Read by QxMD icon Read

Computers in Human Behavior

Sonja Utz, Christoph H Maaß
Prior longitudinal studies on the effects of Facebook use on well-being often found no or only small effects. One reason could be that well-being indicators are often remarkably stable over time. In the present study, we looked therefore at people who experienced financial hardship, a stressful life event, and examined whether Facebook users differed from non-users in how they reacted and adapted to the life event over time and which role social support played in this process. We used multilevel models to examine the recovery process to the negative life event...
December 2018: Computers in Human Behavior
Sandra Tang, Megan E Patrick
This study examined differences by age, gender, and race/ethnicity in the use of technology and interactive social media from 2013-2016 using data from nationally-representative samples of U.S. 8th and 10th graders ( N =40,389). Results indicated that 8th graders watch TV and play video games more than 10th graders; boys play more video games and use interactive social media less than girls; and Black adolescents use most forms of media more often than those from other race/ethnicity groups, with the exception of using the computer for school reported most often by Asian adolescents...
September 2018: Computers in Human Behavior
Ruoyun Lin, Niels van de Ven, Sonja Utz
Social network users often see their online friends post about experiential purchases (such as traveling experiences) and material purchases (such as newly purchased gadgets). Three studies (total N  = 798) were conducted to investigate which type of purchase triggers more envy on Social Network Sites (SNSs) and explored its underlying mechanism. We consistently found that experiential purchases triggered more envy than material purchases did. This effect existed when people looked at instances at their own Facebook News Feeds (Study 1), in a controlled scenario experiment (Study 2), and in a general survey (Study 3)...
August 2018: Computers in Human Behavior
Michelle Colder Carras, Anne Marie Porter, Antonius J Van Rooij, Daniel King, Amanda Lange, Matthew Carras, Alain Labrique
In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the "gamer culture" describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game "addiction". Participants discussed and ranked the criteria in order of conceptual importance...
February 2018: Computers in Human Behavior
Albert Park, Mike Conway, Annie T Chen
Objectives: Social media, including online health communities, have become popular platforms for individuals to discuss health challenges and exchange social support with others. These platforms can provide support for individuals who are concerned about social stigma and discrimination associated with their illness. Although mental health conditions can share similar symptoms and even co-occur, the extent to which discussion topics in online mental health communities are similar, different, or overlapping is unknown...
January 2018: Computers in Human Behavior
Elizabeth A McConnell, Antonia Clifford, Aaron K Korpak, Gregory Phillips, Michelle Birkett
The rise of social networking sites (SNSs) has created new contexts within which lesbian, gay, bisexual, transgender, and queer (LGBTQ) youth and young adults manage their social identities and relationships. On one hand, SNSs provide important social support; on the other, they comprise another realm for victimization and discrimination. Context collapse refers to the ways diverse subgroups (e.g., family, co-workers) are often united in Facebook networks, which presents unique challenges related to outness...
November 2017: Computers in Human Behavior
Patti M Valkenburg, Maria Koutamanis, Helen G M Vossen
The first aim of this study was to investigate the concurrent and longitudinal relationships between adolescents' use of social network sites (SNSs) and their social self-esteem. The second aim was to investigate whether the valence of the feedback that adolescents receive on SNSs can explain these relationships. We conducted a three-wave panel study among 852 pre- and early adolescents (10-15 years old). In line with earlier research, we found significant concurrent correlations between adolescents' SNS use and their social self-esteem in all three data waves...
November 2017: Computers in Human Behavior
Ateka A Contractor, Sheila B Frankfurt, Nicole H Weiss, Jon D Elhai
Common mental health consequences following the experience of potentially traumatic events include Posttraumatic Stress Disorder (PTSD) and addictive behaviors. Problematic smartphone use is a newer manifestation of addictive behaviors. People with anxiety severity (such as PTSD) may be at risk for problematic smartphone use as a means of coping with their symptoms. Unique to our knowledge, we assessed relations between PTSD symptom clusters and problematic smartphone use. Participants ( N = 347), recruited through Amazon's Mechanical Turk (MTurk), completed measures of PTSD and smartphone addiction...
July 2017: Computers in Human Behavior
Dawn Y Brinkley, Robert A Ackerman, Samuel E Ehrenreich, Marion K Underwood
This research examined adolescents' written text messages with sexual content to investigate how sexting relates to sexual activity and borderline personality features. Participants (N = 181, 85 girls) completed a measure of borderline personality features prior to 10th grade and were subsequently given smartphones configured to capture the content of their text messages. Four days of text messaging were micro-coded for content related to sex. Following 12th grade, participants reported on their sexual activity and again completed a measure of borderline personality features...
May 2017: Computers in Human Behavior
Ruoyun Lin, Sonja Utz
On social media, users can easily share their feelings, thoughts, and experiences with the public, including people who they have no previous interaction with. Such information, though often embedded in a stream of others' news, may influence recipients' perception toward the discloser. We used a special design that enables a quasi-experience of SNS browsing, and examined if browsing other's posts in a news stream can create a feeling of familiarity and (even) closeness toward the discloser. In addition, disclosure messages can vary in the degree of intimacy (from superficial to intimate) and narrativity (from a random blather to a story-like narrative)...
May 2017: Computers in Human Behavior
David A Cole, Elizabeth A Nick, Rachel L Zelkowitz, Kathryn M Roeder, Tawny Spinelli
As social media websites have grown in popularity, public concern about online victimization has grown as well; however, much less attention has focused on the possible beneficial effects of online social networks. If theory and research about in-person social networks pertain, then online social relationships may represent an important modern source of or vehicle for support. In a study of 231 undergraduates, three major findings emerged: (1) for people with weaker in-person social support, social media sites provide a source of social support that is less redundant of the social support they receive in person; (2) in ways that were not redundant of each other, both online and in-person social support were associated with lower levels of depression-related thoughts and feelings, and (3) the beneficial effects of online social support (like in-person social support) offset some of the adverse effects of peer victimization...
March 2017: Computers in Human Behavior
Michelle Colder Carras, Antonius J Van Rooij, Dike Van de Mheen, Rashelle Musci, Qian-Li Xue, Tamar Mendelson
AIMS: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. METHODS: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality...
March 2017: Computers in Human Behavior
Brandon T McDaniel, Michelle Drouin, Jaclyn D Cravens
Social media provides one route to behaviors that may be potentially harmful to romantic relationships, such as communicating with alternative partners, which can sometimes create relationship conflict, breakups, or divorce. Limited empirical evidence exists concerning social media infidelity-related behaviors and marital relationships. This study examined whether married/cohabiting individuals are using social media sites to engage in online infidelity-related behaviors and to what extent this related to relationship satisfaction, ambivalence, and relational attachment characteristics as reported by 338 married/cohabiting individuals from 176 families...
January 2017: Computers in Human Behavior
Woohyun Yoo, JungHwan Yang, Eunji Cho
Building on the influence of presumed influence (IPI) model, this study examines how smoking- related messages on social media influence college students' smoking. We surveyed 366 college students from three U.S. Midwestern universities in 2012 and examined the effects of expression and reception of smoking-related messages on smoking using path analysis. We found that the expression and reception of prosmoking messages not only directly affected smoking but also had indirect effects on smoking through (1) perceived peer expression of prosmoking messages and (2) perceived peer smoking norms...
November 2016: Computers in Human Behavior
Casey R Guillot, Mariel S Bello, Jennifer Y Tsai, Jimi Huh, Adam M Leventhal, Steve Sussman
Internet addiction (including online gaming) has been associated with depression. However, most prior research relating internet addiction symptomatology to depressive symptoms has been cross-sectional, conducted with children and adolescents, and only examined depressive symptoms as a broad construct. The purpose of the current study was to examine potential longitudinal associations between anhedonia (i.e., difficulty experiencing pleasure, a key facet of depression) and internet-related addictive behaviors in 503 at-risk emerging adults (former attendees of alternative high schools)...
September 2016: Computers in Human Behavior
Ana Levordashka, Sonja Utz
Ambient awareness refers to the awareness social media users develop of their online network in result of being constantly exposed to social information, such as microblogging updates. Although each individual bit of information can seem like random noise, their incessant reception can amass to a coherent representation of social others. Despite its growing popularity and important implications for social media research, ambient awareness on public social media has not been studied empirically. We provide evidence for the occurrence of ambient awareness and examine key questions related to its content and functions...
July 2016: Computers in Human Behavior
Kathryn M Orzech, Michael A Grandner, Brandy M Roane, Mary A Carskadon
Digital media use is widespread in University students, and use of digital media near bedtime has a broadly negative effect on sleep outcomes. Adequate and good quality sleep is important for physical and mental health, but few studies have rigorously measured both sleep and digital media use. In this study, we investigated whether self-reported sleep patterns were associated with digital media use in a first-year University student (N = 254, 48% male) population. Students tracked their sleep through daily online diaries and provided digital media use data in 15-min blocks for 2 h prior to bedtime on nine occasions...
February 2016: Computers in Human Behavior
Catherine E Myers, John A Kostek, Barbara Ekeh, Rosanna Sanchez, Yasheca Ebanks-Williams, Ann L Krusznis, Noah Weinflash, Richard J Servatius
Behavioral inhibition (BI), a tendency to withdraw from or avoid novel social and non-social situations, is a personality trait which can confer risk for anxiety disorders. Like many personality traits, BI is often assessed via self-report questionnaires where respondents rate themselves for frequency of certain behaviors or feelings. However, questionnaires have inherent limitations, particularly in psychiatric populations where there may be unawareness of deficit. A viable alternative may be virtual environments, in which the participant guides an on-screen "avatar" through a series of onscreen events meant to simulate real-world situations...
February 1, 2016: Computers in Human Behavior
Patricia A Cavazos-Rehg, Melissa J Krauss, Shaina Sowles, Sarah Connolly, Carlos Rosas, Meghana Bharadwaj, Laura J Bierut
This study examines depression-related chatter on Twitter to glean insight into social networking about mental health. We assessed themes of a random sample (n=2,000) of depression-related tweets (sent 4-11 to 5-4-14). Tweets were coded for expression of DSM-5 symptoms for Major Depressive Disorder (MDD). Supportive or helpful tweets about depression was the most common theme (n=787, 40%), closely followed by disclosing feelings of depression (n=625; 32%). Two-thirds of tweets revealed one or more symptoms for the diagnosis of MDD and/or communicated thoughts or ideas that were consistent with struggles with depression after accounting for tweets that mentioned depression trivially...
January 1, 2016: Computers in Human Behavior
Ruoyun Lin, Sonja Utz
On Facebook, users are exposed to posts from both strong and weak ties. Even though several studies have examined the emotional consequences of using Facebook, less attention has been paid to the role of tie strength. This paper aims to explore the emotional outcomes of reading a post on Facebook and examine the role of tie strength in predicting happiness and envy. Two studies - one correlational, based on a sample of 207 American participants and the other experimental, based on a sample of 194 German participants - were conducted in 2014...
November 2015: Computers in Human Behavior
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"