1,402 research outputs found

    Permanently online and permanently connected : development and validation of the Online Vigilance Scale

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    Smartphones and other mobile devices have fundamentally changed patterns of Internet use in everyday life by making online access constantly available. The present paper offers a theoretical explication and empirical assessment of the concept of online vigilance, referring to users’ permanent cognitive orientation towards online content and communication as well as their disposition to exploit these options constantly. Based on four studies, a validated and reliable self-report measure of online vigilance was developed. In combination, the results suggest that the Online Vigilance Scale (OVS) shows a stable factor structure in various contexts and user populations and provides future work in communication, psychology, and other social sciences with a new measure of the individual cognitive orientation towards ubiquitous online communication

    Exploring motivations, constraints, and perceptions toward sport consumers\u27 smartphone usage.

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    Today’s technology trend in the United States is influenced by the growing population of 182.6 million smartphone users (Statista Inc., 2015). The technology trend has also affected the sport consumption behaviors in terms of how they obtain information, share similar interests, and purchase goods in support of their fandom. The range of efforts varies depending on sport consumers’ level of fandom and their technological comfort level towards using a smartphone. Thus, understanding the relationship between sport and technology provides benefits for sport managers to discover innovative ways to further engage current fans and attract new consumers using smartphones. Considering the benefits associated with smartphone technology, the primary purpose of this study was to examine motivations, constraints, and technological perceptions toward smartphones as it relates to sport consumers’ fan identification. Specifically, the study examined (a) primary communication channels (b) factors that influence users (c) factors that prevent users from consuming sport (d) smartphonespecific technological perceptions, and (d) the differences in sport consumers’ motivations, constraints, and technological perceptions to follow sport based on sex, age, and fan identification, and (e) factors that predict actual usage, all based on sport consumers’ smartphone usage. Using a cross-sectional survey design, data were collected from the tech-savvy Amazon MTurk users (N = 372) living in the United States. The results of this study revealed three unique factors of motivations (i.e. intrinsic, social, diversion), three factors of constraints (i.e. personal, security, technology), and two factors of technological perceptions (i.e. hedonic, utilitarian) for smartphone usage in sport context. Among these factors, intrinsic motivations, personal constraints, hedonic perceptions and utilitarian perceptions were found to significantly predict actual usage. Further analysis also revealed that sport consumers’ behaviors significantly differed based on the level of fan identification (i.e. high or low). The sport consumers also identified that they connected to the official sites the most followed by sport-related apps, and social media sites. In sports they followed, NFL was ranked the highest, followed by MLB, and NCAA Football, and within these sports, they followed their favorite team the most, leagues the second, and players the third. The result of current study provided a holistic view towards understanding sport consumption behaviors by considering motivations, constraints, and technological perceptions associated with smartphone usage. The information captured in this study is particularly useful when designing a mobile marketing campaign to better engage current fans and attract new fans. In addition, sport managers will be able to further encourage sport consumers’ motivating factors, while reducing the constraining factors by considering technological perceptions of the smartphones. Furthermore, the current study’s proposed scale could be used to assess motivations, constraints, and technological perceptions associated with actual usage to reflect upon specific characteristics of the fan identification

    A digitális kultúra hatása az emberi viselkedésre a gamifikáció példáján keresztül = The impact of digital culture on human behiavor through the example of gamification

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    Kutatásom két legfontosabb megállapítása: 1. A technológia terjedés sebesség miatt egy olyan nemzedék jelenik meg, mely (digitális) kultúrájának kialakításakor nem támaszkodhat elei tudására és tapasztalatára – "magára hagyott nemzedék". 2. A játékszerű gondolkodás messze túlmutat a szórakozáson, társadalmi működési rendszer. Meglátásom szerint a gamifikációs mentális logikák működése (a digitális kultúra számos jellemzőjének összegeként is) meghatározza a digitális kultúrába belépő, de még inkább az ebben nevelkedő emberek viselkedését

    Video Media in the Hyperconnected Age: Investigating Emergent Viewing Practices

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    Recent technological developments have changed the way video is consumed. The uptake of fast internet connections and ubiquitous mobile devices mean that people can watch via on demand services, and that viewers often media multitask with phones and tablets during viewing. This thesis examines on-demand viewing and media multitasking with mobile devices in detail. Two situated studies extend our understanding of these behaviours through video observation and diary studies. It was found that using mobile devices while viewing was common, though subject to different usage patterns and individual differences. Self-reported media multitasking propensity correlated with observational data, suggesting that some people consistently media multitask more than others. People valued the freedom and choice provided by on-demand services, which drove their popularity. Viewing occurred in a range of contexts and on a variety of devices. However, some were concerned that it was difficult to limit their viewing. In order to quantify viewer experience, a questionnaire was developed to measure immersion. This was used in two lab experiments investigating specific behaviours that were previously observed: watching on screens of different sizes; and being interrupted by notifications while watching. It was found that both watching on small screens and interruptions from notifications negatively affected immersion. The findings of this research affect viewers, content producers, and TV networks. To preserve and improve viewing experiences, stakeholders should be mindful of both positive and negative effects when considering personal usage and the development of new viewing technologies

    Mobile gaming and problematic smartphone use: a comparative study between Belgium and Finland

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    Background and aims: Gaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. A cross-national study was conducted in Belgium and Finland. The aim was to examine the relationship between gaming on smartphones and self-perceived problematic smartphone use via an online survey to ascertain potential predictors. Methods: The Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) was administered to a sample comprising 899 participants (30% male; age range: 18–67 years). Results: Good validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale. Regression analysis showed that downloading, using Facebook, and being stressed contributed to problematic smartphone use. Anxiety emerged as predictor for dependence. Mobile games were used by one-third of the respective populations, but their use did not predict problematic smartphone use. Very few cross-cultural differences were found in relation to gaming through smartphones. Conclusion: Findings suggest mobile gaming does not appear to be problematic in Belgium and Finland

    Permanently online and permanently connected: Development and validation of the Online Vigilance Scale

    Get PDF
    Smartphones and other mobile devices have fundamentally changed patterns of Internet use in everyday life by making online access constantly available. The present paper offers a theoretical explication and empirical assessment of the concept of online vigilance, referring to users' permanent cognitive orientation towards online content and communication as well as their disposition to exploit these options constantly. Based on four studies, a validated and reliable self-report measure of online vigilance was developed. In combination, the results suggest that the Online Vigilance Scale (OVS) shows a stable factor structure in various contexts and user populations and provides future work in communication, psychology, and other social sciences with a new measure of the individual cognitive orientation towards ubiquitous online communication

    Social Media Multitasking, Academic Performance, and the Fear of Missing Out

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    In college, social media use that is not directly associated with classroom activities (i.e., nonacademic social media use) can serve as distractions that undermine academic performance. The purpose of this quantitative investigation was to examine the potential relationships between nonacademic social media multitasking, academic performance (measured as self-reported, overall grade point average), and fear of missing out. Though some research indicates that social media use is associated with poor academic outcomes, the mechanism of this relationship is less understood. The variables that were examined included nonacademic social media multitasking (independent variable), academic performance (dependent variable), and fear of missing out (independent variable). The framework for the study was based on Baumeister and Leary’s belonging hypothesis and van dur Schuur et al.’s scattered attention hypothesis. The sample consisted of 99 U.S. undergraduate college students enrolled at public, 4-year universities who were recruited through SurveyMonkey. Data were collected via online survey, which consisted of the Fear of Missing Out Scale, items from Ozer’s study on social networking and academic performance, and a demographic questionnaire. Data analysis consisted of simple linear regressions and a hierarchical regression model. Analysis revealed no significant relationship between nonacademic social media multitasking and academic performance. There was, however, a significant predictive relationship between fear of missing out and nonacademic social media multitasking. While nonacademic social media multitasking should not be encouraged in class, social media has potential educational benefits, when properly harnessed leading to positive social change

    The Effect of Polychronicity on Employee Engagement: Conditional Process of Job Satisfaction and Compensation

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    The health industry has the third highest voluntary turnover rate in the world; thus, the degree of participation in the health industry is still relatively low. Low employee engagement continues to make employee engagement an intriguing issue of study, notably in Indonesia. According to a survey, 76% of employees are not engaged in their work. This study aims to investigate the effect of polychronicity on employee engagement with the conditional process of job satisfaction as a mediating variable and compensation as a moderating variable. Testing the model using the PROCESS statistical tool version 3.5, the sample was determined based on the Slovin formula so that 212 individuals participated in the study. According to the findings, compensation is effective in moderating the effect of polychronicity on job satisfaction, compensation is effective in moderating the effect of polychronicity on employee engagement, and compensation is effective in moderating the effect of job satisfaction on employee engagement. Each interaction is in a high category. The study implicates the result of the analysis of the conditional process model on the effect of polychronicity, job satisfaction, and compensation on employee engagement in the health industry
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