151 research outputs found
How social network sites and other online intermediaries increase exposure to news
Research has prominently assumed that social media and web portals that aggregate news restrict the diversity of content that users are exposed to by tailoring news diets toward the users' preferences. In our empirical test of this argument, we apply a random-effects within-between model to two large representative datasets of individual web browsing histories. This approach allows us to better encapsulate the effects of social media and other intermediaries on news exposure. We find strong evidence that intermediaries foster more varied online news diets. The results call into question fears about the vanishing potential for incidental news exposure in digital media environments
International gaming: comparative survey research on digital gaming
Computer and console gaming has become a major entertainment sector around the globe. Still, the diffusion rates and the general acceptance of gaming vary between countries. There is some anecdotal evidence that there are countries and regions which are more open to technological advancement and gaming in particular. However, until now, researchers had to rely mostly on market research and industry information when trying to identify the state of gaming in their respective countries. In a unique effort to solve the problem of missing cross-national research, this panel brings together several international teams of researchers, presenting several large-scale surveys in a comparative manner
The overstated generational gap in online news use? A consolidated infrastructural perspective
Recent research by Taneja et al. suggested that digital infrastructures diminish the generational gap in news use by counteracting preference structures. We expand on this seminal work by arguing that an infrastructural perspective requires overcoming limitations of highly aggregated web tracking data used in prior research. We analyze the individual browsing histories of two representative samples of German Internet users collected in 2012 (N = 2970) and 2018 (N = 2045) and find robust evidence for a smaller generational gap in online news use than commonly assumed. While short news website visits mostly demonstrated infrastructural factors, longer news use episodes were shaped more by preferences. The infrastructural role of social media corresponded with reduced news avoidance and more varied news repertoires. Overall, the results suggest that research needs to reconsider commonly held premises regarding the uses of digital media in modern high-choice settings
Policy responses to problematic video game use: a systematic review of current measures and future possibilities
Background and aims: Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has only been implemented in a few countries around the world, and predominantly in Asia. This paper provides a systematic review of current and potential policies addressing problematic gaming.
Methods: After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean). These papers served as the basis of this review.
Results: Policies were classified into three major groups: (i) policy measures limiting availability of video games (e.g., shutdown policy, fatigue system, and parental controls), (ii) measures aiming to reduce risk and harm (e.g., warning messages), and (iii) measures taken to provide help services for gamers. Beyond the attempt to classify the current and potential policy measures, the authors also tried to evaluate their efficiency theoretically and (if data were available) empirically.
Discussion and conclusions: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy. The reason for this may lie in the fact that the policies outlined only addressed or influenced specific aspects of the problem instead of using a more integrative approach
Investigating the differential effects of social networking site addiction and Internet gaming disorder on psychological health
Background and aims: Previous studies focused on examining the interrelationships between social networking site (SNS) addiction and Internet gaming disorder (IGD) in isolation. Moreover, little is known about the potential simultaneous differential effects of SNS addiction and IGD on psychological health. This study investigated the interplay between these two technological addictions and ascertained how they can uniquely and distinctively contribute to increasing psychiatric distress when accounting for potential effects stemming from sociodemographic and technology-related variables.
Methods: A sample of 509 adolescents (53.5% males) aged 10–18 years (mean = 13.02, SD = 1.64) were recruited.
Results: It was found that key demographic variables can play a distinct role in explaining SNS addiction and IGD. Furthermore, it was found that SNS addiction and IGD can augment the symptoms of each other, and simultaneously contribute to deterioration of overall psychological health in a similar fashion, further highlighting potentially common etiological and clinical course between these two phenomena. Finally, the detrimental effects of IGD on psychological health were found to be slightly more pronounced than those produced by SNS addiction, a finding that warrants additional scientific scrutiny.
Discussion and conclusion: The implications of these results are further discussed in light of the existing evidence and debates regarding the status of technological addictions as primary and secondary disorders
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A prospective study of the motivational and health dynamics of Internet Gaming Disorder
The American Psychiatric Association has identified Internet Gaming Disorder (IGD) as a potential psychiatric condition and called for research to investigate its etiology, stability, and impacts on health and behavior. The present study recruited 5,777 American adults and applied self-determination theory to examine how motivational factors influence, and are influenced by, IGD and health across a six month period. Following a preregistered analysis plan, results confirmed our hypotheses that IGD criteria are moderately stable and that they and basic psychological need satisfaction have a reciprocal relationship over time. Results also showed need satisfaction promoted health and served as a protective factor against IGD. Contrary to what was hypothesized, results provided no evidence directly linking IGD to health over time. Exploratory analyses suggested that IGD may have indirect effects on health by way of its impact on basic needs. Implications are discussed in terms of existing gaming addiction and motivational frameworks
The reliability and temporal stability of self-reported media exposure - a meta-analysis
The measurement of media exposure is essential to not only traditional audience research, but also media effects research which relies on accurate estimates of media exposure. Even in the age of digital trace data and passive audience measurement, the workhorse of basically all communication research is self-report data. In this paper, I present a meta-analysis of the reliability and temporal stability of media exposure self-reports. Results show that media self-reported exposure was moderately reliable and highly stable. The estimated reliability was lower in youth samples, while rank-order stability was very similar for a adults and adolescents. Moderation analyses showed that exposure to specific outlets yielded more reliable information in adult samples, while media-specific differences in reliability were only found in youth samples
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