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1.
J Health Commun ; 23(7): 670-678, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30111260

RESUMO

Although people nowadays engage in information communication repetitively through multiple channels during a public health crisis, the impacts of this communication on behavioral outcomes have not been fully examined. The present study empirically tests the effects of repetitive information communication through multiple channels (RICMC) on risk-prevention behavior. Additionally, the mediating roles of knowledge, perceived susceptibility, severity, response efficacy, and self-efficacy in the association between RICMC and risk-prevention behavior are examined. Analyses of online survey data (N = 1,036) collected during the 2015 Middle East respiratory syndrome (MERS) outbreak in South Korea revealed that RICMC was positively associated with MERS-prevention behavior. Furthermore, this association was mediated by perceived susceptibility, severity, and self-efficacy. Although response efficacy and knowledge were not significant mediators, RICMC was positively associated with all mediating variables. The implications, theoretical contributions, and limitations of this study are discussed.


Assuntos
Infecções por Coronavirus/prevenção & controle , Comunicação em Saúde/métodos , Adulto , Infecções por Coronavirus/epidemiologia , Surtos de Doenças/prevenção & controle , Feminino , Humanos , Masculino , República da Coreia/epidemiologia , Comportamento de Redução do Risco , Autoeficácia , Inquéritos e Questionários
2.
Health Commun ; 33(1): 22-31, 2018 01.
Artigo em Inglês | MEDLINE | ID: mdl-27858469

RESUMO

Previous studies have demonstrated the role of social networks, social capital, and social support in individuals' well-being. However, the ways in which these related constructs simultaneously influence one's well-being outcomes and relate to one another have not been closely examined. This study pays particular attention to the structural characteristics of personal networks, distinction between offline and online social capital, and different indicators of well-being outcomes. Based on survey data collected from 574 college students, the study found that two dimensions of personal networks-density and gender homophily-and social capital in the form of offline bonding capital explained perceived social support. Further, perceived social support consistently predicted well-being outcomes and played a mediating role between personal network density and well-being, as well as between offline bonding capital and well-being. The results offer implications for a more nuanced understanding of the role of individuals' interpersonal and social environments in well-being outcomes.


Assuntos
Capital Social , Meio Social , Rede Social , Apoio Social , Estudantes/psicologia , Feminino , Humanos , Masculino , Saúde Mental , Inquéritos e Questionários , Adulto Jovem
3.
Cyberpsychol Behav Soc Netw ; 18(12): 711-7, 2015 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-26587734

RESUMO

This study investigated the effects of trait-level hostility, interface types, and character identification on aggressive thoughts and overall game experience after playing a violent video game. Results showed that the mapping interface made participants with high trait-level hostility more readily accessible to aggressive contracts, yet it did not have any significant impact for participants with low trait-level hostility. Participants with low trait-level hostility reported more positive game experience in the mapping interface condition, while participants with high trait-level hostility in the same condition reported more negative game experience. Results also indicated that character identification has moderating effects on activating aggressive thoughts and mediating effects on overall game experience. Implications regarding possible ways of reducing potentially negative outcomes from violent games are discussed.


Assuntos
Agressão/psicologia , Caráter , Hostilidade , Interface Usuário-Computador , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Feminino , Humanos , Masculino , Adulto Jovem
4.
Cyberpsychol Behav Soc Netw ; 15(7): 357-63, 2012 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-22780995

RESUMO

The present study examined the factors associated with individuals' use of three different text-based communication media: e-mail, cell-phone texting, and Facebook Wall postings. Three theoretical perspectives, including media richness theory, uses and gratifications, and perceived network effects, were examined. Using data from a survey of college students (N=280), the study found that the theoretical constructs from these theories play different roles when applied to different technologies. The results suggest that a simultaneous consideration of technological attributes, users' motivations, and social circumstances in which users select and use the technology is useful for fully understanding the dynamics of the selection and the use of a given technology.


Assuntos
Blogging , Correio Eletrônico , Relações Interpessoais , Rede Social , Envio de Mensagens de Texto , Adolescente , Adulto , Comunicação , Coleta de Dados , Feminino , Humanos , Internet , Masculino , Motivação , Estudantes , Universidades
5.
Cyberpsychol Behav Soc Netw ; 13(6): 611-8, 2010 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-21142985

RESUMO

This study examined how cell-phone use is related to interpersonal motives for using cell phones, face-to-face communication, and loneliness. A survey of 232 college students who owned a cell phone revealed that affection and inclusion were relatively strong motivations for using voice calls and text messaging, and that interpersonal motives were positively related to the amount of cell-phone use, including calling and texting. The amount of face-to-face interaction was positively associated with the participants' cell-phone use and their interpersonal motives for using cell phones: the more the participants engaged in face-to-face interaction with other people, the higher their motives were and the more frequent cell-phone use was. Loneliness did not have a direct relation to cell-phone use. Instead, the participants with higher levels of loneliness were less likely to engage in face-to-face social interaction, which led them to use cell phones less and to be less motivated to use cell phones for interpersonal purposes.


Assuntos
Telefone Celular , Relações Interpessoais , Solidão/psicologia , Motivação , Adolescente , Adulto , Feminino , Humanos , Masculino , Fatores Sexuais , Estudantes
6.
Cyberpsychol Behav ; 12(6): 723-7, 2009 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-19522682

RESUMO

The "self" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.


Assuntos
Teste de Realidade , Autoimagem , Interface Usuário-Computador , Jogos de Vídeo/psicologia , Feminino , Humanos , Relações Interpessoais , Masculino , Comportamento Social , Inquéritos e Questionários , Adulto Jovem
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