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1 | Zeitstempel | Titel des Papers oder Buches | Autorin(nen) und oder Autor(en) | Link zur Publikation bzw. Quellenangaben | Kategorie | Zusammenfassung wesentlicher Ergebnisse | |||||||||||||||
2 | 20.08.2013 04:35:05 | Facebook Use Predicts Declines in Subjective Well-Being in Young Adults | Ethan Kross, Philippe Verduyn et al. | http://www.plosone.org/article/info:doi%2F10.1371%2Fjournal.pone.0069841 | empirische Forschungsarbeit | Aus dem Abstract: Our results indicate that Facebook use predicts negative shifts on both of these variables over time. The more people used Facebook at one time point, the worse they felt the next time we text-messaged them; the more they used Facebook over two-weeks, the more their life satisfaction levels declined over time. Interacting with other people “directly” did not predict these negative outcomes. | |||||||||||||||
3 | 20.08.2013 13:40:34 | The Proteus Effect Implications of Transformed Digital Self-Representation on Online and Offline Behavior | Nick Yee, Jeremy N. Bailenson, Nicolas Ducheneaut | http://vhil.stanford.edu/pubs/2009/yee-proteus-implications.pdf | empirische Forschungsarbeit | Aus dem Abstract: It was found that both the height and attractiveness of an avatar in an online game were significant predictors of the player’s performance. In the second study, it was found that the behavioral changes stemming from the virtual environment transferred to subsequent face-to-face interactions. Participants were placed in an immersive virtual environment and were given either shorter or taller avatars. They then interacted with a confederate for about 15 minutes. In addition to causing a behavioral difference within the virtual environment, the authors found that participants given taller avatars negotiated more aggressively in subsequent face-to-face interactions than participants given shorter avatars. Together, these two studies show that our virtual bodies can change how we interact with others in actual avatar-based online communities as well as in subsequent face-to-face interactions. | |||||||||||||||
4 | 20.08.2013 13:49:44 | The design of motivational agents and avatars | Amy L. Baylor | http://link.springer.com/content/pdf/10.1007%2Fs11423-011-9196-3.pdf | empirische Forschungsarbeit | Aus dem Abstract: »The focus of this paper is on the design of agents and avatars (one’s self-representation as a visual agent) for enhancing motivational and affective outcomes, such as improving self-efficacy, engagement and satisfaction, moderating frustration, and/or improving stereotypes. Together with motivational messages and dialogue (which are not discussed here), the agent’s appearance is the most important design feature as it dictates the learner’s perception of the agent as a virtual social model, in the Bandurian sense.« | |||||||||||||||
5 | 20.08.2013 13:51:36 | Motivational Effects of Gamification of Piano Instruction and Practice | Heather Birch | https://tspace.library.utoronto.ca/bitstream/1807/35576/1/Birch_Heather_JS_201306_MA_Thesis.pdf | qualitative Forschungsarbeit | [Masterarbeit] Aus dem Abstract: Gamification was found to have a positive effect on the number of technical elements students mastered, and on their attitude toward practicing technical elements, while self-efficacy levels were not affected. The educational implications for this finding are discussed. | |||||||||||||||
6 | 20.08.2013 13:57:19 | Handbuch Online Kommunikation | Wolfgang Schweiger, Klaus Beck (Hg.) | https://www.dropbox.com/s/bweyqz3mq84fhc8/Handbuch%20Online%20Kommunikation.pdf | Sachbuch | Darin z.B. Döring: »Die große Mehrzahl der Internet-Nutzerinnen und -Nutzer erlebt Sozialkontakte im Internet als positiv und bereichernd. Bei einer Minderheit dagegen führt die Suche nach Sozialkontakten im Internet zu Problemen, etwa zu einer suchtähnlichen oder zwanghaften Extremnutzung, zu Belästigung, sozialen Konflikten, Verletzungen der Privatsphäre usw. Sozi- alkontakte im Internet tragen zum Empowerment gesellschaftlicher Minderheiten bei. Bei Minderheiten, die als zu Unrecht diskriminiert gelten, wird dies als Chance gewür- digt. Bei Minderheiten, die im jeweiligen kulturellen Umfeld als zu Recht ausgegrenzt gelten, gilt Internet-Empowerment dagegen als Gefahr.« | |||||||||||||||
7 | 20.08.2013 13:58:57 | Virtual selves, real relationships: an exploration of the context and role for social interactions in the emergence of Self in virtual environments | Simon Evans | https://www.dropbox.com/s/r5lvx3gwe4pik8z/Evans_%282012%29_Final_Draft.pdf | qualitative Forschungsarbeit | Aus dem Abstract: »This paper highlights the role of symbolic mediation in the emergence of Self in virtual environments and posits that, while emergence of Self is interactive in nature, virtual environments are particular sites for a Self where the specific role of social interaction must be foregrounded.« | |||||||||||||||
8 | 20.08.2013 17:44:49 | The Demise of Guys | Philip G. Zimbaro, Nikita Duncan | https://www.dropbox.com/s/0zv6bxcegmxikrv/The%20Demise%20of%20Guys.pdf | Sachbuch | Erweiterung des TED-Talks von Zimbaro, vertritt die These, dass Computergames und Pornografie junge Männer schüchtern machen. Zimbaro ist/war Professor, die Argumentation ist aber etwas salopp. | |||||||||||||||
9 | 01.09.2013 14:06:27 | Lehrbuch für Lernen und Lehren mit Technologien | Martin Ebner et al. | http://l3t.eu/homepage/das-buch/ebook-2013 | Sachbuch | Im Abschnitt »Vertiefung« gibt es mehrere Aufsätze, die empirische Resultate zusammenfassen. | |||||||||||||||
10 | 02.09.2013 11:17:55 | Zero To Eight. Young Children and their Internet Use | Donnell Holloway et. al. (EU Kids Online) | http://www.lse.ac.uk/media@lse/research/EUKidsOnline/EU%20Kids%20III/PDFs/Zero_to_eight.pdf | empirische Forschungsarbeit | Executive Summary, Auszug: »EU Kids Online’s research shows that children are now going online at a younger and younger age, and that young children’s “lack of technical, critical and social skills may pose [a greater] risk”« | |||||||||||||||
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