Media Psychology Exam 3 Study Guide

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unique qualities to CMC that affect us (Computer-Mediated Communication)

*- closeness* *- anonymity* - communication skills: general communication ability and skills associated with a particular medium - task complexity: how difficult it is to accomplish what you want to with CMC => the greater the complexity, the greater the anxiety - mutual directionality: the level of interactivity

scarcity; 6 principles of persuasion (Persuasion Online)

- not a lot of research on scarcity, especially in a mediated environment principle: exclusivity increases the persuasiveness online: - saying "only 1 left in stock" on an online product will increase the chances that someone purchases it before it is gone

the internet & the trolls (Cyberbullying)

- online harassment isn't relegated to grade-school kids, e.g. trolling - trolling is not a super-accurate descriptor (trolling used to be just saying intentionally stupid things to incite other people when you weren't serious, but now it's been conflated with harassment and explicit cruelty online, which used to be called flaming) - trolling is not called cyberbullying because adults are not likely to report it (and it usually happens online)

commonly SELF-REPORTED addictive online behaviors (Technology Addictions)

- online shopping/browsing - internet use - online gambling - online gaming *all of these are self-reported concern and are listed from most to least reported*

how do you treat PTU? (Technology Addictions)

two models: - Disease Model & Harm Reduction Model

Kashian et al., 2017 (Self-Disclosure Online)

*Study 1* - found evidence to support the first principle in CMC, but not the other two principles why: - CMC changes the target audience => people are not only talking to one person necessarily, but many people, so it doesn't matter who the person is disclosing to - lack of complete nonverbal cues negates the effects => we can't see the reactions of who we are disclosing to, so it's hard to like someone else more after disclosing - vulnerability facilitates interpersonal attributions, and it is more likely that people will be vulnerable in CMC because it increases the rate of self-disclosure - people like to self-disclose and other people like it when someone self-discloses to them, so the other principles don't matter in CMC additional findings: - self-disclosure to a friend changed the attributions => dispositional attributions were more common than an interpersonal attribution

comorbidity & (technology) addiction (Technology Addictions)

- 45% of those with substance abuse disorders have a concurrent mental disorder - user usually sees some sort of UTILITY to the substance use to relieve the mental illness symptoms, but eventually the utility is replaced by NEED - it is hard to tell which comes first => which do you treat first?

differences between tech-based VR and VR such as (day)dreaming (Virtual Reality)

- IVE is created for you, while you create a dream - higher immersion in IVE compared to dreams - higher level of control within IVE (in some respects) compared to dreams because it is hard to lucid dream to gain control over your actions

CMC at 14 years ago (Computer-Mediated Communication)

- McKenna & Bargh created an overarching theory about how CMC works and how it is different from FtF communication - CMC involves the role of anonymity, which changes how we talk to others and present information - CMC is devoid of cues we use to understand one another (no nonverbal cues like body language, tone of voice, or facial expression such as disgust/eye-contact that all work to convey and indicate emotion)

Pokémon Go & the effects of augmented reality (Virtual Reality)

- Pokémon Go is one of the greatest games created in that IT CHANGES THE WAY PEOPLE PLAYED GAMES mediated behaviors that occurred because of Pokémon Go: - unique interactions with playing (landmarks cause everyone to just KNOW what's going on) - milling behavior, immediate connections to others because you know what they are doing - increase physical activity, well-being, positive affect, friendship formation (all results collected in a snapshot correlational study) Ewell's research: - playing Pokémon Go did not necessarily increase exercise, but people who played were people who exercised more - the game play predicted sociability - game play positively predicted life satisfaction, vitality, and competence

VR & phobia/anxiety treatment (Virtual Reality)

- VR audio and visuals activate the amygdala first, before the PFC comes in and tries to understand everything with reason, so the fear response happens before the brain registers the environment isn't real - VR works to provide a gradual exposure experience, increasing the exposure once people acclimate because it is not real but mirrors real experience => PEOPLE KNOW THEY ARE SAFE

Gamergate (Cyberbullying)

- Zoe Quinn => designed a Serious Game called Depression Quest, which the industry said was novel but just okay (it had normal Serious Game issues) - one journalist praised the game, and Quinn's ex-boyfriend made a blogpost about how Quinn slept around to both get the game published and to get the good publicity - people came forward to defend Zoe and talk about sexism in gaming industry => this kickstarted a response from basement dwellers who doxxed Zoe and sent her/her supporters threats WHY DID THIS HAPPEN? - mob mentality, if you see others do it you do it too; *internet anonymity facilitates deindividuation* - the anonymity from the supernormal CMC environment escalated the already-present sexism in the gaming industry - publicity was given to really small sides so the sides get so much bigger and everyone thinks everyone else is extreme - it is easy to find like-minded people online, and your opinions get thrown around in this supernormal echo chamber

the Exhibitional Approach to impression formation/management (Online Self-Presentation)

- an exhibition is a place where individuals can submit artifacts/data that represent them - the artifacts/data are held in databases - curators are the algorithms designed by the site maintainers that distribute the information to the audience features of an exhibition space: 1. information signifying an individual is delivered to an audience by a third party 2. because of the reproducibility of content and the fact that it is sent to a third party for distribution, the submitter does not continually monitor these data as an audience is receiving it, and may possibly never fully know the audience

anonymity, a unique quality to CMC that affects us (Computer-Mediated Communication)

- anonymity theoretically facilitates the expression of the "true self" online we have multiple selves: - the actual self: who you show to others - the true self: who you ACTUALLY are - the ought self: who you SHOULD be - anonymity allows you to express yourself in ways not available in one's usual social spheres because you are free of expectations & restraints, and because the costs/risks as put forth by social sanctions that define what you should say and do are also reduced The Real Me: - strangers on a train analogy => there is increased self-disclosure when you meet someone random on a train because you'll never see them again; this phenomenon happens online, too (anonymity facilitates the expression of parts of the true self that you maybe wouldn't share otherwise) anonymity's effects: - people who meet through CMC tend to like each other more because they are more open and more likely to self-disclose online - a high level of anonymity will allow someone to project ideal traits/qualities onto another person they are interacting with (changing attributions) - you experience less social anxiety and express your true self more in CMC, causing perceptions of others/you to be more likable

losing the internet to a culture of hate? an article (Cyberbullying)

- article was basically making some grandiose claims about how everyone was trolling and spewing hatred, but it had an interesting anecdote from the author who met their bully in real life - the conclusion of the article was that the internet is the realm of the coward and the people who are the bullies are likely to be the ones getting bullied in another sense - there are levels of stacked victimization => struggling people find unhealthy ways to cope with their anger and one way in the age of the internet is to lash out at others online - the voice that appears online is magnified and often not even legitimate - GRAY AREAS!!!!!

Threshold Model of Social Influence within Virtual Reality Environments (TMSIVE) (Virtual Reality)

- basically, it's a model addressing HOW social influence occurs in digital virtual environments - a model that explains how likely it is that virtual environments can have influence over your thoughts, feelings, and behaviors using three qualities of the immersive virtual environment three factors: - agency - response systems realism - communicated realism

augmented reality (Virtual Reality)

- creating VR by using tech to augment/add something to a grounded reality environment - ex: Pokémon Go

other nonverbal communication (Computer-Mediated Communication)

- emblems: nonverbal cues that have a verbal counterpart (e.g. an OKAY hand sign); these change based on cultures and are used to give a response to someone without interrupting them - regulators: maintaining conversation => not meant to convey understanding, but to keep someone going/talking (e.g. head nods and shakes) - illustrators: gestures to emphasize what they are already saying (e.g. tapping wrist while saying "you're late")

flow & technology addictions (Technology Addictions)

- flow is NOT the euphoric aspect of gaming - flow is actually negatively correlated with pathological technology use, meaning people with technology addictions do not experience flow as often as other users

heavy usage vs. addiction (Technology Addictions)

- heavy usage is when someone uses something (e.g. technology) regularly for many hours of the time - addiction is when heavy usage or even just usage generally (heavy or otherwise) becomes detrimental and has negative effects associated with use AND trying to reduce the use

closeness, a unique quality to CMC that affects us (Computer-Mediated Communication)

- how close the person you are talking to feels to you - the perceived actual distance AND the closeness of the individual relationship - distance ex: if someone is really physically far from you, you may feel less urgency/pressure to respond right away; if you are far away, it might feel more exciting to talk to someone - relationship ex: the better you know someone, the less use of introductions, punctuations, emojis in CMC => you don't need to give as much context with people you already know

TMSIVE summarized (Virtual Reality)

- if you think an entity is controlled by a real human, and the responses you have to it are automatic, and the representation of the entity is accurately human, it is likely that the virtual reality entity/environment will influence you

how has social media/online exhibitions changed impression management? (Online Self-Presentation)

- impression management is no longer live => the artifact is always there - the importance of the audience is brought to the front line because the artifacts now last longer than a particular situation ex: people in class were okay with having the class see the artifact and were okay with having an anonymous population such as the population of Java see the artifact, but were less okay with having all of Kenyon's campus see the artifact (THERE IS ANXIETY IN MANAGING IDENTITY IMPRESSION BECAUSE OF THE NORMS OF PARTICULAR ZONES); you are likely to show a piece of yourself you wouldn't normally show when the audience offers a feeling of comfort due to familiarity or extreme anonymity

collapsed contexts & the lowest common denominator (Online Self-Presentation)

- in a social media profile, your audience includes many different groups of people such as your friends, family, and coworkers - in real life, you may show each of these audiences a slightly different version of yourself, but in social media, they all have on-demand access to your artifacts - therefore, the artifacts that you put online have to be able to fit both their intended audience (e.g. your friends) and the unintended audience who will also see it (e.g. your boss/coworker); one might be posting for their friends but one must also post in light of the fact that their boss will see it - the lowest common denominator is the audience that defines what posts are normatively acceptable *THE AUDIENCE SHAPES WHAT YOU SUBMIT TO A CURATOR TO BE DISTRIBUTED*

self-disclosure and attributions (Self-Disclosure Online)

- interpersonal attributions seem to mediate the relationship between self-disclosure - without interpersonal attributions, you will not see the effects of liking

how is augmented reality different than IVE? (Virtual Reality)

- lower communicative realism compared to IVE - just adding another layer to grounded reality as opposed to creating a whole new reality - doing something sort of real to interact with it as if it was real *- the way that you INTERFACE with a virtual reality has a big impact on how it impacts you; how you view these types of reality matters*

CMC in modern day - have things changed? how? what is different? (Computer-Mediated Communication)

- mediums of communication have changed (e.g. snapchat combines nonverbal and text-based communication) - there is less formal communication - blending of different mediums into one ~thing - less stigma around meeting people online => hybrid online/FtF communication - the internet has shifted from a place to go to something that is all around us => modernization of the smartphone; the internet has become an extension of the self as opposed to an anonymous corner

elaboration likelihood model & online persuasion (Persuasion Online)

- multiple qualities of a channel offer multiple persuasive messages/attempts => more peripheral-route processing - does it decrease the power of the persuasive messages because there are multiple messages/attempts? - the ELM represents the HOW of persuasion, while the 6 principles of persuasion represent WHY you are being persuaded

search engines and the illusion of control (Computer-Related Cognition; Social Cognition Online)

- people believe that google findings are of their own volition even though google is the one finding it ("I googled this" vs. "google found this for me") - people forget the concept of filtering - global filtering: thing that is most clicked on by all is at the top of the search results - personal filtering: adjusting future results to past searchers - persuasion online works because you think you have control and have all the facts, but it's an ILLUSION OF CONTROL effect because you do not have control

negative effects from transactive memory (Computer-Related Cognition; Social Cognition Online)

- people overestimate how much they know when they think they'll be able to look something up, even though they didn't know the answer in the first place - the overestimation leads to overconfidence, which prompts poor search fluency and decreases learning (hindsight bias)

prevalence of bullying (Cyberbullying)

- people underestimate the prevalence of bullying and overestimate the prevalence of cyberbullying - 15% of students report being cyberbullied, but 93% of those bullied online are also bullied IRL by the same people - cyberbullying is the lest frequent form of bullying (less frequent than traditional bullying)

6 principles of persuasion (Persuasion Online)

- represent why you are being persuaded - principles mostly target peripheral processing; thinking about them centrally usually causes reactance and then you won't be persuaded 1. authority 2. commitment to consistency 3. social proof 4. reciprocity 5. scarcity 6. liking

Twenge, Joiner, Rogers, & Martin, 2018 (Computer-Mediated Sadness)

- researchers conducted a correlational study using national data from 8th graders, 10th graders, and 12th graders about how social media & technology use relates to depression/suicide - generally, they found positive correlations between tech use & depression/suicide rates - Twenge used these findings to defend her argument that the iGen generation has been destroyed by technology - BEFORE the peer-reviewed article was published, she published an article in the Atlantic called 'Have Cellphones Destroyed a Generation?'; the article argues that adolescent behavior shifts post-2012 when smartphone ownership surpassed 50% of the population

Sticca & Perren, 2013 (Cyberbullying)

- researchers varied variables such as privacy/public bullying types and anonymous/known bullies, which was a good aspect of the study because these are important qualities in media research - it was based on previous research that demonstrated anonymity/anonymous bullies increase an individual's fear, public bullying is worse than private bullying, and being bullied by someone you know is more severe than being bullied by a stranger results: - participants perceived the most discomfort in the public condition, especially when it was cyberbullying as opposed to text-based IRL bullying - participants were more bothered by anonymity regardless of whether the bullying was humiliation or physical threat, and cyberbullying was worse in both the known and unknown conditions - public cyberbullying is likely worse because of the theoretically larger audience (many of whom you don't know see it), the lack of control in who sees it, and the inability to erase it immediately - anonymous cyberbullying is worse because people make interpersonal attributions when in mediated anonymous environments so it is like you are being bullied because of the relationship you have with the anonymous bully; also, anonymous cyberbullying is worse because people are afraid when it is anonymous already, and because CMC is a supernormal source, that fear is magnified

critical features of technology addiction (Technology Addictions)

- salience: activity dominates life and thought process - euphoria/relief: feeling positive INITIAL feeling from using - tolerance: needing to use more to feel the same euphoria/relief over time - withdrawal: negative effects when trying to stop/reduce use - CONFLICT: issues with self, life, and relationships - RELAPSE: people try to stop and they can't or get drawn back in (hesitation to lose the social circle associated with the technology) *the last two points are the best way to differentiate between heavy use and addiction*

good/interesting findings from Twenge et al. (Computer-Mediated Sadness)

- screen time is positively associated with depressive symptoms and suicide, but the effect is mostly driven by females - economic factors were not directly correlated EXCEPT for the GINI index, which measures how disparate one class is to the other classes (feeling like economic situation is inequivalent to everyone else's) - screen time is not correlated with suicide/depression if the amount of screen time was similar to in-person socialization - even though these findings are significant and important, they were left out of the article, which is BAD SCIENCE

criticisms of Twenge & her findings (Computer-Mediated Sadness)

- she is potentially oversimplifying => mediators and moderators play an uninvestigated role that actually matters a lot - conflates correlation with causation - what is the research she leaves out? - SHE HAS AN AGENDA => she published layperson bestseller on the topic BEFORE her peer review article came out, suggesting that she only published the peer-reviewed research to help legitimize and sell her book - the data is cherry-picked (pulling data from national sets that prove your point without showing what else depression is correlated with) - all data is correlational - all the data ignores individual differences (e.g. social anxiety, introversion/extraversion) - the effect disappears when females are taken out of the equation, and the effect sizes are so small it shouldn't even matter (not the best argument since we know that media effect sizes are always small) - restriction of range (85% of the sample reports social networking use every day, meaning that there is no sensitivity at the top part of the measure because everyone is there so you need more sensitivity between people who check twice a day and ten times a day) - Twenge believes she is making the argument that the iGen is making, but she shouldn't be speaking for a generation with language that paints them so poorly and without referencing them - criticism of the iGen conception as a whole => paints a limited, defamatory picture of current adolescents/young adults

how do we make up for lacking nonverbal cues in CMC? (Computer-Mediated Communication)

- specifically placed punctuation (e.g. periods, ellipses, exclamation points, extra last letters) - capital letters placed in specific places - asterisks or /s to convey sarcasm - different emojis to set tone for a sentence => up-play excitement and downplay seriousness

task addictions vs. substance addictions (Technology Addictions)

- task addictions are addictions to a particular behavior (e.g. gambling, gaming) - substance addictions are addictions to a particular substance (e.g. alcohol, cocaine) *- there are things that are fundamentally harmful about using a substance, but a task isn't innately harmful; the task addiction only becomes harmful when there are extreme overuse effects)* - additionally, substances have a physiological component, but that's a less important difference

how does the curator go about choosing what data to distribute to a certain audience?; the Exhibition Approach to Impression Management (Online Self-Presentation)

- the curator maintains information about the relevance of the data to the target audience as a whole - the curator will present artifacts that appeal to the WHOLE audience (filtering)

Goldilocks Hypothesis; Przybylski & Weinstein, 2017 (Computer-Mediated Sadness)

- the effect of screen time is quadratic, meaning there is a sweet spot where the right amount of time is beneficial to mental health, but too much or too little can be harmful to mental health - it also matters who is using and when the using is happening (e.g. screen time during the weekends is better than weekdays)

transactive memory and the internet (Computer-Related Cognition; Social Cognition Online)

- the internet has supernormal effects on memory systems ex: google has made it so we don't remember random facts anymore because we can just google them Sparrow, Liu, & Wagner Study 1: - found that computer words were more accessible than non-computer words when participants were asked difficult trivia questions, suggesting that people are faster to desire the internet when they want to look up an answer; WE THINK OF SEARCHING THE INTERNET ALMOST REFLEXIVELY NOW BECAUSE GOOGLE GIVES US SUPERNORMAL ACCESS TO INFORMATION Sparrow, Liu, & Wagner Study 2: - people remembered more facts when they did not have a computer to rely on compared to when they did have a computer to rely on, regardless of whether they were told to remember the information; remembering is an UNCONSCIOUS EFFORT and it is an UNCONSCIOUS DECISION to not remember when a computer is present

Internet Gaming Disorder (Technology Addictions)

- the new addiction disorder in the DSM-5 labeled "Condition for Further Study" (you can't be officially diagnosed, more of an alert to psychiatrists that says 'be on the look-out for...' in clients) - the DSM-5 labeled it specifically as a gaming disorder because of stigma associated with video games - it SHOULD be Pathological Technology Use (PTU) *is it right to lump all forms of technology under one addiction? is there something unique about gaming that makes it different than addiction to a phone, online shopping, etc.?* - general consensus of the class is that people can be addicted to different technologies but experience similar effects regardless of what they are addicted to

substance/task usage in context (Technology Addictions)

- the perceptions of the addiction differ depending on the task/substance being used - stigma interferes with the reception of disorders ex: gaming is looked on negatively compared to overpracticing an instrument or exercising in excess because of the stigma surrounding it ex: perceptions of alcohol/binge drinking are different than perceptions of heroin use even though both are harmful to an individual

media psychology research and its problems (Understanding that a Future is Already Here)

- the problem with researching social media is that it expands much too fast to research - also, researchers get older, so it is harder for them to keep up with the newest, constantly-changing trends - splinter functionality of social media sites makes them hard to study because they have multiple uses => how do you isolate one use?

response systems realism (TMSIVE) (Virtual Reality)

- the range of automatic to conscious responses users make based on the actions of the agent/avatar in the digital world - is your response to a digital entity automatic or deliberate? - basically, do you have an automatic response to something that an agent/avatar does? - ex: if an agent jumps surprisingly at you, you'll have an activated automatic response to that jump, but then your controlled response kicks in and says 'this isn't real'; the more automatic your response, the more real the experience seems, and that realism makes the entire IVE more persuasive

communicated realism (TMSIVE) (Virtual Reality)

- the realistic quality of the communications from agents/avatars in the digital world compared to the way humans communicate in reality - how accurately does an entity behave like its real-life counterpart (i.e. how realistic are its movements, degree of anthropomorphism, photographic realism) - the more realistic the agent/avatar is, the more influence it has over an individual

the behavioral norms come from the medium itself (Understanding that a Future is Already Here)

- there is some aspect of the technology that creates the norm => a quality of the medium facilitates some kind of behavior, and then that behavior becomes normal e.g. snapchat feels closer than other social media and therefore influences individuals to send more day-to-day, normal pictures what about snapchat's technology influences the closeness? - the ephemerality of the text/image allows you to send something and know it'll go away - no feedback/liking system so the point is not to get likes - the emphasis is on direct messaging one person as opposed to curating for an audience

transactive memory (Computer-Related Cognition; Social Cognition Online)

- transactive memory: when we believe something or someone else will remember something for us so we won't try to remember it at all ex: card catalogs => they don't store any real information, just the LOCATION of the actual information - the brain will store the location where you can find the location because it is typically less information to encode than the actual information => you are maximizing efficiency

types of reality (Virtual Reality)

- virtual - grounded *we experience virtual reality regularly, even excluding our interactions with tech-based virtual reality* - ex: day dreaming, imagining the directions to somewhere, exploring an episodic memory

agency, as defined by TMSIVE (Virtual Reality)

- who you perceive to be in control of a virtual entity agents: computer-generated individual controlled by a computer rather than an actual person avatar: representation of another actual human being in the virtual environment cyborgs: in the middle of agent/avatar spectrum *if someone believes an individual to be an avatar as opposed to an agent in, that avatar will have more influence over that individual than an agent would (reliant on what someone THINKS, not necessarily what is true)*

three principles of liking in FtF communication (Self-Disclosure Online)

1. people like others who disclose to them (person A discloses to person B, person B likes person A more); why? probably because someone is showing you vulnerability, someone trusts you, invitation for you to self disclose 2. people disclose to people they like (person A discloses to person B; if person A already likes person B, they will disclose MORE) 3. people like those to whom they self-disclose (person A discloses to person B, so person A likes person B MORE regardless of person B's response); why? self perception theory, which states that we attribute feeling good after self-disclosing to the person we disclose to rather than disclosing itself

authority; 6 principles of persuasion (Persuasion Online)

Hofling et al., 1966: - an experiment examining whether nurses would go along with instructions they knew were wrong if they were informed by a doctor - found that nurses went along with an extreme and lethal dose because the doctor who told them to do it had authority principle of authority: people are more willing to say yes to authority, especially when they are unsure about something heuristic: authorities know better than we do authority in a mediated environment: - Milgram reduced conformity to the shock instruction by authority when the experimenter confederate told them to shock someone on a phone *MEDIATION REDUCES SALIENCE OF AUTHORITY CUE* if the authority cue is reduced, other factors make more of a difference in persuasion when they reemphasize the authority cue: - people are more persuaded in a mediated environment when the authority figure is a part of your in-group - gender has an affect; men are more persuaded by authority figures in a mediated environment compared to women (the gender of the authority figure doesn't matter)

positive effects from transactive memory (Computer-Related Cognition; Social Cognition Online)

Sparrow 2013 - participants were given insight problems and were better at remembering random details when they were told they wouldn't see the problem again, but those who could see the problem solved the problem better/faster because they had freed up cognitive space

Tamir & Mitchell, 2012 (Self-Disclosure Online)

Study 1: - experimenters put people in fMRI and asked them to give their own opinions or judge the opinions of others - when giving their own opinion, participants' reward pathway in brain lit up (mPFC, nucleus accumbens, ventral tegmental area) Study 2: - people were paid $ to answer a self-relevant question, judge someone else's opinions, or answer trivia question; presented with 2 out of those three options and had to pick which one - when reward values were even between the two choices, participants preferentially chose the self-relevant question nearly 70% of the time; participants gave up 17% of their potential earnings to disclose their own opinion *this shows that we love to self-disclose, which is why we love the internet => the internet provides a supernormal self-disclosure environment which is pleasurable*

harm reduction model (Technology Addictions)

addiction can be treated without having to completely cut off the use; moderate & responsible use is acceptable

disease model (Technology Addictions)

addiction is a disease in and of itself, and to treat the disease, you must stop the use completely

virtual reality (Virtual Reality)

any reality you can imagine but cannot fully interact with (not just tech-related, e.g. dreams are virtual realities)

attribution types (Self-Disclosure Online)

dispositional: person behaves a certain way because that is their personality situational: person behaves a certain way because of the context/environment interpersonal: person behaves a certain way because of OUR ESTABLISHED RELATIONSHIP - people tend to make dispositional attributions the most (e.g. this person does X which annoys me, they are a jerk); this is the FUNDAMENTAL ATTRIBUTION BIAS - fundamental attribution error (FAE): we attribute behaviors/failures of others to their personality while we attribute our own behaviors/failures to the environment and situation (make situational attributions for ourselves but make dispositional attributions to others); we ignore the lack of situational information and make the dispositional attribution anyway - SELF-SERVING attribution: we credit ourselves for successes and blame others for our failures *SELF-DISCLOSURE IN CMC DOESN'T PLAY BY FAE RULES - WE TEND TO MAKE INTERPERSONAL ATTRIBUTIONS WHEN SOMEONE ACTS IN A SELF-DISCLOSURE WAY* (e.g. the reason X is disclosing to me is because we have good chemistry)

grounded reality (Virtual Reality)

the real world, a world you can interact with fully

the internet is not normal (Computer-Related Cognition; Social Cognition Online)

it changes how your brain might function - ex: people are less trustworthy of internet sources compared to person-based sources - ex: faster topic jumping online than in real life - ex: learning impatience => more impatience when searching for an answer *THE INTERNET IS A SUPERNORMAL STIMULUS*

the internet as a supernormal stimulus (Computer-Related Cognition; Social Cognition Online)

it copies stimulations/experiences we already experience, but it exacerbates them either in frequency or magnitude AND ALSO exacerbates responses

types of bullying (Cyberbullying)

physical: actual harm, the belief that you will be physically harmed social: humiliation, exclusion cyberbullying: online bullying *cyberbullying can be both physical (sending of physical threats) and social* - picture/video bullying is the most severe kind of bullying in both cyber and traditional - text-based cyberbullying is comparably severe to traditional bullying

commitment to consistency; 6 principles of persuasion (Persuasion Online)

principle: people prefer to agree with something in the future if they agreed to something related in the past - people like to be consistent foot-in-the-door technique: have someone agree to a small favor so that they will agree to the target large favor in the future - heuristic: being consistent is good, so we'll engage in consistent behavior to be good commitment to consistency online: - commitment to consistency can be used in online persuasion to promote helping behavior - it is just as powerful when used online as it is in person because it is an INTERNAL CUE/INTERNAL DESIRE to be consistent, so mediation doesn't matter

liking; 6 principles of persuasion (Persuasion Online)

principle: we say yes to those we like heuristic: we should cooperate with good people and we tend to like good people; therefore, we should help those we like operates on two main concepts: - attractiveness - similarity online: - liking will often influence the persuasive effects of other principles => it is hard to isolate from them, and they often work together to produce an effect - the greater the liking, the higher the persuasion success - just as effective online as it is in FtF communication - women are more susceptible to liking cue than men (perhaps because of Social Role theory that suggests women get along better with others/must like others) - men are more susceptible to liking when cues online come from a woman

social proof; 6 principles of persuasion (Persuasion Online)

principle: we will say yes/comply if others do it, too heuristic: if everyone else is doing it, then why shouldn't I? hotel study: - to reduce towel usage, the most effective technique was telling people that "most guests who stay recycle their own towels" online: - REVIEWS!! the fewer reviews there are, the more reliant on the rating people are, but there are tipping points where the number of reviews matters over the actual rating itself (e.g. 400 medium-good reviews is better than 10 5-star reviews) - positive comments in favor of an argument made in a blog post will increase the persuasiveness of the original argument in the blog post (REVERBERATION)

reciprocity; 6 principles of persuasion (Persuasion Online)

principle: you are more likely to say yes when someone does something for you heuristic: if someone does something for you, you should return the favor door-in-the-face technique: offering an extreme request and then reducing that request to a target reasonable request is effective in getting compliance online: - door in the face logistics are hard to replicate online because offering an extreme request just causes people to leave most of th etime - the better you know somebody, the better DITF works (in-group effect when online, meaning mediated environments can reduce the power of the cue)

immersive virtual environment, aka IVE (Virtual Reality)

tech-based virtual reality that creates an environment in which you can situate yourself and interact


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