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Author

Sabine Trepte

Other affiliations: University of Hamburg
Bio: Sabine Trepte is an academic researcher from University of Hohenheim. The author has contributed to research in topics: Social network & Information privacy. The author has an hindex of 23, co-authored 75 publications receiving 2478 citations. Previous affiliations of Sabine Trepte include University of Hamburg.


Papers
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Journal ArticleDOI
TL;DR: It is proposed that the online game players' physical and social proximity as well as their mutual familiarity influence bridging and bonding social capital, and that both social capital dimensions are positively related to offline social support.

368 citations

Journal ArticleDOI
TL;DR: It was found that online privacy concerns were not significantly related to specific privacy behaviors, such as the frequency or content of disclosures on SNSs, which demonstrated that the privacy paradox still exists when it is operationalized as in prior research.
Abstract: The privacy paradox states that online privacy concerns do not sufficiently explain online privacy behaviors on social network sites (SNSs). In this study, it was first asked whether the privacy paradox would still exist when analyzed as in prior research. Second, it was hypothesized that the privacy paradox would disappear when analyzed in a new approach. The new approach featured a multidimensional operationalization of privacy by differentiating between informational, social, and psychological privacy. Next to privacy concerns, also, privacy attitudes and privacy intentions were analyzed. With the aim to improve methodological aspects, all items were designed on the basis of the theory of planned behavior. In an online questionnaire with N = 595 respondents, it was found that online privacy concerns were not significantly related to specific privacy behaviors, such as the frequency or content of disclosures on SNSs (e.g., name, cell-phone number, or religious views). This demonstrated that the privacy paradox still exists when it is operationalized as in prior research. With regard to the new approach, all hypotheses were confirmed: Results showed both a direct relation and an indirect relation between privacy attitudes and privacy behaviors, the latter mediated by privacy intentions. In addition, also an indirect relation between privacy concerns and privacy behaviors was found, mediated by privacy attitudes and privacy intentions. Therefore, privacy behaviors can be explained sufficiently when using privacy attitudes, privacy concerns, and privacy intentions within the theory of planned behavior. The behaviors of SNS users are not as paradoxical as was once believed. Copyright © 2014 John Wiley & Sons, Ltd.

287 citations

Journal ArticleDOI
TL;DR: The results demonstrate that online authenticity had a positive longitudinal effect on three indicators of subjective well-being and propose that the results can be explained in light of a ''positivity bias in SNS communication'' that favors positive forms of authenticity over negative ones.

275 citations

Journal ArticleDOI
TL;DR: The results demonstrate that the games’ competitiveness as well as the participants’ life satisfaction influenced avatar choice and identification.
Abstract: Based on the model of complex entertainment experiences (Vorderer, Klimmt, & Ritterfeld, 2004), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the games’ competitiveness as well as the participants’ life satisfaction influenced avatar choice and identification. In noncompetitive games, similar avatars were created, whereas in competitive games, dissimilar avatars were created. Participants who were well satisfied with their lives created avatars that resemble themselves in terms of personality factors, whereas dissatisfied users created dissimilar avatars. Player-avatar...

197 citations

Journal ArticleDOI
TL;DR: The present study proposes that the use of SNSs and the psychological disposition for self-disclosure interact reciprocally, and suggests individuals with a stronger disposition show a higher tendency to use S NSs, while frequent SNS use increases the wish toSelf-disclosing online.

190 citations


Cited by
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Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations

01 Apr 1997
TL;DR: The objective of this paper is to give a comprehensive introduction to applied cryptography with an engineer or computer scientist in mind on the knowledge needed to create practical systems which supports integrity, confidentiality, or authenticity.
Abstract: The objective of this paper is to give a comprehensive introduction to applied cryptography with an engineer or computer scientist in mind. The emphasis is on the knowledge needed to create practical systems which supports integrity, confidentiality, or authenticity. Topics covered includes an introduction to the concepts in cryptography, attacks against cryptographic systems, key use and handling, random bit generation, encryption modes, and message authentication codes. Recommendations on algorithms and further reading is given in the end of the paper. This paper should make the reader able to build, understand and evaluate system descriptions and designs based on the cryptographic components described in the paper.

2,188 citations

31 Oct 2008
TL;DR: It made it possible to improve people's lives and now it prevents all forms of discrimination in the world.
Abstract: It made it possible to improve people's lives. Now it prevents all forms of discrimination in the world. It helps to improve our world.

1,521 citations

Journal ArticleDOI
TL;DR: It is argued that individuals take with UGM in different ways for different purposes: they consume contents for fulfilling their information, entertainment, and mood management needs; they participate through interacting with the content as well as with other users for enhancing social connections and virtual communities.
Abstract: Purpose – User‐generated media (UGM) like YouTube, MySpace, and Wikipedia have become tremendously popular over the last few years. The purpose of this paper is to present an analytical framework for explaining the appeal of UGM.Design/methodology/approach – This paper is mainly theoretical due to a relative lack of empirical evidence. After an introduction on the emergence of UGM, this paper investigates in detail how and why people use UGM, and what factors make UGM particularly appealing, through a uses and gratifications perspective. Finally, the key elements of this study are summarized and the future research directions about UGM are discussed.Findings – This paper argues that individuals take with UGM in different ways for different purposes: they consume contents for fulfilling their information, entertainment, and mood management needs; they participate through interacting with the content as well as with other users for enhancing social connections and virtual communities; and they produce their...

971 citations

Journal ArticleDOI
TL;DR: In two nationally representative surveys of U.S. adolescents in grades 8 through 12 (N = 506,820) and national statistics on suicide deaths for those ages 13 to 18, adolescents’ depressive symptoms, suicide-related outcomes, and suicide rates increased between 2010 and 2015, especially among females as discussed by the authors.
Abstract: In two nationally representative surveys of U.S. adolescents in grades 8 through 12 (N = 506,820) and national statistics on suicide deaths for those ages 13 to 18, adolescents’ depressive symptoms, suicide-related outcomes, and suicide rates increased between 2010 and 2015, especially among females. Adolescents who spent more time on new media (including social media and electronic devices such as smartphones) were more likely to report mental health issues, and adolescents who spent more time on nonscreen activities (in-person social interaction, sports/exercise, homework, print media, and attending religious services) were less likely. Since 2010, iGen adolescents have spent more time on new media screen activities and less time on nonscreen activities, which may account for the increases in depression and suicide. In contrast, cyclical economic factors such as unemployment and the Dow Jones Index were not linked to depressive symptoms or suicide rates when matched by year.

819 citations