perspective | | BIBAK | Full-Text | 2298-2305 | |
| Nicholas David Bowman; David Keith Westerman; Christopher James Claus | |||
| Using the rational actor perspective as a guiding frame, this exploratory
study examined individuals' social media diet (i.e., amount, frequency, and
duration of use) as a function of task load and expected goal attainment.
Surveys were distributed (N = 337) focusing on Twitter and Facebook usage for
informational and relational purposes, respectfully. Increased task load --
conceptualized as a cognitive cost -- directly negatively influenced Twitter
use but only indirectly influenced Facebook use as a function of perceived
benefits. Across conditions, perceived self-efficacy was negatively associated
with perceived task load and positively associated with goal attainment, and
goal attainment was a significant correlate of increased social media usage.
Interpreted, we see that a transparent technology such as Facebook has no
cognitive costs associated with its use, while an opaque technology such as
Twitter seems to have a salient cognitive cost element. Further, we found that
older users of Facebook were more likely to judge the channel as more
cognitively demanding and themselves as having lower self-efficacy in using it.
Finally, results indicated that for both Facebook and Twitter, males perceived
both channels as more cognitively demanding than females. Theoretical and
practical explanations and applications for these findings are presented. Keywords: Social media; Facebook; Twitter; Cognitive demand; Social media diet; Rational actor perspective | |||
| Measuring the flow experience of gamers: An evaluation of the DFS-2 | | BIBAK | Full-Text | 2306-2312 | |
| Katelyn Procci; Allysa R. Singer; Katherine R. Levy; Clint Bowers | |||
| One element of growing interest in the video gaming literature is the flow
state, which is a pleasing and engaging experience commonly reported by players
of games. As such, there are many different measures and methods that seek to
quantify the flow experience. The present work examined whether a common
measure of flow, the Dispositional Flow Scale-2 (DFS-2), was valid to use in
the gamer population. We initially collected data from 762 undergraduate
students. Of these, 314 qualified as "gamers" and were included in our
analysis. Participants completed the DFS-2 based on their personal gaming
experiences and the data was subjected to factor analysis. We did not find the
DFS-2 to be an adequate measure of flow for the game experience and that
continued examination of the construct and measure refinement is necessary. Keywords: Flow; Gaming; Measurement; Construct clarification | |||
| The relationships among the Big Five Personality factors, self-esteem, narcissism, and sensation-seeking to Chinese University students' uses of social networking sites (SNSs) | | BIBAK | Full-Text | 2313-2319 | |
| Jin-Liang Wang; Linda A. Jackson; Da-Jun Zhang; Zhi-Qiang Su | |||
| It has been suggested that personality factors are related to an
individuals' use of social networking sites (SNSs). The present research
explores the relationships between the Big Five Personality factors,
narcissism, self-esteem, and sensation seeking and individuals' use of specific
features of SNS. Self-reports were collected from 265 SNS users from a
university in China. Regression analyses revealed that personality factors play
an important role in how SNS are used. Specifically, extraverts are more likely
to use the communicative function of SNS including status update, comment, and
adding more friends. Neurotic are more likely to use the feature of status
update as a way of self-expression. Agreeable individuals tend to make more
comments on others' profiles. Individuals with high self-esteem are more likely
to comment on others' profiles. Users scoring high on openness and sensation
seeking are more likely to play online games on SNS. Narcissistic users are
more likely to upload their attractive photos on SNS and tend to use update
status more frequently for self-presentation. Gender also played an important
role in predicting types of SNS use. Males reported more SNS friends and were
more likely to play online games than were females, who were more likely to
upload self-photos and update their status. Keywords: Social networking site; Big Five Personality factors; Self-esteem; Narcissism; Sensation seeking | |||
| Putting the Cognitive Mediation Networks Theory to the test: Evaluation of a framework for understanding the digital age | | BIBAK | Full-Text | 2320-2330 | |
| Bruno Campello de Souza; Alexandre Stamford da Silva; Auristela Maria da Silva; Antonio Roazzi; Silvania Lúcia da Silva Carrilho | |||
| The Cognitive Mediation Networks Theory (CMNT) is a novel approach to human
intelligence that, among other things, attempts to understand the cognitive
changes associated to the emergence and dissemination of information and
communication technologies throughout the last few decades. The present paper
aims to investigate a central claim of the model, which is that the greater
interaction of individuals with the changes emanating from the Digital
Revolution and its implications (Hyperculture) tends to, in and of itself,
produce psychological changes that lead to enhanced Cognitive Performance. For
that purpose, a total of 1291 Brazilian adults and adolescents were
investigated by means of an especially prepared form and cognitive tests. The
results obtained indicated that a greater degree of Hyperculture is positively
associated to Cognitive Performance and Sociability, regardless of sex, age,
income, and level of education. These findings, taken together with those from
other studies, strongly support the predictions of the CMNT, which emerges in
this paper as a valid model of human cognition, at least when applied to the
impacts of the Digital Revolution. Keywords: Cognition; Digital age; Hyperculture; Mediation; Flynn Effect | |||
| Understanding student attitudes of mobile phone features: Rethinking adoption through conjoint, cluster and SEM analyses | | BIBAK | Full-Text | 2331-2339 | |
| Milena Head; Natalia Ziolkowski | |||
| Young adults have been labelled as one of the most important segments for
mobile phones, however there is little empirical evidence to indicate how these
young adults value the feature richness of their devices. This research
presents a richer view of mobile phone user preferences and perceptions by
applying methodologies from the marketing and information systems domains.
Conjoint analysis provides insights into how students value various mobile
phone applications and tools. Cluster analysis extracts salient and homogenous
consumer segments from the conjoint analysis output. Structural equation
modelling then explores how antecedents to attitude may differ by the elicited
consumer segments. Keywords: Mobile phone; Attitude; Segmentation; Conjoint analysis; Cluster analysis; SEM analysis | |||
| Connected scholars: Examining the role of social media in research practices of faculty using the UTAUT model | | BIBAK | Full-Text | 2340-2350 | |
| Anatoliy Gruzd; Kathleen Staves; Amanda Wilk | |||
| Social media has become mainstream in recent years, and its adoption has
skyrocketed. Following this trend among the general public, scholars are also
increasingly adopting these tools for their professional work. The current
study seeks to learn if, why and how scholars are using social media for
communication and information dissemination, as well as validate and update the
results of previous scholarship in this area. The study is based on the content
analysis of 51 semi-structured interviews of scholars in the Information
Science and Technology field. Unlike previous studies, the current work aims
not only to highlight the specific social media tools used, but also discover
factors that influence intention and use of social media by scholars. To
achieve this, the paper uses the Unified Theory of Acceptance and Use of
Technology (UTAUT), a widely adopted technology acceptance theory. This paper
contributes new knowledge to methodological discussions as it is the first
known study to employ UTAUT to interpret scholarly use of social media. It also
offers recommendations about how UTAUT can be expanded to better fit
examinations of social media use within scholarly practices. Keywords: Social media adoption and use; UTAUT; Scholarly practices; Information dissemination and communication | |||
| Is cheating a human function? The roles of presence, state hostility, and enjoyment in an unfair video game | | BIBAK | Full-Text | 2351-2358 | |
| J. J. De Simone; Tessa Verbruggen; Li-Hsiang Kuo; Bilge Mutlu | |||
| In sports and board games, when an opponent cheats, the other players
typically greet it with disdain, anger, and disengagement. However, work has
yet to fully address the role of the computer cheating in video games. In this
study, participants played either a cheating or a non-cheating version of a
modified open-source tower-defense game. Results indicate that when a computer
competitor cheats, players perceive the opponent as being more human. Cheating
also increases player aggravation and presence, but does not affect enjoyment
of the experience. Additionally, players that firmly believed that their
opponent was controlled by the computer exhibited significantly less state
hostility compared to players that were less certain of the nature of their
competitor. Game designers can integrate subtle levels of cheating into
computer opponents without any real negative responses from the players. The
results indicate that minor levels of cheating might also increase player
engagement with video games. Keywords: Video games; Effects; Cheating; Perception; Presence; Enjoyment; State Hostility | |||
| Who does what on Facebook? Age, sex, and relationship status as predictors of Facebook use | | BIBAK | Full-Text | 2359-2365 | |
| Francis T. McAndrew; Hye Sun Jeong | |||
| Previous studies have focused on why people use Facebook and on the effects
of "Facebooking" on well being. This study focused more on how people use
Facebook. An international sample of 1,026 Facebook users (284 males, 735
females; mean age = 30.24) completed an online survey about their Facebook
activity. Females, younger people, and those not currently in a committed
relationship were the most active Facebook users, and there were many age-,
sex-, and relationship-related main effects. Females spent more time on
Facebook, had more Facebook friends, and were more likely to use profile
pictures for impression management; women and older people engaged in more
online family activity. Relationship status had an impact on the Facebook
activity of males, but little effect on the activity of females. The results
are interpreted within a framework generated by an evolutionary perspective and
previous research on the psychology of gossip. Keywords: Facebook; Social networking; Internet psychology; Sex differences; Age differences; Impression management | |||
| Information privacy concerns, antecedents and privacy measure use in social networking sites: Evidence from Malaysia | | BIBAK | Full-Text | 2366-2375 | |
| Norshidah Mohamed; Ili Hawa Ahmad | |||
| The research aims at gaining insights into information privacy concerns, its
antecedents and privacy measure use in social networking sites. The Social
Cognitive, Protection Motivation theories and gender factor were used as a
basis to develop and confirm a research model. Using a cross-sectional survey
design and cluster sampling technique, four-hundred thirteen questionnaires
were distributed to undergraduates at a public Malaysian university;
three-hundred forty were included in analyses. Data was analyzed using
structural equation modeling technique. Results suggest that in order of
importance only perceived severity, self-efficacy, perceived vulnerability, and
gender are antecedents of information privacy concerns with social networking
sites; response efficacy and rewards were not significant antecedents contrary
to many past findings in the literature that used Social Cognitive and
Protection Motivation Theory as a theoretical basis. Information privacy
concerns explain privacy measure use in social networking sites. The
implications of these results and study limitations are discussed. Keywords: Social Cognitive Theory; Protection Motivation Theory; Information privacy; Self-efficacy; Social networking | |||
| Structure and function of maladaptive cognitions in Pathological Internet Use among Chinese adolescents | | BIBAK | Full-Text | 2376-2386 | |
| Yujiao Mai; Jianping Hu; Zheng Yan; Shuangju Zhen; Shujun Wang; Wei Zhang | |||
| This study empirically investigated the structure and function of
maladaptive cognitions related to Pathological Internet Use (PIU) among Chinese
adolescents. To explore the structure of maladaptive cognitions, this study
validated a Chinese Adolescents' Maladaptive Cognitions Scale (CAMCS) with two
samples of adolescents (n1 = 293 and n2 = 609). The results of the exploratory
factor analysis and confirmatory factor analysis revealed that CAMCS included
three distinct factors, namely, "social comfort," "distraction," and
"self-realization." To examine the function of maladaptive cognitions, this
study tested an updated cognitive-behavioral model in the third sample of 1059
adolescents. The results of structural equation model analyses verified both
the direct effect of maladaptive cognitions on PIU and their mediating role in
the relationships between distal factors (social anxiety and stressful life
events) and PIU among Chinese adolescents. Theoretical and practical
implications of these findings were discussed. Keywords: Pathological Internet Use; Maladaptive cognitions; Self-realization; Mediator; Adolescents | |||
| The impact of Arab cultural values on online social networking: The case of Facebook | | BIBAK | Full-Text | 2387-2399 | |
| Khaled Saleh Al Omoush; Saad Ghaleb Yaseen; Mohammad Atwah Alma'aitah | |||
| The purpose of this research is to investigate the impact of cultural values
on motivations and attitudes toward Social Networking Sites (SNSs) in the Arab
world, and the factors affecting the continuity of membership value. Online
questionnaire was used to collect data from the Arab Facebook members.
Structural Equation Modeling, using EQS was conducted to analyze the data. The
results indicated to a disparity in cultural impact on motivations and
attitudes. At the time that Arab youth seek to liberate from all the kinds of
restrictions to satisfy their human needs through joining SNSs, their attitudes
are still influenced by the cultural values of Arab nation. The results also
revealed a significant effect of members' motivations, attitudes, and usage on
the continuity of Facebook membership value. The present study contributes to
the continuing discussion about why and how people engage in SNSs from
different nations' cultures, especially after the critical roles of SNSs in
so-called Arab Spring. Keywords: Social Networking Sites (SNSs); Facebook; Arab cultural values; Motivations; Freedom of speech and expression; Attitudes | |||
| The mediating effect of organizational culture and knowledge sharing on transformational leadership and Enterprise Resource Planning systems success: An empirical study in China | | BIBAK | Full-Text | 2400-2413 | |
| Zhen Shao; Yuqiang Feng; Luning Liu | |||
| Senior leadership has been identified as a critical factor in fostering
Enterprise Resource Planning (ERP) systems success, however, the specific
impact mechanism of transformational leadership on ERP success is still largely
unknown. Based on organizational culture theory and knowledge based view, this
study developed a theoretical model to explore the mediating effect of
organizational culture and knowledge sharing on transformational leadership and
ERP success. Data was collected from 115 IS executives and 413 ERP end users in
115 organizations in China. Partial Least Squares (PLS) analysis results
suggest that transformational leadership is directly related with all the four
types of organizational culture -- development culture, group culture,
hierarchical culture and rational culture, and is indirectly related with
knowledge sharing and ERP success. Specifically, development culture has direct
impact on ERP success, while hierarchical culture, group and rational culture
are indirectly related with ERP success, mediated by explicit and tacit
knowledge sharing. The research findings can provide guidelines for the top
executives to facilitate appropriate organizational culture, so as to foster
ERP knowledge sharing and achieve business benefits with the assimilation of
ERP systems. Keywords: Transformational leadership; Organizational culture; Knowledge sharing; ERP success | |||
| The effects of personality traits, self-esteem, loneliness, and narcissism on Facebook use among university students | | BIBAK | Full-Text | 2414-2419 | |
| Jason L. Skues; Ben Williams; Lisa Wise | |||
| This study examined the relationship between three of the "Big Five" traits
(neuroticism, extraversion, and openness), self-esteem, loneliness and
narcissism, and Facebook use. Participants were 393 first year undergraduate
psychology students from a medium-sized Australian university who completed an
online questionnaire. Negative binomial regression models showed that students
with higher openness levels reported spending more time on Facebook and having
more friends on Facebook. Interestingly, students with higher levels of
loneliness reported having more Facebook friends. Extraversion, neuroticism,
self-esteem and narcissism did not have significant associations with Facebook
use. It was concluded that students who are high in openness use Facebook to
connect with others in order to discuss a wide range of interests, whereas
students who are high in loneliness use the site to compensate for their lack
of offline relationships. Keywords: Facebook; Psychological; Predictors; University students | |||
| Computer praise, attributional orientations, and games: A reexamination of the CASA theory relative to children | | BIBAK | Full-Text | 2420-2430 | |
| Jeng-Yi Tzeng; Cheng-Te Chen | |||
| On the basis of psychology research on praise and attribution, this study
investigated the effects of two types of computer praise (ability praise and
effort praise) on 384 elementary school students who exhibited one of three
types of attribution orientations (high ability attribution, effort
attribution, and low internal attribution) while playing two computer-based
games. The findings show that different types of computer praise, different
attribution orientations, and different natures of games made a difference in
the way the participants (1) appreciated the design of the program, (2) made
self-serving attribution for their performance, (3) evaluated their
performance, and (4) chose game-playing strategies. This research provides
empirical evidence highlighting limitations in the CASAs (Computers As Social
Actors) theory. Discretion is advised in the adoption of the claim that
computer praise is a concern-free reinforcement of users' engagement in
positive interactions with computers. Keywords: Human-computer interaction; Praise; Attributional orientation; Computer game | |||
| Factors affecting online group buying intention and satisfaction: A social exchange theory perspective | | BIBAK | Full-Text | 2431-2444 | |
| Wen-Lung Shiau; Margaret Meiling Luo | |||
| This study investigates factors that affect consumer continuous use
intention toward online group buying and the degree that reciprocity and
reputation of social exchange, trust, and vendor creativity affect consumer
satisfaction and intention toward online purchasing. Data from 215 valid
samples was obtained using an online survey. The research model is assessed
using partial least squares (PLS) analysis. The results show that the intention
to engage in online group buying is predicted collectively by consumer
satisfaction, trust, and seller creativity. Consumer satisfaction with online
group buying is predicted primarily by trust, followed by consumer reciprocity.
The proposed research model explains 67.7% of variance for satisfaction and
39.7% of variance for intention to engage in online group buying. The results
suggest that reciprocity, trust, satisfaction, and seller creativity provide
considerable explanatory power for intention to engage in online group buying
behavior. Keywords: Online group buying; Social exchange theory (SET); Reciprocity; Reputation; Trust | |||