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1.
  • Hassnert, Mathias, et al. (författare)
  • Development context and ease of use of three programs for self-registration of unemployed people
  • 2002
  • Ingår i: Computers in Human Behavior. - 0747-5632. ; 18:2, s. 191-221
  • Tidskriftsartikel (refereegranskat)abstract
    • In this study, we analysed the ease of use of three computer programs for self-registration of job seekers. The programs were developed in somewhat different activity contexts. The differences found between the programs in two experiments appeared to result from a combination of fewer constraints on individual input demanded by Job Seeker Bank and Af Explore and from the programs’ better adaptation to the mental functions of the users. The usability problems of the three analysed programs were explained as an effect of their respective developmental contexts.
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2.
  • Hjelmquist, Erland, 1948, et al. (författare)
  • Visually handicapped and sighted personnel at a workplace: Computerization of information handling
  • 1993
  • Ingår i: Computers in Human Behavior. - 0747-5632. ; 9:2–3, s. 247-262
  • Tidskriftsartikel (refereegranskat)abstract
    • This report is a final study in a project aimed at facilitating communication between sighted and visually handicapped office personnel. The report is based on the personnel’s evaluations of computerization in a multimedia office environment, 2 l/2 years after the installation of the first systems. The systems included word processing on personal computers and conversion of text to different media (viz., speech synthesis and braille). Sight status and computer access at work accounted for the major difSerences in assessments. The visually impaired were more critical about various aspects of the project, at the same time as they thought it had improved the communication conditions to some extent. This judgment should be contrasted to the visually impaireds’ lower rating of their own work efficiency as a result of the computerization project, compared to the sighted personnel. The visually impaired had high expectations that were not fulfilled in all respects. In particulac the findings point to the necessity of concentrating on the needs of the visually impaired from the beginning, when introducing changes of the kind studied in the present project.
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3.
  • Alaceva, Carolina, et al. (författare)
  • Barriers in achieving business/IT alignment in a large Swedish company : What we have learned?
  • 2015
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 51, s. 715-728
  • Tidskriftsartikel (refereegranskat)abstract
    • There are still many organizations that face difficulties in achieving business/IT alignment. Prior research has focused on the positive impact of alignment on overall business performance, while the barriers in achieving business/IT alignment were largely unexplored, especially in regards to the social dimension that refers to the people involved in alignment. Therefore this research is focusing on identifying and investigating the barriers that inhibit achieving social dimension of business/IT alignment in large organizations. A case study is conducted in one of the largest Swedish companies. The data is collected through seven semi-structured interviews, field-notes and the use of company's documents that were thematically analyzed. The research presents a unique case of 19 business/IT alignment barriers of social dimension that have been limited so far and which contribute to the business/IT alignment field. The main findings showed that low understanding of counterpart's environment; poor communication; unclear specifications; limited cooperation and lack of mutual commitment and support inhibits the achievement of alignment between business and IT domains on the social dimension. The results could support the researchers to further elaborate frameworks on how to mitigate social barriers in order to achieve a better business/IT alignment. Besides, the discussed barriers can be of practical use for other organizations trying to achieve business/IT alignment with a focus on the social dimension.
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4.
  • Alfonsson, Sven, et al. (författare)
  • Is online treatment adherence affected by presentation and therapist support? : A randomized controlled trial
  • 2016
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 60, s. 550-558
  • Tidskriftsartikel (refereegranskat)abstract
    • In both face to face and Internet based Cognitive Behavior Therapy, patients' adherence can be improved by different means such as by using motivational techniques or automatic reminders. The main aim of this study was to investigate whether enriched treatment material presentation and/or increased frequency and quality of support would increase participants' adherence to an online relaxation program. One hundred and sixty-two participants with mild to moderate symptoms of stress or worry were included in this study. Participants were randomized to either Normal or Enhanced intervention presentation and Normal or Enhanced support in a full factorial design. Main outcome variables were progress through the online intervention and adherence to prescribed exercises. Participants in the Enhanced support group progressed further through the program than participants in the Normal support group (Z = 2.11, p = .035, r = .17) but there were no significant differences found between the Normal and Enhanced presentation groups. Participants registered a mean of 60% of the prescribed exercises with no significant differences between groups. This study shows that adherence to online interventions can be increased by increased frequency and quality of therapeutic contact. Future studies may investigate how to increase adherence to prescribed homework assignments and whether parts of the therapeutic support may be substituted with automatic systems with retained effects.
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5.
  • Andersson, Gerhard, 1966-, et al. (författare)
  • Predicting treatment outcome in Internet versus face to face treatment of panic disorder
  • 2008
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 24:5, s. 1790-1801
  • Tidskriftsartikel (refereegranskat)abstract
    • With the advent of guided self-help via the Internet it has become increasingly important to investigate predictors of treatment outcome. The present study analyzed predictors of outcome using data from a randomized controlled trial on panic disorder [Carlbring, P. et al. (2005). Treatment of panic disorder: Live therapy versus self-help via Internet. Behaviour Research and Therapy, 43, 1321-1333]. Half of the sample received therapist guided Internet treatment (N = 25) and the other half face to face treatment (N = 24) in individual sessions during a 10-week study period. Results showed that agoraphobic avoidance was predictive of outcome in the face to face treatment, but not in the Internet treatment. A self-report screening of personality disorder (anxious cluster) was associated with worse outcome for the Internet treatment, but surprisingly associated with better outcome in face to face treatment. Cognitive capacity as measured by a test of verbal fluency was not predictive of outcome in the Internet group, and neither was a rating of treatment credibility. Overall, we conclude that in relation to face to face treatment different predictors of outcome should be investigated for Internet treatment. Internet treatment might be more suitable for certain clients who might benefit from remote treatment in the early phase of treatment.
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6.
  • Aramo-Immonen, Heli, 1964-, et al. (författare)
  • Exploring co-learning behavior of conference participants with visual network analysis of Twitter data
  • 2015
  • Ingår i: Computers in human behavior. - : Pergamon Press. - 0747-5632 .- 1873-7692. ; 51:B, s. 1154-1162
  • Tidskriftsartikel (refereegranskat)abstract
    • Knowledge management has acknowledged organizational learning as a key factor for creating competitive advantage for companies already from early 1990. However, the studies of co-learning in this connection are in their infancy. This article contributes to an emerging field of 'smart data' research on Twitter by presenting a case study of how community managers in Finland used this social media platform to construct a co-learning environment around an annually organized conference. In this empirical study we explore the co-learning behavior in project contexts especially by analyzing and visualizing co-learning behavior from conference participants Twitter data.
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7.
  • Aramo-Immonen, Heli, 1964-, et al. (författare)
  • Visualizing informal learning behavior from conference participants' Twitter data with the Ostinato Model
  • 2016
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 55, s. 584-595
  • Tidskriftsartikel (refereegranskat)abstract
    • Network analysis is a valuable method for investigating and mapping the phenomena driving the social structure and sharing the findings with others. This article contributes to an emerging field of 'smart data' research on Twitter by presenting a case study of how community managers in Finland used this social media platform to construct an informal learning environment around an annually organized conference. In this empirical study we explore informal learning behavior in the project context, especially by analyzing and visualizing informal learning behavior from Twitter data using the Ostinato Model introduced in this paper. Ostinato is an iterative, user-centric, process-automated model for data-driven visual network analytics.
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8.
  • Atif, Yacine, 1967- (författare)
  • Conversational learning integration in technology enhanced classrooms
  • 2013
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 29:2, s. 416-423
  • Tidskriftsartikel (refereegranskat)abstract
    • Today’s college students have grown up with technology. These digital natives typically gravitate toward group activities in technology embedded social contexts. However, despite this multidimensional evolution, little has changed in conventional classrooms where they build their education experience. We investigate learning models in a classroom environment which still remains the main driver of education today. We describe a conversational learning model based on group activities which involve multi-party conversations. We implement this model in a technology-enhanced studio-classroom to “visualize” conversations which otherwise would remain abstract to learners. Teachers are empowered with instructional patterns to guide their changing role in this novel classroom environment. Based on standard assessment indicators, we conduct an experimental analysis which results show interesting tradeoffs of learning performance that favor the proposed conversational learning approach compared to those obtained from conventional instruction.
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9.
  • Barbieri, Paolo Nicola, et al. (författare)
  • Let young people join the legislative process. A Twitter based experiment on internships
  • 2016
  • Ingår i: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 60, s. 468-482
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper examines the possible effects of labour market institutional characteristics on young people's perceptions of their internship experiences as expressed on Twitter. By looking at these opinions (satisfaction versus dissatisfaction) in relation to certain features of internships as well as to the more general labour market regulatory framework, this project aims to give a voice to young people, enabling them (indirectly) to provide policy suggestions to law-makers. Furthermore, we propose a preview of a possible empirical model for data collection based on the manual coding of Tweets. By employing a Probit regression and Blinder–Oaxaca and Fairlie decompositions, we have tried to establish a link between the perceived evaluation of internships and the country where the internship is based, the latter being used as a proxy for the legal system. In all our tests we found that the country in which the internship is placed is the main factor in the positive or negative perception. We also find that the more difficult is to hire a young worker on a temporary basis the lower will be his valuation of the internship experience. Ultimately we propose the use of Twitter not only as a relevant research tool, but also as an instrument for bringing young people's needs to the attention of law-makers.
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10.
  • Barreiro-Gen, Maria, et al. (författare)
  • Collaborative learning in environments with restricted access to the internet : Policies to bridge the digital divide and exclusion in prisons through the development of the skills of inmates
  • 2015
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 51:B, s. 1172-1176
  • Tidskriftsartikel (refereegranskat)abstract
    • The deprivation of freedom for the prisoners, involves not only physical isolation, but also digital, which implies a strong isolation particularly painful in an “information society”. Spanish prison population is deprived of access Internet and all ICT that could contact inmates with outdoor life, this is mainly due to security issues. Not having enough ICT skills is a new cause of social exclusion. The objective of this research was to identify the key issues which should be focused by policy makers to avoid digital divide among prison population. A survey among inmate population in all the five penitentiary centers in Galicia, in the northwest of Spain, was undertaken to obtain a sample of 380 inmates. A Structural Equation Model (SEM) was carried out to explain prisoners’ ICT Skills, in bias to inmate’s social skills, general skills and attitude towards collaborative learning. For inmates, who are characterized by their low education level, results shown the relevance of having general and social skills to be able to have more ICT skills. Then, collaborative learning in prison it is shown as a way to bridge both walls: the physical (better reinsertion and no recidivism) and the digital one.
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11.
  • Beckman, Linda, et al. (författare)
  • Discrepant gender patterns for cyberbullying and traditional bullying : An analysis of Swedish adolescent data
  • 2013
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 29:5, s. 1896-1903
  • Tidskriftsartikel (refereegranskat)abstract
    • In the wake of the rapid development of modern IT technology, cyberspace bullying has emerged among adolescents. The aim of the present study was to examine gender differences among adolescents involved in traditional bullying and cyberbullying. Cross-sectional data from 2989 Swedish students aged 13–15 were analyzed using logistic regression analysis. The results show discrepant gender patterns of involvement in traditional bullying and cyberbullying. First, although there were only minimal gender differences among traditional victims, girls are more likely than boys to be cybervictims when occasional cyberbullying is used as a cut-off point. Second, whereas boys are more likely to be traditional bullies, girls are as likely as boys to be cyberbullies. In conclusion, compared to traditional bullying, girls are generally more involved in cyberbullying relative to boys. We discuss these results in the light of adolescents’ usage of computerized devices.
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12.
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13.
  • Bergström, Annika, 1964 (författare)
  • Online privacy concerns: A broad approach to understanding the concerns of different groups for different uses
  • 2015
  • Ingår i: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 53, s. 419-426
  • Tidskriftsartikel (refereegranskat)abstract
    • Questions regarding personal privacy are becoming increasingly relevant, and the discussion continuously arises regarding what digital tracks we leave. Intrusive use and manipulation of personal information not only affect people’s behaviour, but also they could have important implications for political and civic society. Previous research has relied on convenience samples and has often focused on one or only a few areas of use. The presented study, based on a probability sample, gives an overall picture of how privacy concerns are perceived in different online contexts and how socio-demography, internet experience, trust, and political orientation contribute to the understanding of privacy concerns in different settings. The results clearly point to privacy concerns as being very diverse and dependent on the applications in question. All dimensions that are used to explain privacy concerns are partly supported in the study. But their explanatory powers differ and not all areas of concern are affected by the same explanatory factors. Trust in other people is the single most important factor explaining privacy concerns when using digital media and applications. The more people trust others, the less concern they have for misuse of personal information.
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14.
  • Bosch-Sijtsema, Petra, 1971, et al. (författare)
  • Perceived enablers of 3D virtual environments for virtual team learning and innovation
  • 2014
  • Ingår i: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 37, s. 395-401
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual teams consist of geographically distributed employees working with a common goal using mostly technology for communication and collaboration. Virtual teams face a number of challenges, discussed in the literature in terms of communication through technology, difficulty in building trust, conveying social cues, and creating awareness, as well as cultural differences. These challenges impact collaboration, but also learning and innovation. This research focuses on how a social medium, the 3D virtual environment, is perceived to enable learning and innovation in virtual teams. We study this through a qualitative study based on interviews of distributed work managers’ perception of VEs. The major findings are that VEs are perceived to create collaborative learning atmospheres for virtual teams in terms of enabling engagement, a shared context awareness, and support in social network building. Another finding is that VEs are perceived to enable team learning, knowledge development, and collaboration through persistence of content, information sharing, learning through role-plays and simulations, and visualization. Furthermore, VEs enable the development of co-created content as well as new ways of working in virtual teams.
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15.
  • Burén, Jonas, 1984, et al. (författare)
  • Sexting among adolescents: A nuanced and gendered online challenge for young people
  • 2018
  • Ingår i: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 85, s. 210-217
  • Tidskriftsartikel (refereegranskat)abstract
    • This study examined adolescents' sexting experiences, with an emphasis on the prevalence of sending and receiving sexts from romantic partners, friends/peers, online friends, and strangers. We also examined the quality of sexting experiences and individual and psychosocial factors associated with sending sexts. In total, 1653 Swedish adolescents aged 12 to 16 (M age=14.16) completed a questionnaire. We found that 20–32% reported having received sexts and 4–16% having sent sexts. These rates typically differed depending on who the participants received sext from or sent sext to. Girls experienced more pressure to send sexts, and had more negative sexting experiences. Multiple logistic regressions showed significant relationships between online risk-taking, age, pubertal timing, family income, family and friend support, and sending sexts. The strength of these relationships differed by gender and by who the sext was sent to. This study highlights the importance of viewing adolescents’ sexting as a complex and gendered online phenomenon.
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16.
  • Böttcher, Johanna, et al. (författare)
  • Adding a smartphone app to internet-based self-help for social anxiety : A randomized controlled trial
  • 2018
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 87, s. 98-108
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Increasing access to treatment via smartphone apps is an important topic in Social Anxiety Disorder (SAD). ‘Challenger’ is an app promoting exposure exercises in daily life. The present study evaluated the additional benefit of using the app as adjunct to Internet-based unguided self-help for SAD. In a second step, we also tested how the app and the self-help programme (SH) should best be combined.Method: 209 patients diagnosed with SAD were randomly allocated to three groups. Group 1 received the app and the self-help programme for six weeks (parallel treatment), group 2 first received SH for six weeks and then the app for six weeks (sequential treatment). Group 3 was a wait-list group. Comparisons were made at week 7 evaluating the potential add-on effect of the app (SH plus app versus SH only) and at week 14 comparing the parallel to the sequential treatment. Participants filled in questionnaires prior, during, and post treatment, and at 4- and 12- months follow-up.Results: Intention-to-treat analyses showed no significant effect of adding the app to Internet-based self-help. However, among participants actively using the app, adding Challenger to self-help resulted in significantly less social anxiety (d = 0.30). At week 14, decreases in social anxiety were large for both the parallel and the sequential group with no differences between the active groups (dwithin = 1.12–1.19). Changes were maintained throughout the follow-up period.Conclusion: Results of the current study cautiously support the notion of adding a smartphone app to unguided self-help for SAD. Future studies should investigate how patients can be motivated to use the app more frequently.
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17.
  • Carlbring, Per, 1972-, et al. (författare)
  • Applied relaxation : an experimental analogue study of therapist vs. computer administration
  • 2007
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 23:1, s. 2-10
  • Tidskriftsartikel (refereegranskat)abstract
    • This experimental analog component study compared two ways of administrating relaxation, either via a computer or by a therapist. The second phase of applied relaxation was used, which is called "release-only relaxation". Sixty participants from a student population were randomized to one of three groups: computer-administered relaxation, therapist-administered relaxation, or a control group in which participants surfed on the Internet. Outcome was measures using psycho-physiological responses and self-report. Objective psychophysiological data and results on the subjective visual analogue scale suggest that there was no difference between the two forms of administration. Both experimental groups became significantly more relaxed than the control group that surfed on the Internet. Practical applications and future directions are discussed.
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18.
  • Carlbring, P., et al. (författare)
  • Internet and psychological treatment. How well can they be combined?
  • 2006
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 22:3, s. 545-553
  • Forskningsöversikt (refereegranskat)abstract
    • As evidenced by several trials, cognitive behavior therapy (CBT) is a highly effective treatment for many conditions including panic disorder with or without agoraphobia. However, therapists are short in supply, and patients with conditions like agoraphobia may not seek therapy due to fear of leaving their homes or traveling certain distances. A major challenge therefore is to increase the accessibility and affordability of empirically supported psychological treatments. The results of randomized controlled trails testing Internet delivered self-help programs generally provide evidence to support the continued use and development for a range of conditions. However, there are special treatment aspects that need to be taken into consideration such as internet access and the idiosyncrasies provided in traditional face to face therapies. © 2004 Elsevier Ltd. All rights reserved.
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19.
  • Carlbring, Per, 1972-, et al. (författare)
  • Internet vs. paper and pencil administration of questionnaires commonly used in panic/agoraphobia research
  • 2007
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 23:3, s. 1421-1434
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of this study was to investigate the psychometric properties of Internet administered questionnaires used in panic research. Included were 494 people who had registered for an Internet-based treatment program for panic disorder (PD). Participants were randomly assigned to fill in the questionnaires either on the Internet or the paper-and-pencil versions, and then to fill in the same questionnaires again the next day using the other format. The questionnaires were the body sensations questionnaire [BSQ; Chambless, D. L., Caputo, G. C., Bright, P., & Gallagher, R. (1984). Assessment of fear of fear in agoraphobics: the body sensations questionnaire and the agoraphobic cognitions questionnaire. Journal of Consulting and Clinical Psychology, 52, 1090-1097], agoraphobic cognitions questionnaire [ACQ; Chambless, D. L., Caputo, G. C., Bright, P., & Gallagher, R. (1984). Assessment of fear of fear in agoraphobics: the body sensations questionnaire and the agoraphobic cognitions questionnaire. Journal of Consulting and Clinical Psychology, 52, 1090-1097], mobility inventory [MI; Chambless, D. L., Caputo, G., Jasin, S., Gracely, E. J., & Williams, C. (1985). The mobility inventory for agoraphobia. Behaviour Research and Therapy, 23, 35-44], beck anxiety inventory [BAI; Beck, A. T., Epstein, N., Brown, G., & Steer, R. A. (1988). An inventory for measuring clinical anxiety: psychometric properties. Journal of Consulting and Clinical Psychology, 56, 893-897], beck depression inventory 11 [Beck, A. T., & Steer, R. A. (1996). Beck Depression Inventory, Manual, Svensk version (Swedish version). Fagernes, Norway: Psykologiforlaget, AB], quality of life inventory [QOLI; Frisch, M. B., Cornell, J., Villanueva, M., & Retzlaff, P. J. (1992). Clinical validation of the quality of life inventory. A measure of life satisfaction for use in treatment planning and outcome assessment. Psychological Assessment, 4, 92-101], and montgomery angstrom sberg depression rating scale [MADRS; Svanborg, P., & angstrom sberg, M. (1994). A new self-rating scale for depression and anxiety states based on the comprehensive psychopathological rating scale. ACTA Psychiatrica Scandinavica, 89, 21-28]. Results showed largely equivalent psychometric properties for the two administration formats (Cronbach's alpha between 0.79 and 0.95). The results also showed high and significant correlations between the Internet and the paper-and-pencil versions. Analyses of order effects showed an interaction effect for the BSQ and the MI (subscale Accompanied), a main effect was identified for ACQ, MI-Alone, BAI and BDIII. However, in contrast to previous research, the Internet version did not consistently generate higher scores and effect sizes for the differences were generally low. Given the presence of an interaction effect, we recommend that the administration format should be stable in research across measurement points. Finally, the findings suggest that Internet versions of questionnaires used in PD research can be used with confidence.
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20.
  • Colliander, Jonas, et al. (författare)
  • ‘Snap happy’ brands : Increasing publicity effectiveness through a snapshot aesthetic when marketing a brand on Instagram
  • 2018
  • Ingår i: Computers in Human Behavior. - : Elsevier Ltd. - 1873-7692 .- 0747-5632. ; 78, s. 34-43
  • Tidskriftsartikel (refereegranskat)abstract
    • This study examines the effects of a company publishing photos of their products using either (a) snapshot aesthetics, where pictures portray average situations and appear as if though they could have been taken by the average consumer, or (b) traditional studio aesthetics in image based social media. In an experiment where respondents followed an Instagram account of a fashion brand using one of the two aesthetic styles over a period of one week, we demonstrate that in social media, photos with a snapshot aesthetic produce higher brand attitudes and intentions to recommend others to follow the Instagram account. These effects where mediated by higher liking of the images and an increase in source credibility when publishing photos with a snapshot aesthetic.
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21.
  • Colliander, Jonas, et al. (författare)
  • The Social Media Balancing Act : Testing the Use of a Balanced Self-Presentation Strategy for Politicians Using Twitter
  • 2017
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 74, s. 277-285
  • Tidskriftsartikel (refereegranskat)abstract
    • Politicians’ clear separation between their professional and private lives has been challenged by a growing need to be seen as personable, especially on social media where this is the norm. Little, however, is known about the effect on a political party when its politicians reveal aspects of their private lives on social media. The present study addresses this question. Through the lens of self-presentation theory, we are the first to test the effect of a balanced presentation strategy on Twitter (i.e., tweets that involve both professional and private aspects of their lives) as opposed to a strictly professional one. A longitudinal design was adopted with 265 Twitter users as participants. The results showed that a balanced strategy increased both interest in the politician’s party and intention to vote for that party, irrespective of a user’s political interest, social media usage intensity, or age, or the gender of either the user or the communicating politician. Furthermore, liking the tweets emerged as a crucial mediator. This study contributes valuable knowledge on self-presentation strategies of politicians specifically, and more broadly regarding self-presentation in the face of context collapse. However we call for future research to validate our experimental findings in a real-life setting. Implications are provided for political parties and others.
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22.
  • Colliander, Jonas (författare)
  • “This is fake news”: Investigating the role of conformity to other users’ views when commenting on and spreading disinformation in social media
  • 2019
  • Ingår i: Computers in Human Behavior. - : Elsevier. - 0747-5632. ; 97, s. 202-215
  • Tidskriftsartikel (refereegranskat)abstract
    • This study examines the effects of conformity to others online when individuals respond to fake news. It finds that after exposure to others' comments critical of a fake news article, individuals' attitudes, propensity to make positive comments and intentions to share the fake news were lower than after exposure to others' comments supportive of a fake news article. Furthermore, this research finds that the use of a disclaimer from a social media company alerting individuals to the fact that the news might be fake does not lower individuals’ attitudes, propensity to make positive comments and intentions to share the fake news as much as critical comments from other users.
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23.
  • Colliander, Jonas, et al. (författare)
  • “This is not sponsored content” – The effects of impartiality disclosure and e-commerce landing pages on consumer responses to social media influencer posts
  • 2019
  • Ingår i: Computers in Human Behavior. - : Elsevier. - 0747-5632. ; 98, s. 210-222
  • Tidskriftsartikel (refereegranskat)abstract
    • Social media influencers are on a daily basis conveying their opinion regarding products and brands through social media postings. Many of these posts are sponsored by a brand, while others are in the form of genuine advice. Influencers might choose to add a disclosure (“this is not sponsored content”)in non-sponsored product posts that highlight their impartiality. This information ought to affect how consumers respond to the post. In two experiments, we examine how emphasizing impartiality in influencer product posts affect consumers' response by applying a 3 (disclosure type: impartial vs. explicit sponsorship vs. no disclosure)factorial-design. In the second experiment, we further examine how disclosure type and landing page type (e-commerce product page vs. start page)from brand hyperlinks in the influencer post, interact to form consumer brand attitudes and purchase intentions. The findings reveal that impartiality product posts are less likely to be perceived as advertising compared to sponsored product posts or posts without sponsorship information, and therefore generate higher source and message credibility. Additionally, participants’ brand attitude and purchase intention are reduced when they are directed to a product page instead of a start page when being simultaneously exposed to an impartiality disclosure.
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24.
  • Cooper, Karen, et al. (författare)
  • Adolescents and self-taken sexual images: A review of the literature
  • 2016
  • Ingår i: Computers in human behavior. - : PERGAMON-ELSEVIER SCIENCE LTD. - 0747-5632 .- 1873-7692. ; 55:part B, s. 706-716
  • Forskningsöversikt (refereegranskat)abstract
    • Despite increasing public interest and concern about young peoples involvement in the self-production of sexual images (or sexting), there remains a dearth of research into their reasons for making and sending images, the processes involved, and the consequences arising from their experiences. This article reviews the motivational, lifestyle and personality factors influencing adolescent sexting practices and explores the research evidence within the wider context of debates around contemporary social and visual media cultures and gender. A systematic search of databases was conducted and eighty-eight records were identified for inclusion in the review. The findings reveal that sexting is remarkably varied in terms of context, meaning and intention, with the potential for consensual and non-consensual aspects of the activity. Whilst sexting can be a means of flirting or enhancing a sexual relationship, it can highlight potential vulnerabilities to victimisation or to participation in risky sexual practices. Sexting is also inextricably linked to social expectations of gendered sexual behaviours, with females often deriving less satisfaction from their experiences and being perceived more negatively by their peers. Further research linking adolescent motivations, well-being, relationships and lifestyles with the broader socio-cultural and media landscape will ultimately help drive understanding about the subject forward. (C) 2015 Elsevier Ltd. All rights reserved.
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25.
  • Coppolino Perfumi, Serena, et al. (författare)
  • Deindividuation effects on normative and informational social influence within computer-mediated-communication
  • 2019
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 92, s. 230-237
  • Tidskriftsartikel (refereegranskat)abstract
    • Research on social influence shows that different patterns take place when this phenomenon happens within computer-mediated-communication (CMC), if compared to face-to-face interaction. Informational social influence can still easily take place also by means of CMC, however normative influence seems to be more affected by the environmental characteristics. Different authors have theorized that deindividuation nullifies the effects of normative influence, but the Social Identity Model of Deindividuation Effects theorizes that users will conform even when deindividuated, but only if social identity is made salient. The two typologies of social influence have never been studied in comparison, therefore in our work, we decided to create an online experiment to observe how the same variables affect them, and in particular how deindividuation works in both cases. The 181 experimental subjects that took part, performed 3 tasks: one aiming to elicit normative influence, and two semantic tasks created to test informational influence. Entropy has been used as a mathematical assessment of information availability. Our results show that normative influence becomes almost ineffective within CMC (1.4% of conformity) when subjects are deindividuated. Informational influence is generally more effective than normative influence within CMC (15-29% of conformity), but similarly to normative influence, it is inhibited by deindividuation.
  •  
26.
  • Eklund, Lina (författare)
  • Bridging the online/offline divide : The example of digital gaming
  • 2015
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 53, s. 527-535
  • Tidskriftsartikel (refereegranskat)abstract
    • Studies of virtual worlds are often based on the dichotomous 'real world'/'virtual world', yet research has indicated that this division is far from unproblematic. The aim of this study is to examine empirically the link between online/offline using the example of social online gaming. The data consist of individual and group interviews with 33 adult garners. The results explore three themes sociability and design; group membership; norms and rules and show how on-and offline are inexorably linked through the social organizational demands of Internet gaming. Individuals ground online group membership in offline relations and shared characteristics, aiming to maximize game-play gains and support sociability. Gaming with 'people like us' facilitates creation of norms and expectations, which aids in producing stable social groups. Thus the boundary between online and offline becomes contingent on links between people. The study shows how important offline connections are for online interaction.
  •  
27.
  • Eklund, Lina, et al. (författare)
  • Do adolescent garners make friends offline? Identity and friendship formation in school
  • 2017
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 73, s. 284-289
  • Tidskriftsartikel (refereegranskat)abstract
    • Today adolescents grow up and make friends in an increasingly digital society, which has led to the study of potential effects of digital gaming on youths' friendships. To date studies have tended to focus on online settings with a knowledge gap concerning the role of gaming identity for friendship formation in offline settings. The current study addresses this, applying a longitudinal social network approach to investigate whether being a gamer impacts adolescent friendship formation. Data was collected by questionnaire from an entire cohort (n = 115) of pupils (age 16-18) on three occasions during their first year in a Swedish high school. Data was analysed using a stochastic actor oriented model, developed for testing hypotheses concerning social network changes. Results show that being similar in terms of identifying as a gamer at the later part, but not the start, of the school year makes a friendship 1.5 times more likely. We conclude that shared identities related to digital gaming influence individuals' offline, everyday social relationships as, in the analyses of changes over time to youths' school networks, digital gaming seems to motivate friendship formation.
  •  
28.
  • El-Mekawy, Mohamed, et al. (författare)
  • An evaluation framework for comparing business-IT alignment models : A tool for supporting collaborative learning in organizations
  • 2015
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 51:Part B, s. 1229-1247
  • Tidskriftsartikel (refereegranskat)abstract
    • Researchers and practitioners have argued on the importance of business-IT alignment (BITA) for organizations to maximize the business value of IT. As a result, a vast number of BITA models have been designed to support organizations in achieving, assessing and maintaining BITA. These models focus on different components (i.e. concepts/aspects of alignment) and emphasize different perspectives of the alignment (i.e. how alignment is perceived by practitioners). This makes it difficult for practitioners to choose an appropriate BITA model for a specific organization. In this paper, an evaluation framework to support practitioners in choosing appropriate BITA models is proposed. The framework was constructed following design science as a research approach. The design science activities were carried out in an iterative manner until reaching a final artefact. The process started with an extensive literature survey that led to designing a tentative model. Following that, different empirical iterations contributed to the framework development. The final framework consists of 25 criteria categorized into four groups. It was tested on six major BITA models, demonstrating its feasibility. Finally, the framework was evaluated by interviewing five business consultants and seven IT managers from large Swedish organizations. The evaluation shows that the framework has a complete set of criteria with a sufficient level of coherence, but its usability and efficiency is argued differently. The framework, additionally, is argued to potentially be used as a collaborative learning tool on requirement of BITA between practitioners from both business and IT domain or serve in the academic world.
  •  
29.
  • Engström, Emma, PhD, 1982-, et al. (författare)
  • Global variations in online privacy concerns across 57 countries
  • 2023
  • Ingår i: Computers in Human Behavior Reports. - : Elsevier B.V.. - 2451-9588 .- 0747-5632 .- 1873-7692. ; 9
  • Tidskriftsartikel (refereegranskat)abstract
    • Cross-cultural studies have found national differences in how concerned people are about online privacy. However, it has not yet been settled what causes this variation, and several factors have been proposed in the literature, including internet habituation, individualism, and uncertainty avoidance. Here we investigate these factors by two studies. In the first, we examine the association between online privacy concerns and a new measure of online self-disclosure norms that we introduce. We find that this measure is significantly associated with two established instruments of online privacy concerns in the literature. In the second, we analyze previously unpublished data from a questionnaire on online self-disclosure norms as assessed by this new measure. It includes replies from 18,046 adult respondents from 57 countries and six continents. We find that norms in favor of more restrictive online self-disclosure are weaker in countries with higher levels of internet penetration (r = −0.56, p < .001). Our findings suggest that higher internet penetration in a country reduces online privacy concerns. The results support the idea that habituation to online environments decreases privacy risk perceptions. An implication is that preferences for online privacy are likely to decline over time in countries where internet penetration is still low. Lastly, in conflict with previous studies, our analyses do not support the theory that online privacy concerns are associated with national cultures related to individualism or uncertainty avoidance as measured by Hofstede's indices. 
  •  
30.
  • Forssell, Rebecka (författare)
  • Exploring cyberbullying and face-to-face bullying in working life Prevalence, targets and expressions
  • 2016
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 58, s. 454-460
  • Tidskriftsartikel (refereegranskat)abstract
    • While cyberbullying among children and adolescents is a well-investigated phenomenon, few studies have centred on adults' exposure to cyberbullying in working life. Drawing on a large sample of 3371 respondents, this study investigates the prevalence of cyberbullying and face-to-face bullying in Swedish working life and its relation to gender and organisational position. Using a cyberbullying behaviour questionnaire (CBQ), the result shows that 9.7% of the respondents can be labelled as cyberbullied in accordance with Leymann's cut-off criterion. Fewer respondents, .7%, labelled themselves as cyberbullied and 3.5% labelled themselves as bullied face-to-face. While no significant relationships with gender or organisational position was found for individuals exposed to face-to-face bullying, this study showed that men to a higher degree than women were exposed to cyberbullying. Moreover, individuals with a supervisory position were more exposed to cyberbullying than individuals with no managerial responsibility. (C) 2016 The Author. Published by Elsevier Ltd.
  •  
31.
  • Glatz, Terese, 1983-, et al. (författare)
  • Internet-specific parental self-efficacy : Developmental differences and links to Internet-specific mediation
  • 2018
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 84, s. 8-17
  • Tidskriftsartikel (refereegranskat)abstract
    • Most children spend significant time on the Internet every day, and parents have an important role in helping their children to avoid negative online experiences.  In this study, we examine the potential role of Internet-specific parental self-efficacy (Internet-specific PSE) as an antecedent for Internet-specific parenting practices.  A study of 1025 parents of children in grades 6 (approximately 11-12 years) to 12 (approximately 17-18 years) allowed us to examine the links among Internet-specific PSE, the child’s grade in school, and Internet-specific parenting practices.  The results showed developmental decreases in Internet-specific PSE and Internet-specific parenting practices: Parents of older adolescents felt less efficacious and used less control-based parenting practices than did parents of younger adolescents.  Furthermore, Internet-specific PSE was a significant predictor of Internet-specific parenting practices (both communication-based and control-based practices).  These results suggest the importance of both parental beliefs and children’s grade in school for parenting in the area of children’s online activities. 
  •  
32.
  • Hedman, E., et al. (författare)
  • Internet administration of self-report measures commonly used in research on social anxiety disorder : a psychometric evaluation
  • 2010
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 26:4, s. 736-740
  • Tidskriftsartikel (refereegranskat)abstract
    • The Internet has become increasingly popular as a way to administer self-report questionnaires, especially in the field of Internet delivered psychological treatments. Collecting questionnaire data over the Internet has advantages, such as ease of administration, and automated scoring. However, psychometric properties cannot be assumed to be identical to the paper-and-pencil versions. The aim of this study was to test the equivalence of paper-and-pencil and Internet administered versions of self-report questionnaires used in social phobia research. We analyzed data from two trials in which samples were recruited in a similar manner. One sample (N = 64) completed the paper-and-pencil version of questionnaires and the second sample (N = 57) completed the same measures online. We included the Liebowitz Social Anxiety Scale-self-assessment (LSAS-SR), the Social Interaction and Anxiety Scale (SIAS), and the Social Phobia Scale (SPS) as measures of social anxiety. Also included were the Montgomery sberg Depression Rating Scale-self-assessment (MADRS-S), the Beck Anxiety Inventory (BAI), and the Quality of Life Inventory (QOLI). Results showed equivalent psychometric properties across administration formats. Cronbach's α ranged between 0.77 and 0.94. There was an indication of a somewhat higher construct validity when participants filled out questionnaires using paper-and-pencil. We conclude that the LSAS-SR, SIAS, and SPS can be administered via the Internet with maintained psychometric properties.
  •  
33.
  • Hellström, Charlotta, et al. (författare)
  • Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming
  • 2012
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 28:4, s. 1379-1387
  • Tidskriftsartikel (refereegranskat)abstract
    • In this study we examined the relation between gaming-time, motives to play, and negative consequences due to playing MMORPGs. A total of 7757 Swedish adolescents (3872 boys and 3885 girls) between 13 and 18 years of age completed a questionnaire during class hours. Results indicated that time spent on gaming was associated with negative consequences. This relation was further explained by motives to play. Gaming for fun and social motives were associated with a reduced risk whereas gaming to escape, to gain status, or due to demands from others were associated with an increased risk of negative consequences. Motives to play should be considered as a prime indicator for negative consequences, even more than time spent gaming. Implications of these findings for future research are discussed.
  •  
34.
  • Hong, Jun Sung, et al. (författare)
  • Correlates of direct and indirect forms of cyberbullying victimization involving South Korean adolescents: An ecological perspective
  • 2018
  • Ingår i: Computers in human behavior. - : PERGAMON-ELSEVIER SCIENCE LTD. - 0747-5632 .- 1873-7692. ; 87, s. 327-336
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of the study is to explore the correlates of indirect and direct forms of cyberbullying victimization across individual, microsystem, mesosystem, and macrosystem contexts in a nationally representative sample of South Korean youth. Data were derived from the Korean Children and Youth Rights Study, and the total sample was 10,453 adolescents. The hierarchical linear regression analyses were conducted separately for both direct and indirect cyberbullying victimization. At the individual level, no variables were found to be associated with indirect cyberbullying victimization, but male sex and depression were positively related to direct cyberbullying victimization. At the microsystem level, parental neglect was related to indirect cyberbullying victimization, while parental abuse, parental neglect, and family dysfunction were associated with direct cyberbullying victimization. Poor peer relations was significant for both indirect and direct cyberbullying victimization, and teacher abuse and school victimization were associated with victims of both types of cyberbullying. Perceived neighborhood safety had negative association with indirect and direct cyberbullying victimization. At the mesosystem level, higher levels of parental abuse and poor peer relations was related to higher risk of indirect cyberbullying victimization. Also, higher levels of family dysfunction and poor peer relations were associated with higher risk of indirect cyberbullying victimization. An assessment of the risk factors for cyberbullying victimization across multiple domains is the first necessary steps towards the development of effective intervention strategies.
  •  
35.
  • Huang, Ling-Yi, 1982-, et al. (författare)
  • Mediated enactive experience versus perceived mastery experience : An enhancing mechanism versus a mediator of character attachment and internal political efficacy in serious games
  • 2016
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 55, s. 1085-1096
  • Tidskriftsartikel (refereegranskat)abstract
    • This study aimed to investigate whether mediated enactive mastery experiences provided by a serious game could enhance players’ internal political efficacy (IPE) and further, to examine a path model of how character attachment and pretest IPE might influence perceived mastery experience and posttest IPE. A serious game that incorporates the enactive mastery experience and includes inventories of the measured variables was developed using Adobe Flash and JavaScript. One hundred thirteen college students participated in this study. The results of repeated measure analysis of variance revealed that the participants improved their IPE after playing the game, suggesting that the employed enactive mastery experience is effective. Moreover, results of structural equation modeling suggest that perceived mastery experience is an important mediator of character attachment and posttest IPE as well as a mediator of pretest IPE and posttest IPE. The findings of this study shed light on how to incorporate effective psychological mechanisms to enhance IPE in serious games.
  •  
36.
  • Ifinedo, Princely, et al. (författare)
  • Relationships among ERP post-implementation success constructs : An analysis at the organizational level
  • 2010
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 26:5, s. 1136-1148
  • Tidskriftsartikel (refereegranskat)abstract
    • Abstract: Enterprise resource planning (ERP) systems implementation success factors have been widely researched, however, few have investigated ERP post-implementation success in organizational contexts. The paucity of research Into ERP system success evaluations partly motivates this research To that end, the objective of this study is twofold First, it primarily investigates the relationships among six constructs or dimensions in a respecified ERP system success measurement model, which was developed from prior relevant frameworks. Second, this research adds to the body of knowledge in the information system (IS) success evaluation domain, especially with its focus on ERP packages The extended ERP system success model was tested using data collected in a cross-sectional field survey of 109 firms in two European countries Structural equation modeling (SEM) was used to test six relevant hypotheses. The SEM results showed that five out of the six hypotheses have significant, positive associations. Namely, the constructs of System Quality, Service Quality, Individual Impact, Workgroup Impact, and Organizational Impact have strong relevance in ERP success conceptualization, whereas Information Quality does not, at least, in the context of our data. The pertinence of the study's findings for IS success evaluation as well as its implications for practice and research are discussed.
  •  
37.
  • Johnson, Daniel, et al. (författare)
  • Greater rewards in videogames lead to more presence, enjoyment and effort
  • 2018
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 87, s. 66-74
  • Tidskriftsartikel (refereegranskat)abstract
    • There is currently limited understanding of whether and how different amounts and diversity of virtual rewards impact on the player experience. A repeated-measures experiment was undertaken in which participants (N = 59) were compared on subjective measures (competence, presence-immersion, tension, effort and enjoyment), as well as psychophysiological measures (electrodermal activity and heart-beat rate), during the play of a videogame with three levels of video game reward (high, medium, low). Effort, enjoyment and presence-immersion significantly varied across conditions such that they were greater when all rewards were present compared to one or both of the other conditions. Heart-beat rate was found to vary across conditions consistent with the explanation that greater rewards lead to greater arousal. Our study suggest a number of advantages to greater amount and diversity of virtual rewards in the context of a casual videogame, with potential application to the design of new gamification systems.
  •  
38.
  • Johnson, Daniel, et al. (författare)
  • Need satisfaction, passion, empathy and helping behaviour in videogame play
  • 2021
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 122
  • Tidskriftsartikel (refereegranskat)abstract
    • The primary aim of the current study was to explore the extent to which videogame helping behaviour could be explained by need satisfaction and passion. The study extends previous research by looking specifically at in-game helping behaviour which has relevance for a range of wellbeing outcomes as well as reducing in-game toxicity. Survey data were collected from 389 participants assessing need satisfaction, passion, empathy and in-game helping behaviour during the past four weeks. Path analysis revealed that helping behaviour is associated with empathy which is more likely in the context of harmonious passion and less likely in context of obsessive passion. Competence and Relatedness were also found to increase the likelihood of helping behaviour.
  •  
39.
  • Jonsson, Linda, et al. (författare)
  • Voluntary sexual exposure online among Swedish youth : social background, Internet behavior and psychosocial health
  • 2014
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 30, s. 181-190
  • Tidskriftsartikel (refereegranskat)abstract
    • Studies have described the phenomenon of voluntary sexual exposure among youth online but only a few focus on the typical young person who has this experience. The purpose of this study was to investigate Swedish youth with experience of voluntary sexual exposure online, with regard to Internet behavior, social background, and psychosocial health including parent-child relationships. A representative sample of 3503 Swedish youths in their third year of high school completed a survey about Internet behavior, Internet-related sexual harassment, sexuality, health, and sexual abuse. Out of those taking part in the survey, 20.9% (19.2% boys and 22.3% girls) reported experiences of voluntary sexual exposure online. Multivariate analysis showed a significant association between voluntary sexual exposure online and a number of different forms of harassment online. Neither poorer psychosocial health nor problematic relationships with parents remained significant in the final model. The results underlined the fact that voluntary sexual exposure online is associated with vulnerability on the Internet among both boys and girls and that there is a need for parents and professionals to better understand what young people do on the Internet and the risks they may incur. (C) 2013 Elsevier Ltd. All rights reserved.
  •  
40.
  • Jussila, Jari J., et al. (författare)
  • Social media utilization in business-to-business relationships of technology industry firms
  • 2014
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 30, s. 606-613
  • Tidskriftsartikel (refereegranskat)abstract
    • Even today, it is a fairly common argument in business-to-business companies, especially in traditional industrial companies, that social media is only useful in the business-to-consumer sector. The perceived challenges, opportunities and social media use cases in business-to-business sector have received little attention in the literature. Therefore, this paper focuses on bridging this gap with a survey of social media use cases, opportunities and challenges in industrial business-to-business companies. The study also examines the essential differences between business-to-consumer and business-to-business in these respects. The paper starts by defining social media and Web 2.0, and then characterizes social media in business, and social media in business-to-business. Finally, we present and analyze the results of our empirical survey of 125 business-to-business companies in the Finnish technology industry sector. This paper suggests that there is a significant gap between the perceived potential of social media and social media use with customers and partners in business-to-business companies, and identifies potentially effective ways to reduce the gap.
  •  
41.
  •  
42.
  • Kim, Yunhwan, 1980-, et al. (författare)
  • Connecting agents : engagement and motivation in online collaboration
  • 2015
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 49, s. 333-342
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper explores the relationship between social engagement and motivation to share knowledge in a hybrid college class using a web infused curriculum. Online social engagement, operationalized through concepts such as connectivity, social presence and social space has been an important topic of research in web based education for more than a decade. An important sub-text of this research is that online social engagement supports higher levels of collaboration. Students who feel comfortable with and connected to their online learning community are much more likely to be active participants in that community, working together to develop and build knowledge systems. Much of this research refers to the more social/participatory based educational theories of John Dewey and L.S. Vygotsky. There is though a second component of collaboration that helps drive community building in this theoretical frameworks; motivation to engage in a shared, relevant, goal oriented activity. While most theories on social engagement assume natural relationships between online social engagement and motivation to participate in a community, this relationship is not often discussed and examined very often. This paper specifically compares the relationship between classroom connectedness and motivation to share knowledge between students in a hybrid, web infused class and a more traditionally oriented class with a small web component. Analysis did find a highly significant relationship between connectedness and motivation to share knowledge in the hybrid class but not in the traditional class, suggesting an important relationship, but one based at least partially in targeted experience. 
  •  
43.
  • Koc-Januchta, Marta, 1977-, et al. (författare)
  • Visualizers versus verbalizers : Effects of cognitive style on learning with texts and pictures - An eye-tracking study
  • 2017
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 68, s. 170-179
  • Tidskriftsartikel (refereegranskat)abstract
    • This study was conducted in order to examine the differences between visualizers and verbalizers in the way they gaze at pictures and texts while learning. Using a collection of questionnaires, college students were classified according to their visual or verbal cognitive style and were asked to learn about two different, in terms of subject and type of knowledge, topics by means of text-picture combinations. Eye-tracking was used to investigate their gaze behavior. The results show that visualizers spent significantly more time inspecting pictures than verbalizers, while verbalizers spent more time inspecting texts. Results also suggest that both visualizers' and verbalizers' way of learning is active but mostly within areas providing the source of information in line with their cognitive style (pictures or text). Verbalizers tended to enter non-informative, irrelevant areas of pictures sooner than visualizers. The comparison of learning outcomes showed that the group of visualizers achieved better results than the group of verbalizers on a comprehension test.
  •  
44.
  • Kohler, Thomas, et al. (författare)
  • Avatar-based innovation : Consequences of the virtual co-creation experience
  • 2011
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 27:1, s. 160-168
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual worlds, such as the prominent Second Life (SL), offer unprecedented opportunities for companies to tap the innovative potential of consumers and consumer communities. Despite the potential, the studied corporate open innovation initiatives fail to attract sustained engagement among co-creating participants. The underdeveloped state of these islands in terms of innovation tasks and the lack of knowledge about how to attract innovative avatars raise key concerns about the nature of the experience avatars have on corporate sites. In a quantitative study we examine the importance of the experience in encouraging active participation in the innovation tasks. When participants experience an inspiring, intrinsically motivating, involving and fun co-creation experience, they participate more intensely. Prior research on virtual new product development is extended to the virtual world context and insights of the virtual co-creation experience serve as guidelines for the conception of avatar-based innovation initiatives.
  •  
45.
  • Larm, Peter, et al. (författare)
  • The role of online social network chatting for alcohol use in adolescence : Testing three peer-related pathways in a Swedish population-based sample
  • 2017
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 71, s. 284-290
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of the study was to examine whether online social network chatting (OSNC) is related to any of three peer-related pathways to alcohol use among adolescents including a stress-exposure pathway, a peer status pathway and a social context pathway. A survey was distributed to a Swedish population based sample of 2439 boys and girls 15-16 years old enrolled in the 9th grade of primary school. Indirect effects, moderating effects, and gender differences were analysed. The results exposed a robust positive association between OSNC and alcohol use, but also that OSNC accounted for one-fifth of the association between the peer status pathway and alcohol use. A positive association between the stress exposure pathway and alcohol use was found that was weaker among adolescents who scored high on OSNC whereas a positive association between the social context pathway and alcohol use also was found that was stronger among adolescents who scored high on OSNC. Consequently, OSNC may contribute differently to alcohol use depending on which peer-related pathway that the adolescent follows. The robust positive association between OSNC and alcohol use that remained when the three peer-related pathways were accounted for also indicates that this association is accounted for by other factors.
  •  
46.
  • Li, Hansen, et al. (författare)
  • Potential protection of computer gaming against mental health issues : Evidence from a Mendelian randomization study
  • 2023
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 144
  • Tidskriftsartikel (refereegranskat)abstract
    • Computer gaming may negatively impact mental health. To mitigate the inherent defects of the existing observational studies, we employed the Mendelian randomization (MR) design to examine the role of computer gaming on mental health issues using large-scale genome-wide association study (GWAS) data. A computer gaming and four mental health issue datasets were obtained from UK-Biobank and FinnGen respectively. We evaluated the causal effects using inverse variance weighted (IVW), weighted median, and MR-Egger estimators, followed by a series of sensitivity analyses. We found no distinctive results under a Bonferroni-corrected significance level (p < 0.013). Nevertheless, we observed suggestive evidence in IVW estimations supporting the causal effects of computer gaming on depression medication consumption (OR = 0.579; 95%CI: 0.347-0.996; p = 0.036) and anxiety disorders (OR = 0.471; 95%CI: 0.246-0.903, p = 0.023). Our findings indicate a potential protective effect of computer gaming against mental health issues, which underscores the bright sides of computer gaming, and also offers insights into the health promotion strategies based on digital interventions. Given our limitations, we call for future research to re-examine our findings and explore underlying mechanisms.
  •  
47.
  • Lindahl, Mats, 1955-, et al. (författare)
  • Can we let computers change practice? Educators’ interpretations of preschool tradition
  • 2012
  • Ingår i: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 28:5, s. 1728-1737
  • Tidskriftsartikel (refereegranskat)abstract
    • The introduction of ICT into preschool practice is generally lagging. However, there is a variation regarding use of new technology. Hence, the aim of this study is to analyze which are the possibilities and difficulties to embed computers into preschool practice. Data consists of naturalistic texts from 31 preschool teacher students revealing their experiences from trying to embed computers into practice. Analysis of data was guided by a framework adapted from Giddens’ structuration theory, focussing on students’ drawing on tradition and on knowledge claims when justifying their stances. Results show ambivalence to computer use. However, two groups of students emerged. One group embraced the new technology, whereas the other group conceived new technology as a threat to tradition. Depending on how activities are interpreted to fit into preschool tradition, using computers can or cannot be justified. Understanding tradition, as partially values and partially routines, provides possibilities to modify preschool practice to include computer activities. Knowledge claims, for example pertaining to developmental stimulation, can also be used as justifications for embedding computers into preschool practice. If, however, values appear to be threatened, tradition as well as knowledge claims can be used to justify protection against using computers in preschool practice.
  •  
48.
  • Linnman, Clas, et al. (författare)
  • The Stroop effect on the internet
  • 2006
  • Ingår i: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 22:3, s. 448-455
  • Tidskriftsartikel (refereegranskat)abstract
    • The classical Stroop color-naming task was converted to a Web administered version and tested against a conventional computerized version. In the first experiment, 20 male and 20 female participants were tested individually on both Stroop versions in random order. Both versions resulted in strong Stroop effects, but response times were slower overall for the Web-Stroop. A second experiment with 28 participants showed that the test results on the Web-Stroop could be replicated in a less controlled experimental setting, for example in the participant's own home. In conclusion, findings suggest that administration of the Stroop color-naming test, and response time measurement in milliseconds on a personal computer, is possible via the Internet. © 2004 Elsevier Ltd. All rights reserved.
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49.
  • Lunde, Carolina, 1979, et al. (författare)
  • Sexting experiences and motivations among adolescents with ADHD and ASD
  • 2023
  • Ingår i: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 140
  • Tidskriftsartikel (refereegranskat)abstract
    • Sexting (i.e., to send and receive self-produced sexual materials) has become a common element in adolescents’ socio-sexual exploration. Although often harmless, sexting also involves the risk of abuse, and potentially more so for some adolescents than for others. Adolescents with attention deficit disorder (ADHD) and/or autism spectrum disorder (ASD) have been pointed out as potentially more vulnerable online, yet research to support or reject these concerns is sparse. Focusing on sending sexts, this study compares sexting rates, sexting experiences, and sexting motivations of Swedish adolescents with ADHD and/or ASD to adolescents without these diagnoses. In all, 1063 adolescents (aged 15 to 19), 164 of whom self-reported ADHD and/or ASD, completed a survey about their sexting experiences. The results revealed both differences and similarities between groups. Adolescents with ADHD sexted more and reported more pressure to sext. No group differences were noted in terms of reporting positive or negative experiences. Sexting motivations were also similar between groups, although sexting for aggravated reasons was more common among adolescents with ADHD and/or ASD. Our findings suggest that adolescents with ADHD and ASD mainly use sexting for sexual gratification and exploration, but also report experiences and motivations that may indicate increased vulnerability in relation to sexting.
  •  
50.
  • Mattila, Osmo (författare)
  • Restoration in a virtual reality forest environment
  • 2020
  • Ingår i: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 107
  • Tidskriftsartikel (refereegranskat)abstract
    • The focus in this research was on the effects of restorative experiences in an immersive virtual reality (VR) forest environment. For 5 min one hundred participants used a VR application depicting a forest via a head-mounted display and headphones. The extent of the restorative effect on the participants was measured in terms of perceived restorative outcomes, vitality, and mood before and after using the VR application. After finding out that using the VR application improved the perceived restoration outcomes, vitality and mood of the participants, the perceived restoration of the VR environment was compared with experiences in physical forests. According to the results, the VR environment was generally perceived as restorative as the physical forest environments, and more fascinating and coherent. The results imply that VR technology could have an effective restorative function during a school or work day when there is no access to highly restorative natural environments. Knowledge about the restorative qualities of physical and virtual natural environments could be applied to develop both the virtual and physical environments that are currently available and where people have access to.
  •  
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