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Showing papers in "Cyberpsychology, Behavior, and Social Networking in 2007"


Journal ArticleDOI
TL;DR: It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age.
Abstract: To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

883 citations


Journal ArticleDOI
TL;DR: The results support the hypothesis that the relationship between loneliness and preference for online social interaction is spurious, and that social anxiety is the confounding variable.
Abstract: The model of problematic Internet use advanced and tested in the current study proposes that individuals' psychosocial well-being, along with their beliefs about interpersonal communication (both face-to-face and online) are important cognitive predictors of negative outcomes arising from Internet use. The study examined the extent to which social anxiety explains results previously attributed to loneliness as a predictor of preference for online social interaction and problematic Internet use. The results support the hypothesis that the relationship between loneliness and preference for online social interaction is spurious, and that social anxiety is the confounding variable.

789 citations


Journal ArticleDOI
TL;DR: The results confirmed the efficacy of VR as affective medium and showed a circular interaction between presence and emotions: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation.
Abstract: Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these r...

771 citations


Journal ArticleDOI
TL;DR: Data from avatars were collected to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs).
Abstract: Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data from avatars in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Our results showed that established findings of IPD and eye gaze transfer into virtual environments: (1) male-male dyads have larger IPDs than female-female dyads, (2) male-male dyads maintain less eye contact than female-female dyads, and (3) decreases in IPD are ...

640 citations


Journal ArticleDOI
TL;DR: Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction, and an addictive potential of gaming should be taken into consideration regarding prevention and intervention.
Abstract: Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.

569 citations


Journal ArticleDOI
TL;DR: Investigation of the efficacy of using CBT with Internet addicts suggested that Caucasian, middle-aged males with at least a 4-year degree were most likely to suffer from some form of Internet addiction.
Abstract: Research over the last decade has identified Internet addiction as a new and often unrecognized clinical disorder that impact a user's ability to control online use to the extent that it can cause relational, occupational, and social problems. While much of the literature explores the psychological and social factors underlying Internet addiction, little if any empirical evidence exists that examines specific treatment outcomes to deal with this new client population. Researchers have suggested using cognitive behavioral therapy (CBT) as the treatment of choice for Internet addiction, and addiction recovery in general has utilized CBT as part of treatment planning. To investigate the efficacy of using CBT with Internet addicts, this study investigated 114 clients who suffered from Internet addiction and received CBT at the Center for Online Addiction. This study employed a survey research design, and outcome variables such as client motivation, online time management, improved social relationships, improv...

561 citations


Journal ArticleDOI
TL;DR: The results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation.
Abstract: In this study, we examine the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were. Our results support this idea; a sample of players rated their character as having more favorable attributes that were more favorable than their own self-rated attributes. This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation.

488 citations


Journal ArticleDOI
TL;DR: It is demonstrated that the characteristics of higher parent-adolescent conflict, habitual alcohol use of siblings, perceived parents' positive attitude to adolescent substance use, and lower family function could be used to develop a predictive model for Internet addiction in the multiple logistic regression analysis.
Abstract: The aim of the study is to examine the differences in the diversity of family factors between adolescents with and without Internet addiction and substance use experience. A total of 3662 students (2328 boys and 1334 girls) were recruited from seven junior high schools, six senior high schools, and four vocational high schools in southern Taiwan. Internet addiction and substance experience were classified according to the score of Chen Internet Addiction Scale Questionnaires for Experience of Substance use. The family factors assessed included perceived family satisfaction, family economic status, parents' marriage status, care-givers, the frequency of intra-family conflict, families' habitual alcohol use, and perceived parents' or care givers' attitude toward adolescents' substance use. This study demonstrated that the characteristics of higher parent-adolescent conflict, habitual alcohol use of siblings, perceived parents' positive attitude to adolescent substance use, and lower family function could be used develop a predictive model for Internet addiction in the multiple logistic regression analysis. The former three family factors were also sufficient in themselves to develop a predictive model for substance use experience. The results revealed that adolescent Internet addiction and substance use experience shared similar family factors, which indicate that Internet addiction and substance use should be considered in the group of behavioral problem syndromes. A family-based preventive approach for Internet addiction and substance use should be introduced for adolescents with negative family factors.

412 citations


Journal ArticleDOI
TL;DR: The result revealed that high exploratory excitability, low reward dependence, low self-esteem, low family function, and online game playing predicted the emergency of the Internet addiction.
Abstract: The aim of the study is to determine the incidence and remission rates for Internet addiction and the associated predictive factors in young adolescents over a 1-year follow-up. This was a prospective, population-based investigation. Five hundred seventeen students (267 male and 250 female) were recruited from three junior high schools in southern Taiwan. The factors examined included gender, personality, mental health, self-esteem, family function, life satisfaction, and Internet activities. The result revealed that the 1-year incidence and remission rates for Internet addiction were 7.5% and 49.5% respectively. High exploratory excitability, low reward dependence, low self-esteem, low family function, and online game playing predicted the emergency of the Internet addiction. Further, low hostility and low interpersonal sensitivity predicted remission of Internet addiction. The factors predictive incidence and remission of Internet addiction identified in this study could be provided for prevention and promoting remission of Internet addiction in adolescents.

383 citations


Journal ArticleDOI
TL;DR: The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work.
Abstract: There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.

302 citations


Journal ArticleDOI
TL;DR: The Italian version of the Young's Internet Addiction Test (IAT) was administered to a sample of Italian chatters who were different in terms of gender, age, and occupation, revealing that young users are more at-risk subjects for Internet addiction than adults.
Abstract: The Italian version of the Young's Internet Addiction Test (IAT) was administered online to a sample of Italian chatters (n = 236) who were different in terms of gender, age, and occupation. Results revealed that young users are more at-risk subjects for Internet addiction than adults, perceiving a compromised social and individual quality of their life that led them to make a compensatory usage of the Internet. Similarly, employed users perceive their social and individual quality of life as more compromised by the Internet than students. Moreover, subjects who declared spending much time online obtained IAT scores higher than others in all the IAT subscales. Finally, nightly users are more at-risk subjects for developing an Internet addiction disorder, diminishing their individual quality of life and disabling their time control.

Journal ArticleDOI
TL;DR: It is indicated that parents' recommendation of useful Web sites and co-using were positively related to frequency of children's educational online activities, however, parental restrictions on time and Web sites did not alter children's actual Internet usage.
Abstract: We conducted a survey of 222 fourth-, fifth-, and sixth-grade Korean children to examine (a) whether children's Internet use influences declines in family time and family communication and (b) how parental mediation techniques are related to children's online activities. According to the findings, total time using the Internet was related to perceived declines in family time but not related to family communication. The influence of the Internet on family time and family communication differed by the type of children's online activities. The analysis of the relationship between parental mediation techniques and children's online activities indicated that parents' recommendation of useful Web sites and co-using were positively related to frequency of children's educational online activities. However, parental restrictions on time and Web sites did not alter children's actual Internet usage.

Journal ArticleDOI
TL;DR: It is reasserts that the mental and physical impact of stressful life events are in fact buffered by one's degree of social support and Internet use, particular examples of which are entertainment and relationship maintenance, and positive coping strategies, which temporarily reduce stress and anxiety.
Abstract: This study presents the interrelationships between stressful life events, motives for Internet use, social support, and the use of the Internet among a sample of adolescents and children aged 8 to 18 (N = 717). The results show that stressful life events are significantly associated with the consumption of the Internet for mood management (such as entertainment and information seeking) and social compensation (such as recognition gaining and relationship maintenance) motives. Secondly, the more children and adolescents exhibit high levels of social support, either online or offline, the less they find stressful life events upsetting. Thirdly, as individuals exhibit greater ability to personally access different types of social support to meet their needs, their motivations for Internet use are characteristically more allied to mood-management and social-compensation. This study reasserts that the mental and physical impact of stressful life events are in fact buffered by one's degree of social support and...

Journal ArticleDOI
TL;DR: Results suggest that VR exposure could help increase the number of people who seek exposure therapy for phobias, and in vivo exposure was higher than VR exposure.
Abstract: The present survey explored the acceptability of virtual reality (VR) exposure and in vivo exposure in 150 participants suffering from specific phobias. Seventy-six percent chose VR over in vivo exposure, and the refusal rate for in vivo exposure (27%) was higher than the refusal rate for VR exposure (3%). Results suggest that VR exposure could help increase the number of people who seek exposure therapy for phobias.

Journal ArticleDOI
TL;DR: Self-disclosure in support forums was much higher than in discussion forums, in terms of both total number and type of disclosure and reciprocity was evident, yielding positive correlations between the measures of self- Disclosure in messages and responses to them.
Abstract: Cyberspace has become a common social environment in which people interact and operate in many ways. The purpose of the present study was to investigate the occurrence and reciprocity of self-discl...

Journal ArticleDOI
TL;DR: The authors conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game.
Abstract: First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the ster...

Journal ArticleDOI
TL;DR: Divergent beliefs accounted for 36% and 16% of the variance in preference for texting and voice calls, respectively, and significantly attenuated the influence of loneliness and social anxiety when they were added to the regression equations for these measures.
Abstract: This paper investigates whether social anxiety and loneliness lead to contrasting beliefs and preferences among cell phone users towards texting and talking on their cell phones. Three hypotheses are examined: (1) that social anxiety and loneliness are differentially associated with generalized preferences either for texting or for talking on the cell phone, (2) that these preferences are linked to contrasting beliefs concerning the social functionality of the short message service (SMS), and (3) that these divergent beliefs mediate the effects of social anxiety and loneliness on cell phone users' generalized preferences for texting or talking. Results from an Internet questionnaire (N=158) showed that, whilst lonely participants preferred making voice calls and rated texting as a less intimate method of contact, anxious participants preferred to text, and rated it a superior medium for expressive and intimate contact. These divergent beliefs accounted for 36% and 16% of the variance in preference for texting and voice calls, respectively, and significantly attenuated the influence of loneliness and social anxiety when they were added to the regression equations for these measures. Results are discussed in terms of the hyperpersonal possibilities of mobile communications technologies.

Journal ArticleDOI
TL;DR: This article explores video game enjoyment originated by games' key characteristic, interactivity, and tested experiences of effectance and being in control as mechanisms that link interactivity to enjoyment.
Abstract: This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex.

Journal ArticleDOI
TL;DR: The updated DeLone and McLean information systems success model showed that system quality, information quality, and service quality had a significant effect on actual OLS use through user satisfaction and behavioral intention to use OLS.
Abstract: Based on a survey of 232 undergraduate students, this study used the updated DeLone and McLean information systems success model to examine the determinants for successful use of online learning systems (OLS). The results provided an expanded understanding of the factors that measure OLS success. The results also showed that system quality, information quality, and service quality had a significant effect on actual OLS use through user satisfaction and behavioral intention to use OLS.

Journal ArticleDOI
TL;DR: The quality of parent-child relationship is indeed positively correlated to the quality of the authors' participants' interpersonal relationships and that frustrating interpersonal relationships may raise the level of social anxiety, confirming the research model hypotheses.
Abstract: Previous studies have presented conflicting claims regarding reasons that people become addicted to the Internet. In this study, we attempted to identify predictors of Internet addiction based on Sullivan's interpersonal theory and Internet addiction literature. In our research model, it is hypothesized that good parent–child relationship positively correlates with good interpersonal relationships, which in turn are hypothesized to correlate with undesirable social anxiety. In addition, both parent–child and interpersonal relationships are hypothesized to negatively correlate with Internet addiction, whereas the level of social anxiety is hypothesized to positively correlate with Internet addiction. The results of this study confirm the research model hypotheses, indicating that the quality of parent–child relationship is indeed positively correlated to the quality of our participants' interpersonal relationships and that frustrating interpersonal relationships may raise the level of social anxiety. In ad...

Journal ArticleDOI
TL;DR: This study develops a sense of virtual community (SOVC) measure, building off the strengths of a widely used measure of sense of community for face-to-face communities, and represents an important step in developing a valid measure of SOCV.
Abstract: Sense of virtual community is an important feature of virtual communities. This study develops a sense of virtual community (SOVC) measure, building off the strengths of a widely used measure of sense of community (SOC) for face-to-face communities. Although there is overlap between the senses of community for face-to-face and virtual communities, there are significant differences. The new SOVC measure is compared to the SOC measure on 265 members of seven online groups, explaining at least 7% more of the variance from exchanging support and member identification. This study represents an important step in developing a valid measure of SOCV.

Journal ArticleDOI
TL;DR: Both groups of twelve healthy older adults showed significant improvements on the CB&M, as well as decreased reaction times with training, while postural sway during quiet stance did not change significantly.
Abstract: Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in both traumatic brain injury (TBI) survivors and elderly subjects. Similarly, computer-based biofeedback (BF) training has resulted in decreased sway during quiet stance and decreased reaction times during a dual-task reaction time paradigm in elderly subjects. The objective of this study was to determine the effect of VR and BF training on balance and reaction time in older adults. Two groups of twelve healthy older adults completed 10-week training programs consisting of two 30-min sessions per week. VR training required that participants lean sideways to juggle a virtual ball. Participants in the BF group viewed a red dot representing their center of gravity on a screen and were required to move the dot to the four corners of the monitor. Measures of functional balance and mobility (Community Balance and Mobility Scale [CB&M]), sway during quiet stance, and reaction time during a dual task paradigm were recorded before training, as well as 1 week and 1 month after the end of the program. Both groups showed significant improvements on the CB&M, as well as decreased reaction times with training. Postural sway during quiet stance did not change significantly.

Journal ArticleDOI
TL;DR: A stepwise regression analysis indicated that shyness was predicted by introversion, neuroticism, and problematic Internet usage as assessed by the Online Cognition Scale.
Abstract: To investigate the association between shyness and Internet usage, 88 undergraduate students completed the Revised Cheek and Buss Shyness Scale, the Online Cognition Scale, a computer/Internet familiarity scale, the Eysenck Personality Questionnaire Revised (short version) and the Abbreviated Duke Social Support Index. Significant correlations were found between shyness, Internet use, and personality traits. A stepwise regression analysis indicated that shyness was predicted by introversion, neuroticism, and problematic Internet usage as assessed by the Online Cognition Scale.

Journal ArticleDOI
TL;DR: The amount of time that young people spent IMing was significantly related to higher ratings of distractibility for academic tasks, while amount oftime spent reading books was negatively related to distractibility.
Abstract: Activities that require focused attention, such as reading, are declining among American youth, while activities that depend on multitasking, such as instant messaging (IMing), are increasing. We hypothesized that more time spent IMing would relate to greater difficulty in concentrating on less externally stimulating tasks (e.g., academic reading). As hypothesized, the amount of time that young people spent IMing was significantly related to higher ratings of distractibility for academic tasks, while amount of time spent reading books was negatively related to distractibility. The distracting nature and the context of IMing in this population are described.

Journal ArticleDOI
TL;DR: This review aims to link the wealth of empirical data examining the neurobiology of pain to the growing field of VR to explain how VR may alter pain perception and produce analgesia and to guide the development of novel and improved VR pain treatments.
Abstract: During the past decade, virtual reality (VR) has gained recognition as a means of attenuating pain during medical procedures. However, while investigators have examined the effects of virtual environments on level of distraction, subjective pain intensity, and brain activity, there have been only a handful of investigations into the neurobiological mechanisms associated with VR's efficacy. In an effort to explain how VR may alter pain perception and produce analgesia, as well as to guide the development of novel and improved VR pain treatments, this review aims to link the wealth of empirical data examining the neurobiology of pain to the growing field of VR. This review is separated into three main sections: (a) a brief overview of the current literature on the use of VR for the treatment of pain; (b) a review of the basic neurobiology of how pain is detected, processed, and controlled by the brain; and (c) an exploration into how current VR pain treatments may impact the pain system to produce analgesia. In addition, the future of VR for pain treatment is discussed, including how current treatments might be improved and novel ways to use VR to treat pain might be developed. Speculation on future VR interventions is based on our current understanding of how the brain processes pain and how VR appears to alter this process and produce analgesia.

Journal ArticleDOI
TL;DR: It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.
Abstract: Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

Journal ArticleDOI
TL;DR: It was demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.
Abstract: To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n = 422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.

Journal ArticleDOI
TL;DR: This research suggests that video games may have a detrimental effect on an individual's GPA and possibly on SAT scores, and shows statistical dependence.
Abstract: This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students' GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95% confidence level (0.005 < p < 0.01). This finding suggests that dependence exists. SAT score and video game usage also returned a p value that was significant (0.01 < p < 0.05). Chi-squared results were not significant when comparing time spent studying and an individual's SAT score. This research suggests that video games may have a detrimental effect on an individual's GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given d...

Journal ArticleDOI
TL;DR: In this paper, two focus groups containing young people aged 18-20 years were asked to discuss the question "why do you use different communication media, such as the Internet and mobile phones, in your social lives?" Discussions from the sessions were recorded on audiotapes, and then transcribed, and analyzed according to the principles of Grounded Theory.
Abstract: This paper reports some research that was undertaken to determine why young people choose to use certain communication media, especially the Internet and mobile phones for social purposes. Focus group methodology was employed in achieving this aim. Specifically, two focus groups containing young people aged 18–20 years were asked to discuss the question "why do you use different communication media, such as the Internet and mobile phones, in your social lives?" Discussions from the sessions were recorded on audiotapes, and then transcribed, and analyzed according to the principles of Grounded Theory. A number of categories emerged from the data. The most significant category indicated that young people often liked to use communication media such as the Internet and mobile phones to communicate because these afforded them control over their interactions. In particular, the data seemed to suggest that participants felt that because some communication media such as email, text messaging and instant messaging...

Journal ArticleDOI
TL;DR: Accompanying multiple regression analysis shows that entertainment and personal income factors are major predictors in explaining homepage maintenance expenditures and frequencies of updating.
Abstract: The main purposes of this study are to find out individuals' motives and interpersonal self-presentation strategies on constructing Korean weblog format personal homepage (eg, "Cyworld mini-homepage") The study also attempts to find predictor motives that lead to the activities of posting and maintaining a homepage and compare the self-presentation strategies used on the Web with those commonly used in interpersonal situations By using a principal component factor analysis, four salient self-presentation strategy factors and five interpretable mini-homepage hosting motive factors were identified Accompanying multiple regression analysis shows that entertainment and personal income factors are major predictors in explaining homepage maintenance expenditures and frequencies of updating