1,578 research outputs found

    Cognition and Interaction: From Computers to Smart Objects and Autonomous Agents

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    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Exploring individual differences in online addictions: the role of identity and attachment

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    Research examining the development of online addictions has grown greatly over the last decade with many studies suggesting both risk factors and protective factors. In an attempt to integrate the theories of attachment and identity formation, the present study investigated the extent to which identity styles and attachment orientations account for three types of online addiction (i.e., internet addiction, online gaming addiction, and social media addiction). The sample comprised 712 Italian students (381 males and 331 females) recruited from schools and universities who completed an offline self-report questionnaire. The findings showed that addictions to the internet, online gaming, and social media were interrelated and were predicted by common underlying risk and protective factors. Among identity styles, 'informational' and 'diffuse-avoidant' styles were risk factors, whereas 'normative' style was a protective factor. Among attachment dimensions, the 'secure' attachment orientation negatively predicted the three online addictions, and a different pattern of causal relationships were observed between the styles underlying 'anxious’ and 'avoidant' attachment orientations. Hierarchical multiple regressions demonstrated that identity styles explained between 21.2 and 30% of the variance in online addictions, whereas attachment styles incrementally explained between 9.2 and 14% of the variance in the scores on the three addiction scales. These findings highlight the important role played by identity formation in the development of online addictions

    Children of the internet: An investigation into the associations between social media use, gaming, and young people’s mental health

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    In the context of rapid development of digital technologies and the COVID-19 pandemic, young people are increasingly socialising online. Concerns about time spent on social media and/or gaming are prominent in public discourse. These concerns commonly relate to young people’s mental health, with the suggestion that high levels of social media and gaming use might contribute to poor mental health. However, some research indicates that social media and gaming use is associated with higher social connectedness and social capital. There is a lack of longitudinal research that investigates the relationship between social media use/gaming and mental health and psychosocial outcomes. This longitudinal study aims to explore these relationships in a sample of adolescents aged 11-18, across two time points. Regression analyses are used to explore associations between social media use and measures of depression, social connectedness, and social capital. The same analyses are also used to explore associations between time spent gaming and these variables. Findings indicate that higher social media use in particular is associated with lower social connectedness and higher depressive symptomology, in both cross-sectional and longitudinal analyses. Findings for gaming use show weaker associations with depression and social variables

    Personality traits and self-presentation on Facebook: a systematic review

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    The influence of the Internet and Computer Mediated Communication (CMC) on the ways in which individuals with different personality traits present themselves, has been brought into question increasingly as modern life requires more and more of an enmeshment with technology in everyday life. The presentation of the self on Facebook has been the focus of recent research, delivering results that vary and sometimes contradict common ideas of the effects of individuals’ interaction via technology, especially in terms of how personality traits, as determined by the Five-factor model, impact self-presentation. A systematic review of the available literature was conducted, in order to bring about a consolidated description of the literature on the impact of personality traits on Facebook self-presentation. From 37 studies, the review found the motivation for Facebook use to be a mediating factor in the relationship between personality traits. Each personality trait in the Five-factor model impacts upon Facebook use, self-generated content, other-generated content, and the nature of the individual’s self-disclosure in varied ways. Due to visible cues on users’ profiles, some personality traits can be accurately detected by observers. The complexity and interrelatedness of variables involved in this relationship is highlighted by the findings of this review

    Navigating Online and Offline Social Spaces: Interpersonal Relationships and Problematic Gaming Behaviour in MMORPG Players

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    Previous research suggests that individuals who play Massively Multiplayer Online Roleplaying Games (MMORPGs) may experience interpersonal benefits from their in-game interactions with other players (Kaczmarek & Drazkowski, 2014). At times, however, these online relationships may develop at the expense of their offline relationships and some players may even be at risk for developing problematic gaming behaviours (PGB). The current study aimed to better understand the online and offline interpersonal experiences of MMORPG players and to identify interpersonal risk factors for developing PGB. A total of 149 MMORPG players between the ages of 18 to 46 years completed a set of online questionnaires which included measures for PGB, time spent playing, social support, loneliness, gamer identity, attachment, coping behaviour, antisocial behaviour, and impulsivity/risk-taking behaviour. They also completed a set of open-ended questionnaire items that examined their perspectives on their online and offline relationships, as well as their online gaming behaviour. The findings indicated that participants who spent more time playing MMORPGs reported lower offline interpersonal support, greater avoidant attachment, and greater identification with the online gaming community. Time spent playing was not associated with online interpersonal support nor was it associated with online or offline loneliness. Contrary to expectations, neither avoidant attachment nor coping style moderated the link between time spent playing, and either interpersonal support or loneliness. However, players with greater avoidant attachment and those with greater avoidance coping tended to report lower interpersonal support and greater loneliness within online and offline domains. Players with greater social support coping also reported greater online and offline interpersonal support, as well as lower online loneliness; but, greater social support coping was not linked to offline loneliness. Lastly, findings indicated that players with greater avoidance coping, greater antisocial behaviour, and those who reported less offline interpersonal support were at greater risk of having higher levels of PGB. The findings indicated some parallels between players’ online and offline relationships; however, players’ interpersonal gains within one domain did not necessarily compensate for deficits within the other domain. Players who are socially motivated to play, engage in more social support coping, and fewer avoidance coping behaviours may find it easier to create and maintain online connections. Thus, understanding how players engage with online games, rather than relying on overall time spent playing, may better predict players’ risk for developing higher levels of PGB. The findings from the study may inform health professionals about the online and offline social contexts in the lives of online gamers, which may help individuals at risk for developing significant distress related to their online gaming behaviour. This research may also inform game developers seeking to improve user experiences by establishing a more supportive online community for players and promoting healthier video game engagement
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