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ZeitstempelTitel des Papers oder BuchesAutorin(nen) und oder Autor(en)Link zur Publikation bzw. QuellenangabenKategorieZusammenfassung wesentlicher Ergebnisse
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20.08.2013 04:35:05Facebook Use Predicts Declines in Subjective Well-Being in Young AdultsEthan Kross, Philippe Verduyn et al. http://www.plosone.org/article/info:doi%2F10.1371%2Fjournal.pone.0069841empirische ForschungsarbeitAus 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.
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20.08.2013 13:40:34The Proteus Effect Implications of Transformed Digital Self-Representation on Online and Offline BehaviorNick Yee, Jeremy N. Bailenson, Nicolas Ducheneauthttp://vhil.stanford.edu/pubs/2009/yee-proteus-implications.pdfempirische ForschungsarbeitAus 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.
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20.08.2013 13:49:44The design of motivational agents and avatarsAmy L. Baylorhttp://link.springer.com/content/pdf/10.1007%2Fs11423-011-9196-3.pdfempirische ForschungsarbeitAus 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.« 
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20.08.2013 13:51:36Motivational Effects of Gamification of Piano Instruction and PracticeHeather Birchhttps://tspace.library.utoronto.ca/bitstream/1807/35576/1/Birch_Heather_JS_201306_MA_Thesis.pdfqualitative 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.
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20.08.2013 13:57:19Handbuch Online KommunikationWolfgang Schweiger, Klaus Beck (Hg.)https://www.dropbox.com/s/bweyqz3mq84fhc8/Handbuch%20Online%20Kommunikation.pdfSachbuchDarin 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.« 
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20.08.2013 13:58:57Virtual selves, real relationships: an exploration of the context and role for social interactions in the emergence of Self in virtual environmentsSimon Evanshttps://www.dropbox.com/s/r5lvx3gwe4pik8z/Evans_%282012%29_Final_Draft.pdfqualitative ForschungsarbeitAus 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.«
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20.08.2013 17:44:49The Demise of GuysPhilip G. Zimbaro, Nikita Duncanhttps://www.dropbox.com/s/0zv6bxcegmxikrv/The%20Demise%20of%20Guys.pdfSachbuchErweiterung 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.
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01.09.2013 14:06:27Lehrbuch für Lernen und Lehren mit TechnologienMartin Ebner et al. http://l3t.eu/homepage/das-buch/ebook-2013SachbuchIm Abschnitt »Vertiefung« gibt es mehrere Aufsätze, die empirische Resultate zusammenfassen.
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02.09.2013 11:17:55Zero To Eight. Young Children and their Internet UseDonnell Holloway et. al. (EU Kids Online)http://www.lse.ac.uk/media@lse/research/EUKidsOnline/EU%20Kids%20III/PDFs/Zero_to_eight.pdfempirische ForschungsarbeitExecutive 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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