118 research outputs found

    With a rebel yell: Video gamers’ responses to mass shooting moral panics

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    When a moral panic happens, society believes that a group of people and/or their behaviour is responsible for a threat to society – without any evidentiary basis. How does the target group respond? In the video game context, gamers may fear that their pastime will be blamed for mass shootings leading to social stigma. Group members so threatened are hypothesized to react to protect their group identity. This leads to increased engagement in the activity under threat. In contrast, disasters that do not threaten the group would not affect the amount of video game play. We test these hypotheses by relating the amount of game play to incidents of mass shootings and non-shooting disasters for a large sample of individuals (N = 170,000). Incidents of mass shootings that threaten the gamer community lead to increases in game playing while incidents of other disasters unrelated to gaming divert time away from gaming

    Urban Influencers: An Analysis of Urban Identity in YouTube Content of Local Social Media Influencers in a Super-Diverse City

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    Influencers belong to the daily media diet of many adolescents. As role models, they have the potential to play a crucial role in the identity construction of their viewers. In the age of social media, such role models may now be found more locally – in the same city – and perhaps with more diverse backgrounds. This may be particularly valuable to adolescents growing up in super-diverse cities, as they are surrounded by a multitude of groups and identities during a life phase in which they have to make sense of who they are and where they belong. Despite the heterogeneity of these identities, there is one thing all have in common: the city they live in. With the city as a common framework, local influencers may be important role models for these adolescents, particularly in negotiating their urban identity. This paper aims toward mapping the ways in which social media can play a role in the negotiation of urban identity among youngsters by investigating how YouTube influencers from a super-diverse city are related to each other online, and how their content relates to the (super-diverse) city of Rotterdam. Findings show that in their videos and on their channel pages, influencers mainly affiliate themselves with the city through having the city as the background and context of the videos, through their involvement with cultural trends (e.g., soccer, hip-hop) that link to the city, and through their affiliation with other local influencers. We argue that influencers may therefore provide their viewers with

    Late Holocene (0–6 ka) sea-level changes in the Makassar Strait, Indonesia

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    The Spermonde Archipelago, off the coast of southwest Sulawesi, consists of more than 100 small islands and hundreds of shallow-water reef areas. Most of the islands are bordered by coral reefs that grew in the past in response to paleo relative sea-level changes. Remnants of these reefs are preserved today in the form of fossil microatolls. In this study, we report the elevation, age, and paleo relative sea-level estimates derived from fossil microatolls surveyed in five islands of the Spermonde Archipelago. We describe 24 new sea-level index points, and we compare our dataset with both previously published proxies and with relative sea-level predictions from a set of 54 glacial isostatic adjustment (GIA) models, using different assumptions on both ice melting histories and mantle structure and viscosity. We use our new data and models to discuss Late Holocene (0–6 ka) relative sea-level changes in our study area and their implications in terms of modern relative sea-level estimates in the broader South and Southeast Asia region

    You could have just asked: The perception of motivations to play violent video games

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    Recent research has found that age and playing experience moderates people‟s opinions regarding video games‟ negative effects while the perception of the cause of game play – game play motivation – was not considered so far. This study investigated how age and playing expertise influence perceived game play motivations. A survey was performed on a sample of mixed age (N = 374). Categories found for perceived playing motivations for violent video games were: virtual aggression, fun/challenge, catharsis, boredom, and social. Fun/challenge was found to be the main motivations for both, non-players and players. However, age positively and playing experience negatively predicted the importance of the perceived motivation virtual aggression while the opposite pattern was found for fun/challenge. The discussion focuses on: 1.) How we should deal with such in- and out-group perceptions in game studies, 2.) how beliefs about player motivations influence further perceptions, and 3.) the necessity of understanding how society‟s perception of games can influence game science itself

    Urban & Online: Social Media Use among Adolescents and Sense of Belonging to a Super-Diverse City

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    In a world of continuous migration, super-diverse cities consist of a multitude of migrants and non-migrants from a variety of cultural backgrounds. Yet one characteristic they all have in common is the place where they currently live. In addition, both groups are active users of social media, especially the young. Social media provide platforms to construct and negotiate one’s identity—particularly the identity related to where one lives: urban identity. This article presents the results of a survey study (N = 324) investigating the relationships between social media engagement and identity construction among migrant and non-migrant adolescents in the super-diverse city of Rotterdam, the Netherlands. It was found that urban identity was significantly higher for migrants than non-migrants. Certain aspects of social media engagement predicted urban identity in combination with social identity. Finally, social media engagement was found to be positively related to group self-esteem

    Fossil Java Sea corals record Laurentide ice sheet disappearance

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    The Laurentide ice sheet was the largest late Pleistocene ice mass and the largest contributor to Holocene pre-industrial sea-level rise. While glaciological dates suggest final ice sheet melting between 8 and 6 ka, inversion of sea-level data indicates deglaciation at ca. 7 ka. Here, we present new chronostratigraphic constraints on Laurentide ice sheet disappearance based on Holocene relative sea-level observations from the tectonically stable north coast of Java, Indonesia. Age-elevation data from the flat upper surfaces of 13 fossil intertidal corals (i.e., microatolls) indicate that the Java Sea experienced a relative sea level of 1.3 ± 0.7 m above present between 6.9 and 5.3 ka. To determine uncaptured relative sea-level trends within the observational uncertainties of this apparently constant highstand, we analyzed the internal structure of three sliced microatolls from the same site to produce a high-resolution data set. These data were used to statistically model relative sea-level rates and trends. Employing the data with the model provided evidence for a short-lived rise of relative sea level from 1.0 ± 0.3 m above present at 6.7 ± 0.1 ka to 1.9 ± 0.3 m above present at 6.4 ± 0.1 ka. The end of this rise likely represents the last input of meltwater from the vast Laurentide ice sheet, which, consequently, collapsed at least 400 yr later than assumed by some widely used models of glacial isostatic adjustment. Incorporating these new results into such predictive models will help to better understand the geographical variability of future sea-level rise as a result of global warming

    With a Little Help from My Friends: Peer Coaching for Refugee Adolescents and the Role of Social Media

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    This intervention study investigated how much impact a specific peer-coaching (Peer2Peer) for refugee adolescents has on different factors of well-being for both sides: refugee adolescents (peers, N = 16) and their local peer coaches (buddies, N = 16). Next to pre- and post-tests, four buddies reflected on the process via weekly media diaries. We found that higher peer-loneliness and lower self-esteem was reported for peers in the beginning but these differences disappeared. These results were confirmed by buddies’ media diaries: lang

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