Dissertations / Theses on the topic 'Internet programming Psychological aspects'

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1

劉輝儉 and Fai-kim Lau. "Sociological, psychological aspects of internet swearwords." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256338.

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Lau, Fai-kim. "Sociological, psychological aspects of internet swearwords /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25474169.

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3

Saberi, Amin. "Algorithmic Aspects of the Internet." Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.

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The goal of this thesis is to use and advance the techniques developed in the field of exact and approximation algorithms for many of the problems arising in the context of the Internet. We will formalize the method of dual fitting and the idea of factor-revealing LP. We use this combination to design and analyze two greedy algorithms for the metric uncapacitated facility location problem. Their approximation factors are 1.861 and 1.61 respectively. We also provide the first polynomial time algorithm for the linear version of a market equilibrium model defined by Irving Fisher in 1891. Our algorithm is modeled after Kuhn's primal-dual algorithm for bipartite matching. We also study the connectivity properties of the Internet graph and its impact on its structure. In particular, we consider the model of growth with preferential attachment for modeling the graph of the Internet and prove that under some reasonable assumptions, this graph has a constant conductance.
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Diener, Diane M. (Diane May). "The effect of locus control on exposure to computers and programming experience /." Thesis, McGill University, 1985. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=63298.

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5

Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.

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Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s.
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Sakaguchi-Inoue, Junko. "The potential impact of the Internet kiosk on electronic commerce." Thesis, Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/17611.

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Wong, Hing-yee Karen. "Psychosocial and personality factors as related to adolescents' use ofthe internet." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B29727625.

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Mahon, Sheila Anne. "Leveraging user content in E-commerce to gain and maintain market dominance." Thesis, Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/17587.

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9

Andersson, Gerhard. "Clinical Aspects of Tinnitus- Course, Cognition, PET, and the Internet." Doctoral thesis, Uppsala University, Department of Surgical Sciences, 2000. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-539.

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The purpose of this thesis was to develop novel ways to study tinnitus, to investigate the course of tinnitus, and to study the effects of cognitive-behaviour therapy on tinnitus related distress. Data from 377 tinnitus patients were collected.

A group of 216 patients completed audiological measures and were assessed in a structured interview. The Klockhoff and Lindblom's grading system was used and its inter-rater reliability assessed in a subsample showing a high degree of correspondence. A discriminant analysis showed that a substantial proportion of patients could be correctly classified into grade II or III, by measures of pitch, minimal masking level of tinnitus, avoidance of situations because of tinnitus, and tolerance in relation to onset.

Using tests developed in cognitive psychology, it was found that tinnitus patients had impaired performance. There was no evidence for an attentional bias towards tinnitus related words using a computerized emotional Stroop task, but masking sounds of an "on-and-off" character were more disruptive than constant masking when patients performed the digit-symbol test. It is suggested that tinnitus distress may be increased by the 'changing-state' character of the tinnitus signal, or alternatively by intermittent masking sounds.

In a case-study a patient received an i.v. injection of lidocaine while Positron Emission Tomograpy was conducted. The brain activity associated with tinnitus included the left primary, secondary and integrative auditory brain areas, as well as right paralimbic areas related to negative feelings. The precuneus (Brodmann area 7) might be a brain area involved in the aversiveness associated with tinnitus.

Using a tinnitus questionnaire as the dependent measure it was found that tinnitus maskability at admission predicted distress at follow-up for an average of five years following admission. Some improvement in tinnitus occurred over time, but this was more evident in patients who had received a cognitive-behavioural treatment program.

The effect of an Internet based cognitive-behavioural self-help treatment program for tinnitus was investigated showing a high dropout rate, but with positive results in that the treated patients improved.

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Khalil, Omar Elnadi M. "An Empirical Investigation of the Impact of Cognitive Complexity and Experience of Programmers, and Program Complexity on Program Comprehension and Modification." Thesis, North Texas State University, 1986. https://digital.library.unt.edu/ark:/67531/metadc331368/.

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The psychological characteristics of programmers are believed to be important determinants of programming productivity. However, little evidence is available to support this contention. This investigation, motivated by the lack of such evidence, was concerned with determining the influence of the programmer's cognitive complexity (differentiation and integration) and experience on comprehending and modifying programs of different levels of complexity. Data were collected from ninty-three graduate and undergraduate students in a classroom experimental setting. In the first phase of the experiment, a background questionnaire was administered in order to collect experience and other demographic information. Also, a domain-specific Role Construct Repertory (REP) Test was administered to collect cognitive complexity information. In the second phase, the subjects were randomly assigned to either the program comprehension group or to the program modification group. Both groups used two COBOL programs of differing levels of complexity to do comprehension and modification exercises. Three sets of hypotheses were tested. The first set of hypotheses was designed to evaluate the direction and strength of the relationship between cognitive complexity and program comprehension and modification. The second set of hypotheses was designed to evaluate the combined influence of cognitive complexity and program complexity on the comprehension and modification of the programs. The third set of hypotheses was designed to evaluate the moderating effect of experience on the relationship of cognitive complexity to program comprehension and modification. Cognitive integration was found to have a significant and positive nonlinear relationship only with the relatively complex program modification scores. The subjects who were ranked high in cognitive integration performed better than those ranked low in modifying the relatively complex program; but they performed the same in modifying the relatively simple program. Cognitive differentiation was found to have no significant relationship with either comprehension scores or modification scores. Experience of the subjects did not significantly moderate the relationship of cognitive complexity and program comprehension and modification.
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Brendel, Claudia. "Identity and representation on the internet." Thesis, Stellenbosch : Stellenbosch University, 2001. http://hdl.handle.net/10019.1/52301.

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Thesis (MA)--University of Stellenbosch, 2001.
ENGLISH ABSTRACT: This thesis investigates the ways in which identity is established and represented on the Internet. Through detailed case studies of different Internet sites, I examine the changing parameters of these concepts, and indeed of our concept of 'reality' itself. I then undertake a detailed reading of a number of films that represent the Internet as an integral part of their narrative. I make use, but also critique, postmodern understandings of identity and representation. Existing postmodern theories of identity and representation cannot fully account for the way Internet identity functions and the Internet interacts with other media and offline life. New analyses are required to explain the interactions between these concepts. This thesis uses the constructs of presence, performance, the body, and narrative to describe the way in which identity and representation function online, are represented in film and influence offline life.
AFRIKAANSE OPSOMMING: Hierdie tesis beskou die maniere waarop identiteit op die internet gevestig en oorgedra word. Ek ondersoek die veranderende parameters van hierdie konsepte deur uitgebreide gevallestudies van verskillende internetruimtes te doen, en bekyk ook ons opvatting van die werklikheid self. Voorts doen ek 'n deurtastende ondersoek na 'n aantal films wat die internet as 'n integrale rolspeler in die narratief voorstel. Ek maak gebruik van, maar beoordelook, postmodernistiese beskouings van identiteit en oordrag. Die bestaande postmodernistiese teorieë oor identiteit en oordrag kan nie volledig rekenskap gee van die wyse waarop die internet-identiteit funksioneer of hoe die internet op ander media en aftydse middele reageer nie. Nuwe ondersoeke is nodig om die wisselwerking tussen hierdie konsepte te verduidelik. Hierdie tesis gebruik die begrippe van aanwesigheid, optrede, hoofinhoud en narratief om die wyse waarop indentiteit en oordrag intyds funksioneer, in film oorgedra word en aftydse middele beïnvloed, te beskryf.
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12

Jorstad, Connie Mae. "Small groups vs. the Internet : two types of personal interaction and their effects on social capital." Virtual Press, 1998. http://liblink.bsu.edu/uhtbin/catkey/1115762.

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This study examines the differences between interaction in Internet chat rooms and face to face communication and the effect those differences have on the development of social capital. Much has been written recently regarding the decline of social capital as evidenced by decreasing membership in small organizations. However, relatively little has been written about the potential for social capital to be_ developed through other forms of interaction. Results of this study indicate that though there are differences in the two experimental groups, there are no statistically significant differences between them.
Department of Political Science
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13

Luo, Ying. "Motivation, emotion, attitude, & gratification in the use of online video media." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/260.

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Online video media share a great part of similar attributes with traditional mass media. They also bear some fresh features of Web 2.0, such as integration, interactivity, both synchrony and asynchrony, which break the traditional pattern of media viewing and using. They allow for new forms of user activities and offer the user a participatory experience/role so as to facilitate the evolution and dynamic reintegration of the networked society as well as the whole social environment. Online video media have therefore been drawing lots of attention from both the industry and academic field since the emergence. The aims of this research are to: 1) investigate uses and gratifications theorizations in the era of Web 2.0, with online video media the typical target, by finding out the wide and coherent spectrum of online video media usage motivations and gratifications; 2) construct a comprehensive framework of online video media uses and gratifications from integrated and interdisciplinary perspectives; 3) verify the interactive relationships between or among the variables presented in the framework. Survey is adopted for data collection in this study. Convenient sampling and snowball sampling are used. A total of 470 respondents in mainland China complete the questionnaire online, in which 462 are online video media users and the rest 8 are non-users. The online video media uses and gratifications items are then subject to principal components factoring with varimax rotation. Seven factors are identified to explain 67.31% of the variance. Results indicate that the nature of device is a potential source of resulting in unique media outcomes, and habitual behavior of mobile video use has become a part of netizens’ life. More importantly, significant differences in both motivation and gratification between the two user identities are found. Besides, different genres of media contents are related to different motivations and gratifications, and may predict different degrees of interactivity. Moreover, results show that, people in different types of emotions (positive and non-positive) tend to arouse different motivations and attempt to seek different gratifications. Investigation also detect the relationships among dependency, activities after use and attitudes during the motivation and gratification process. It is concluded that, online video media usage is a spiral feedback process of dependency, activities after use and attitudes. During the process of motivation and gratification, people gain experience and derived perceptions, and the beliefs/loyalty gradually forms. Online video media usage is an interactive and dynamic process. During the process, user interacts with the media as well as with other users in the networked society. Though media culture, media literacy and social participation are still weak and limited in the domestic networked society, online video media user exhibits more active, intentional and conscious actions, which is distinguished from traditional mass media audience. In general, this study contributes to the understanding of user’s behaviors, needs and the effects of the new media.
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Saunders, Dawn Elizabeth. "A psycho-educational programme for cricket players using neuro-linguistic programming." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/1164.

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Thesis (PhD (SportPsych))--University of Stellenbosch, 2009.
There has been a greater awareness in the psychological aspects of sport over the past few decades, and in particular, how the psyches of the players affect their performance. The game of cricket has been no exception. Neuro-Linguistic Programming (NLP) has been used successfully in the business world, but very little research has been done in the sport milieu. The motivation for this research was two-fold. First, there was the need for a cricket team to be mentally prepared to play at their highest potential on provincial level; second, the researcher was curious about NLP techniques being successfully applied in sport. NLP is the study of human excellence. It describes human functioning, and focuses on experience and experimenting rather than prescription; it can focus on how to intervene, transform and improve human functioning. NLP uses modelling to identify particular skills in successful people. (They like to say: “If he can do it, then I can do it too”.) Neuro refers to the nervous system and how it processes particular codes in the body through the five senses. Linguistic refers to the use of language and how it gives meaning to the neural processes through communication and symbolic systems. Programming refers to how a person sequences his actions to achieve his goals.
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McGlynn, Joseph. "More connections, less connection: An examination of the effects of computer-mediated communication on relationships." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5449/.

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The impact of computer-mediated communication (CMC) on relational behavior is a topic of increasing interest to communication scholars (McQuillen, 2003; Tidwell & Walther, 2002). One of the most interesting issues that CMC raises concerns the impact of CMC on relational maintenance and development. Using dialectical theory, social exchange theory, social information processing theory, and the hyperpersonal perspective as theoretical frameworks, this study used quantitative and qualitative analyses to identity potential effects of CMC on relationships. Study 1 (n=317) examined the effects of CMC on relational closeness, satisfaction, and social support. Study 2 (n=196) explored the reasons individuals provide for privileging computer-mediated forms of communication, and the perceived effects of using CMC in relational communication. Results indicated that quality of CMC predicted increased perceptions of social support and relationship satisfaction. Results further suggested that CMC enabled participants to manage more effectively relational tensions of autonomy-connection and openness-closedness. Specifically, individuals used CMC to retain higher levels of conversational control, and to maintain greater numbers of relationships with decreased levels of investment. This paper concludes with a discussion of implications and directions for future research.
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Hassan, Neil Ryan. "Predicting sexual sensation seeking : the third variable effect of time spent on the internet." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/86705.

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Thesis (MA)--Stellenbosch University, 2014.
ENGLISH ABSTRACT: The most commonly searched for topic on the internet revolve around sexuality. These searches, known as online sexual pursuits, may be influenced by one’s personality traits, such as sexual sensation seeking (Kalichman et al., 1994), which has been associated with various sexual risk behaviours and could increase one’s chances of contracting sexually transmitted diseases and infections. It is therefore vital for researchers to examine the association between sexual sensation seeking and the internet. This study collected data from 336 participants who responded to instruments on an online survey which consisted of a demographic questionnaire, the Sexual Sensation Seeking Scale (Kalichman et al., 1994), the Sexual Compulsivity Scale (Kalichman & Rompa, 1995), the Big Five Inventory (John, Naumann, & Soto, 2008), the Real Me Questionnaire (Amichai-Humburger, Wainapel, & Fox, 2002), Klein’s Sexual Orientation Grid (Klein, 1993), and items associated with sexual risk behaviour (Mashegoane, Moalusi, Ngoepe, & Peltzer, 2002), online deception (Capri & Gorski, 2006; Stieger , Eichinger, & Honeder, 2009), and internet use. Results from multiple regression analyses indicated that extraversion, agreeableness, conscientiousness, neuroticism, sexual compulsivity, sexual risk behaviour, and online self-disclosure were statistically significant (p < .05) predictors of sexual sensation seeking. The study used product-term regression analysis to examine the influence that time spent on the internet has on sexual sensation seeking and its relationship with the statistical predictors thereof. Three distinct third variables were used, namely, hours spent on the internet for work purpose (work hours), hours spent on the internet associated with online sexual pursuits (sexual hours), and hours spent on the internet for personal purposes (personal hours). Through the use of product-term regression analyses I was able to show that work hours as a third variable moderated the relationship between extraversion and sexual sensation seeking; work hours indirectly influenced sexual sensation seeking through sexual compulsivity; and that work hours as a third variable moderated the relationship between online self-disclosure and sexual sensation seeking. Furthermore, sexual hours as a third variable moderated the relationship between sexual compulsivity and sexual sensation seeking. Finally, I have shown that, within the sample, personal hours as a third variable moderated the relationship between sexual compulsivity and sexual sensation seeking; personal hours indirectly influenced sexual sensation seeking through sexual risk behaviour; and personal hours indirectly influenced sexual sensation seeking through online self-disclosure. It thus seems that time spent online influences sexual sensation seeking. It is advised that internet use policies be put in place to establish and maintain a professional culture within the workplace, and to ensure that job performance is consistently met. Internet software packages may be used to identify and report unauthorized online activity, and monitor hours spent online in order to identify individuals who may require treatment with regards to problematic internet use, sexual compulsivity, and inappropriate sexual behaviour in the workplace. Furthermore, the results of this study highlight the internet’s influence on the relationship between sexual compulsivity and sexual sensation seeking, and as such, may be of interest to sex therapists and counsellors in the field of hypersexuality. Finally, corporations, university officials, and youth and sexual health organisations may want to create awareness and provide educational resources with regards to the health risks associated with exploring sexuality via the internet.
AFRIKAANSE OPSOMMING: Temas wat rondom seksualiteit gefokus is, is die mees algemeenste onderwerp wat op die internet nagevors word. Hierdie internet soeke, naamlik aanlyn seksuele strewe, word deels beïnvloed deur persoonlikheids-eienskappe, soos seksuele sensasiesoeke. Verder, seksuele sensasiesoeke is geassosieer met ‘n wye reeks riskante seksuele gedrag en kan die kanse tot seksueel oordraagbare siektes en infeksies verhoog. Hieruit volg dus die noodsaaklikheid dat navorsers die assosiasie moet ondersoek tussen seksuele sensasiesoeke en die internet. In ‘n aanlyn-opname is data van 336 respondente versamel deur die gebruik van instrumente soos 'n demografiese vraelys, Seksuele Sensasiesoekende Skaal (Kalichman et al., 1994), Seksuele Kompulsiwiteit Skaal (Kalichman & Rompa, 1995), Groot-Vyf Inventaris (John, Naumann, & Soto, 2008), Ware Ek Vraelys (Amichai-Humburger, Wainapel, & Fox, 2002), Klein se Seksuele Oriëntasie Rooster (Klein, 1993), en items wat verband hou met riskante seksuele gedrag (Mashegoane, Moalusi, Ngoepe, & Peltzer, 2002), aanlynmisleiding (Capri & Gorski, 2006; Stieger , Eichinger, & Honeder, 2009), en internetgebruik. Resultate van 'n meervoudige regressie-analise het aangedui dat ekstraversie, pligsgetrouheid, welgevalligheid, neurotisisme, seksuele kompulsiwiteit, riskante seksuele gedrag, en aanlyn self bekendmaking statisties beduidende (p < .05) voorspellers van seksuele sensasiesoeke is. Hierdie studie het produk-term regressie-analise (toets vir interaksie met behulp van meervoudige regressie) gebruik om die derde veranderlik van tyd wat op die internet gespandeer word te analiseer met betrekking tot die verhouding tussen seksuele sensasiesoeke en die statistiese voorspellers van seksuele sensasiesoek. Die derde veranderlike bestaan uit drie verskillende kategorieë naamlik, ure wat aanlyn gespandeer is vir werksdoeleindes (werksure), ure wat op die internet gespandeer is wat verband hou met aanlyn seksuele strewe (seksuele ure), en ure wat aanlyn vir persoonlike doeleindes gespandeer is (persoonlike ure). Resultate dui daarop neer dat werksure die verhouding tussen ekstraversie en seksuele sensasiesoeke gemodereer het, werksure het seksuele sensasiesoeke indirek gebeïnvloed deur seksuele kompulsiwiteit, en dat werksure die verhouding tussen aanlyn selfbekendmaking en seksuele sensasiesoeke gemodereer het. Verder het seksuele ure die verhouding tussen seksuele kompulsiwiteit en seksuele sensasiesoeke gemodereer. Persoonlike ure het die verhouding tussen seksuele kompulsiwiteit en seksuele sensasiesoeke gemodereer, persoonlike ure het seksuele sensasiesoeke indirek gebeïnvloed deur riskante seksuele gedrag, en persoonlike ure het seksuele sensasiesoeke indirek beïnvloed deur aanlyn selfbekendmaking. Dit blyk derhalwe dat die tyd wat op die internet gespandeer word het 'n invloed op seksuele sensasiesoeke. Daar word voorgestel dat beperkende beleidsriglyne binne internetgeledere ingestel word ten einde ‘n professionele kultuur binne die werkplek te verseker. Internet-programme kan gebruik word om ongemagtigde internet-aktiwiteit te identifiseer en aan te meld, aanlyntyd te kontroleer en persone te identifiseer vir moontlike behandeling vir internetverwante probleme, seksuele kompulsiwiteit en ontoepaslike seksuele gedrag binne die werkplek. Voorts fokus hierdie studie op die invloed van die internet met betrekking tot die verhouding tussen seksuele kompulsiwiteit en seksuele sensasiesoeke, en kan van beduidende belang wees vir seksterapeute en beraders wat spesialiseer in die veld van hiperseksualiteit. Ten slotte skep hierdie studie ‘n platform vir organisasies, universiteite, jeug- en seksuele gesondheidsorganisasies om bewustheid en programme te bevorder wat die gesondheids-risiko’s aanspreek wat verband hou met seksuele strewe op die internet.
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Said, Laila Refiana. "The influences of cognitive, experiential and habitual factors in online games playing." University of Western Australia. Faculty of Economics and Commerce, 2006. http://theses.library.uwa.edu.au/adt-WU2006.0100.

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[Truncated abstract] Online games are an exciting new trend in the consumption of entertainment and provide the opportunity to examine selected antecedents of online game-playing based on studying the cognitive, experiential and habitual factors. This study was divided into two parts. The first part analysed the structural relations among research variables that might explain online game-playing using the Structural Equation Modeling (SEM) techniques. These analyses were conducted on a final sample of 218 online gamers. Specific issues examined were: If the variables of Perceived Game Performance, Satisfaction, Hedonic Responses, Flow and Habit Strength influence the Intention to Replay an online game. The importance of factors such as Hedonic Responses and Flow on Satisfaction in online game play. In addition to the SEM, analyses of the participants? reported past playing behaviour were conducted to test whether past game play was simply a matter of random frequency of past behaviour, or followed the specific pattern of the Negative Binomial Distribution (NBD). … The playing-time distribution was not significantly different to the Gamma distribution, in which the largest number of gamers plays for a short time (light gamers) and only a few gamers account for a large proportion of playing time (heavy gamers). Therefore, the reported time play followed a simple and predictable NBD pattern (Chisquare=. 390; p>.05). This study contributes to knowledge in the immediate field of online games and to the wider body of literature on consumer research. The findings demonstrate that gamers tend to act habitually in their playing behaviour. These findings support the argument that past behaviour (habit) is a better explanation of future behaviour than possible cognitive and affective explanations, especially for the apparent routinesed behaviour pattern on online games. The pattern of online game-playing is consistent with the finding of the NBD pattern in television viewing, in which the generalisability of the NBD model has been found in stable environments of repetitive behaviour. This supports the application of the NBD to areas beyond those of patterns in gambling and the purchase of consumer items. The findings have implications both for managerial and public policy decision-making.
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Zhou, Yining. "Disappointment as an effect of curiosity and political apathy: modernation of self-efficacy and mediation of media selection." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/172.

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The study adopts Uses and Gratifications (U&G) theory as the framework to test antecedents and consequences in using fanqiang (bypassing Internet censorship) as an alternative medium along with accessible Internet, TV, newspaper and radio as mainstream media in a Chinese context. By online between-group experimentation (N = 132 in the experimental group, N = 127 in the control group), the study shows that curiosity about forbidden political content and political apathy predict fanqiang and most accessible media use tendencies. Moderation effects exist between curiosity and self-efficacy in predicting fanqiang tendencies. Disappointment as an emotional effect is directly related to curiosity and political apathy, where the mediation effects of media use tendencies are not salient. Explicit Internet censorship increases curiosity about forbidden political content and decreases the dimension of lack of interest in political apathy. However, it does not change accessible media use tendencies and disappointment levels. Still, participants show fewer of fanqiang tendencies than with accessible media, except radio. The results highlight the cognitive roots of motivations and emotional constructs as a part of gratification in U&G research, that self-efficacy as a necessary requirement for curiosity to drive media use, and that information attributes can change motivations. We urge future scholars to build broader explications of political apathy when applied to different societies, to try diverse methods like experimentation in U&G research, and to adopt a sociopsychological approach when studying the influences and effectiveness of Internet censorship.
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Catino, Robert J. "Relationship Between Flow Experience, Flow Dimensions, and the Equivalence of Challenges and Skills in the Web-Based Training Environment." Thesis, University of North Texas, 2000. https://digital.library.unt.edu/ark:/67531/metadc2582/.

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This study applied components of Csikszentmhalyi’s flow theory to the Web-based Training (WBT) environment. Specifically considered were how the equivalence of a learner’s perceived challenges and skills for an activity can effectively predict the emergence of flow in the WBT environment. Also considered was the ability of flow dimensions — defined in flow theory — to predict and model the occurrence of flow during WBT activities. Over a period of about one hour, students (n=43) from a southwestern US university engaged in WBT learning activities pertaining to on-line coursework or self-study. A special Web-based software installed on the students’ computers sporadically reminded them to complete a series of on-line questionnaires which collected data on their flow experience, learning activities, and flow dimensions. The data collection method employed by this study is effectively an electronic, Web-enabled version of, and functionally equivalent to, the Experience Sampling Method (ESM) used in other flow studies. This study employed questionnaires used in prior flow studies to collect data regarding respondents’ flow experiences and flow dimensions, and developed an on-line instrument to collect data on students’ learning experiences based on instructional events found in computer-based lessons from Gagné. Significant findings (p<.05) from this study suggest that, in the WBT environment studied, as the relative level of challenge and skill of a learning activity increases, so does the level of flow experienced by the individual. This study also found that flow dimensions are good predictors of flow experience. The results of this study should have important implications for WBT users and instructional designers. Since flow is a positive experience that most individuals wish to repeat, understanding how to facilitate the occurrence of flow, from both the WBT user’s and instructional designer’s perspective, is likely to be beneficial to the rapidly emerging field of WBT.
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Young, Ming-yan Charmian, and 楊名殷. "Relationship between internet communication and social anxiety in adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B45590448.

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Lundahl, Therese. "Socialhållbarhet i webbforum : Hur påverkar deltagarna varandra genom interaktion på Internet." Thesis, Mittuniversitetet, Avdelningen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-33235.

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Trolling can affect a web forum and the social sustainability of a forum thread through an activity that leads to negative consequences for participants and participation. Trolling means posts with insults and attacks that are intended to provoke and irritate. By studying the consequences of interaction in web forums on programming, a better understanding of social sustainability is created. Social sustainability aspects concern human well-being but also basic needs for survival. A qualitative approach, inspired by netnography, provided the opportunity to interpret the contexts that arise in a forum conversation and how participation is influenced by the contributions of different participants. The approach created the basis for answering the research question: How does the interaction between participants affect social sustainability and what are the consequences of meetings in both national and international web forum for programming discussions? The analysis of data was conducted through interpretation of text and a process adapted to the netnography, which meant abstraction and comparison, control and refinement, generalization and theorizing. The results show that international forum threads, with English as the communication language, are less socially sustainable, than the national ones. Almost half of the forum threads in the study, 8 out of 17, can be assessed socially sustainable. Kudos trolling with interference in the interaction is recorded the most times but is only found in 3 of 17 forum threads. All forum threads that addressed school assignments were influenced by misunderstandings and a lack of understanding regarding the description of the question or answers.
Trollning kan påverka ett webbforum och en forumstråds sociala hållbarhet genom en aktivitet som leder till negativa konsekvenser för deltagarna och deltagandet. Trollning innebär inlägg med förolämpningar och påhopp som är avsedda att provocera och irritera. Genom undersökning av konsekvenser av interaktion i webbforum gällande programmering skapas en bättre förståelse för den sociala hållbarheten. Sociala hållbarhetsaspekter berör mänskligt välbefinnande, men även grundläggande behov för överlevnad. En kvalitativ ansats, inspirerad av netnografi, gav möjligheter att tolka de sammanhang som uppstår i en forumskonversation, och hur deltagandet påverkas av olika deltagares inlägg. Ansatsen skapade grunder för att besvara forskningsfrågan: Hur påverkar interaktionen mellan deltagare den sociala hållbarheten, och vilka är konsekvenserna av möten i, både nationella och internationella, webbforum för programmeringsdiskussioner? Analysen av data genomfördes genom tolkning av text, och en process anpassad till netnografin som innebar abstraktion och komparation, kontroll och förfining, generalisering samt teoretiserande. Resultatet visar att internationella forumstrådar, med engelska som kommunikationsspråk, är mindre socialt hållbara än de nationella. Nästan hälften av forumstrådarna i studien, 8 av 17, kan bedömas socialt hållbara. Kudostrollning med störning i interaktionen registreras flest gånger, men återfinns endas i 3 av 17 forumstrådar. Alla forumstrådar som behandlade skoluppgifter påverkades av missförstånd, och en oförståelse rörande beskrivning av frågan eller svaren.
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Shibuya, Clécia Lorena do Amaral. "Do virtual ao real : implicações da internet nos projetos de vida do adolescente." Universidade Católica de Pernambuco, 2012. http://www.unicap.br/tede//tde_busca/arquivo.php?codArquivo=822.

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O adolescente é considerado um dos principais agentes de transformação social, um manancial de expectativas do futuro, atualizando a família e os que estão em seu entorno sobre o que se passa na sociedade. Atualmente, passa por experiências de extrema velocidade: acesso a uma quantidade de informações quase inesgotáveis e contatos imediatos, sem delimitação de fronteiras físicas, através da Internet. Esse recurso não só revolucionou as diferentes tecnologias, mas também mudou a configuração social em que vivemos, a forma como percebemos o mundo, como nos inserimos nele, e, principalmente, a nossa forma de ser. Em face dessas mudanças, que acontecem em tempo real, o computador conectado à Internet tornou-se para muitos um companheiro fiel de todas as horas, sobretudo para o adolescente, que parece usá-lo como recurso indispensável aos seus contatos com o outro, com o mundo. A contemporaneidade tem marcas que são comuns a todos os sujeitos. No entanto, a experiência do adolescente em seu processo de transição em um mundo de extrema velocidade tem sido marcada pela indefinição de projetos futuros, fugacidade, volatilidade, consumismo, entre outras questões que têm dificultado todo seu processo de amadurecimento. A insegurança, característica desse momento, é ainda realçada pelo desamparo, pela falta de referências, pela falta de continência e pela impossibilidade de criação de projetos para a vida adulta. Projeto de vida aqui tem um sentido mais abrangente, não diz respeito apenas a uma dimensão profissional, mas à inclusão do sujeito no universo de relações sociais e afetivas, com vistas à implementação de perspectiva para uma vida adulta. Tudo isso nos levou a indagar as possíveis repercussões do uso da Internet na criação dos projetos de vida dos adolescentes. Para tanto, buscou-se refletir especificamente sobre as seguintes questões: Quais os sentidos do uso da Internet para os adolescentes? Os adolescentes pesquisados se preocupam em criar projetos de vida? É possível relacionar o uso da Internet à elaboração de seus projetos de vida? Para dar conta dessa empreitada, foi realizado um estudo teórico baseado na referência winnicottiana, sobretudo nas noções de transicionalidade, ilusão, espaço potencial e experiência cultural. Participaram da pesquisa dez adolescentes do sexo feminino, com idade entre 16 e 17 anos, sendo todas estudantes da rede pública estadual da região metropolitana do Recife-PE, cursando entre o primeiro e o terceiro ano do ensino médio. Os dados coletados foram analisados priorizando-se a autopercepção das participantes e os resultados obtidos demonstraram que a Internet é um ambiente que pode ser usado criativamente, de acordo com as demandas do sujeito. Além disso, promove uma passagem do virtual ao real, na medida em que as adolescentes navegam em um mundo sem fronteiras, onde podem brincar, criar, ensaiar para o futuro e ver como acontece na vida real
The teenager is considered one of the main agents of social transformation, a wealth of expectations of the future, updating the family and those around them about what is happening in society. Currently, the youth goes through extremely speedy experiences: access to an almost inexhaustible amount of information and immediate contact, without demarcation of physical boundaries through the Internet. This feature not only revolutionized the different technologies, but also changed the social configuration in which we live, how we perceive the world how we are embedded in it, and, above all, our way of being. Given these changes, which occur in real time, the computer connected to the Internet has become for many a faithful companion of all hours, especially for teenagers who seem to use it as an indispensable resource for their contacts with others, with the world. The contemporary world has marks that are common to all subjects. However, the experience of adolescents in their transition into a world of extreme speed has been marked by uncertainty of future projects, fugacity, volatility, consumerism, among other issues that have hindered their entire process of maturity. Insecurity, characteristic of this time is further enhanced by helplessness, lack of references, lack of continence and the impossibility of creating projects for adult life. Life project here has a broader meaning, it concerns not only a professional dimension, but the inclusion of the subject in the universe of social and affective relationships with a view to implementing a vision for adult life. All this led us to investigate the possible effects of Internet use in the creation of projects of life of adolescents. To this end, we sought to reflect specifically on the following questions: What are the meanings of Internet use for teens? Are the teens surveyed concerned with creating life projects? It is possible to relate the use of the Internet to the development of their life projects? To realize this endeavor, we performed a theoretical study based on Winnicotts reference, especially the notions of transitionality, illusion, space potential and cultural experience. The participants were ten female adolescents, aged between 16 and 17 years, all students in public schools in the metropolitan area of Recife-PE, studying between the first and third year of high school. The collected data were analyzed with special emphasis on the participants self perception and the results showed that the Internet is an environment that can be used creatively, according to the demands of the subject. It also promotes a passage from virtual to real, to the extent that adolescents navigate in a world without borders, where they can play, create, rehearse for the future and see how it happens in real life
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Wylde, Charlotte Anne. "The experiences of recently diagnosed HIV-positive individuals, as shared on an online forum." Thesis, Rhodes University, 2018. http://hdl.handle.net/10962/60222.

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An HIV-positive diagnosis can be an overwhelming and traumatic experience. This study explores the experiences of receiving an HIV-positive diagnosis. Employing an Interpretative Phenomenological Analysis (IPA), a sample of the initial posts from threads on an online forum, was collected and explored, in order to determine the dominant themes from the experiences expressed in the posts, as well as the support sought from the forum. The online forum was accessed as an unobtrusive observer, and posts from January to December 2015 were explored. The online forum provides a platform for disclosure following an HIV-positive diagnosis, when anxiety and fear of stigma can impact on an individual’s ability to disclose to their social support network of family and friends. The experiences expressed on the online forum reflect the emotional, mental and physical impact of an HIV-positive diagnosis on an individual. The findings in this study reflected themes of shock, guilt and hopelessness, and concerns and fears regarding disclosure and stigma associated with HIV, as well as the importance of social support for the coping mechanisms of individuals after receiving an HIV-positive diagnosis. This research demonstrates the importance of Internet accessibility for information and support for chronic illnesses, such as HIV, and the role of the online forum platform for providing a safe environment for individuals recently diagnosed HIVpositive.
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Michalec, Ivan. "Internetový hazard - společenský fenomén nového věku." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-77838.

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First part of this thesis is focusing on history of internet gambling and its shift to the online environment. Other chapter is about psychological aspects which affects the approach to the gambling the most in many different environments with major focus on the online gambling and its characteristic differences. Main goal of this thesis is the evaluation of the present state of the regulation of internet gambling in some of the countries around the world and their comparison with the situation in Czech Republic. One of the outcomes is the summary of recommendations which should be taking into consideration while creating the new gaming act.
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Yonce, Clayton Alan. "Now Accepting Applications Online: An Examination of Privacy Concerns, Explanations, and Control in Applicant Reactions to Internet-Based Selection Procedures." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/697.

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This dissertation explores applicant reactions to Internet-based selection procedures in order to advance theory and practice related to the use modern employee selection tools. Previous authors have explored this topic area (e.g., Harris et al., 2003). However, this dissertation goes beyond previous research by proposing and testing a model that incorporates the measurement of multiple constructs that are highly relevant to organizations when utilizing Internet-based selection procedures. Such constructs include privacy concerns, explanations, control, fairness perceptions, litigation intentions, organizational intentions, and test-taking motivation. Current organizational justice theory, previous findings from studies on applicant reactions to selection procedures, and research on Internet privacy concerns provided the foundation on which this research is based. This dissertation also pulls from theory in the legal, information sciences, and psychology literatures. A model of applicant reactions that included privacy concerns and multiple outcomes relevant to organizations was proposed. Hypotheses examining this model were tested via a high-fidelity laboratory study with student participants. One-third of the participants in this study were seeking jobs at the time of participation. Findings indicated that privacy concerns are an important predictor of both proximal (i.e., fairness perceptions) and distal (i.e., organizational intentions, test-taking motivation) applicant reaction outcomes. Results also demonstrated support for a mediating role of fairness perceptions in the relationships between privacy concerns and organizational intentions as well as between privacy concerns and test-taking motivation. Providing applicants with control and explanations were found to have no moderating effect on the relationship between privacy concerns and fairness perceptions. However, post-hoc analyses indicated that excuse explanations moderated the effect of privacy concerns on test-taking motivation. Theoretical implications of this dissertation include support for a one-factor model of organizational justice as well as a call for more integration of research from outside of industrial-organizational psychology. Additionally, areas for future research, including opportunities for improvement of study design involving timing of measures, are presented. Finally, implications for practice are discussed in regard to the possible impact of privacy concerns to large numbers of applicants participating in Internet-based selection processes, including a discussion on the importance of applicant privacy concerns to organizations and the use of multiple, inexpensive methods that may aid organizations in increasing fairness perceptions among applicants.
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Scott, Veronica M. "Effect of mode communication and gender on perceived intimacy." Honors in the Major Thesis, University of Central Florida, 2001. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/243.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Arts and Sciences
Psychology
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Schumann, Sandy. "Click to act? the (de) mobilizing effect of expressive low-threshold online collective actions :motivational underpinnings and contextual boundaries." Doctoral thesis, Universite Libre de Bruxelles, 2014. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/209182.

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Previous research highlighted that Internet use, in particular online information

retrieval and discussions, can facilitate offline collective actions (Boulianne, 2009).

Recently, however, the Internet also has been criticized for encouraging low-cost and lowrisk

online collective actions—slacktivism—that may have detrimental consequences for

groups that aim to achieve a collective purpose (Gladwell, 2010). More precisely, it is

argued that actions such as “liking” Facebook pages or posting ingroup-endorsing

comments online make users instantly feel good, satisfy their need to act, and derail

participation in offline collective actions (Lee & Hsieh, 2013; Morozov, 2009).

In my thesis, I assessed this postulation as well as the underlying processes and

boundary conditions of the relationship between so-called slacktivist actions and offline

collective actions. After introducing a conceptualization of slacktivism as expressive lowthreshold

online collective actions, I investigated its influence on offline engagement

(Study 1, N = 634; Study 2, N = 76; Study 3, N = 63; Study 4, N = 48). Results indicated that

expressive low-threshold online collective actions reduce the willingness to join offline

collective actions. This effect was mediated by the satisfaction of group-enhancing

motives; members considered the online actions as a substantial contribution to the

group's success. The demobilizing impact of expressive low-threshold online collective

actions was qualified when members took the online actions in the co-presence of the

ingroup, all parties being mutually identifiable (Study 5a, N = 84; Study 5b, N = 99). In this

context, obligatory interdependencies between members were enhanced and fostered a

spill-over from online to offline collective actions (Study 6, N = 62).
Doctorat en Sciences Psychologiques et de l'éducation
info:eu-repo/semantics/nonPublished

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Jeon, Sua. "The Effect of Consumer Shopping Motivations on Online Auction Behaviors: An Investigation of Searching, Bidding, Purchasing, and Selling." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5366/.

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The purposes of the study were to: 1) identify the underlying dimensions of consumer shopping motivations and attitudes toward online auction behaviors; 2) examine the relationships between shopping motivations and online auction behaviors; and 3) examine the relationships between shopping attitudes and online auction behaviors. Students (N = 341) enrolled at the University of North Texas completed self-administered questionnaires measuring shopping motivations, attitudes, online auction behaviors, and demographic characteristics. Using multiple regression analyses to test the hypothesized relationships, shopping motivations and shopping attitudes were significantly related to online auction behaviors. Understanding the relationships is beneficial for companies that seek to retain customers and increase their sales through online auction.
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Loh, Anson Wing Hong. "Implement electronic commerce with Dreamweaver UltraDev 4.0." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2344.

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Quiñones, Cesar. "Implementation business-to-consumer electronic commerce website using asp.net web programming framework." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2948.

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The purpose of this project is to demonstrate an integration of real world, real time e-commerce with the knowledge and experience gained in participating in the Masters of Business Administration -- Information Management program at California State University, San Bernardino. It is this knowledge and experience that is used to create a Business-To-Consumer (B2C) electronic commerce application (ECA) using available Internet and information management technology. This project presents all aspects of the simulation beginning with the background research of the canine services and supplies industry and ending with an e-commerce simulation and post implementation audit.
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Apple, Angela L. "Apocalypse how? : a generic criticism of on-line Christian Identity rhetoric as apocalyptic rhetoric." Virtual Press, 1998. http://liblink.bsu.edu/uhtbin/catkey/1100451.

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This study explores the complex relationship between radical right rhetoric and the genre of apocalyptic rhetoric. The radical right consists of the White Nationalist and Patriot movements, two common "hate group" movements in the United States. The Klanwatch (1998d) explains that the number of hate groups in the United States grew by 20 percent in 1997. They attribute much of this growth to the movement's use of the Internet. Although these hate groups are highly diverse, Christian Identity is a common theology to which many members of the radical right adhere.This study analyzes two artifacts representational of Christian Identity rhetoric. These artifacts were found on the Web site of the Northwest Kinsmen, a radical right group from the Pacific Northwest. Christian Identity is a "pseudo-Christian" theology that claims that white Christians are the true Israelites and that Jews are actually "children of Satan." Christian Identity followers believe that there will be a racial war (i.e., racial apocalypse) in which white Christians will triumph over the forces of evil (Abanes, 1996).This study utilizes the rhetorical method of generic criticism to determine that the Christian Identity rhetoric present on the Northwest Kinsmen's Web site is apocalyptic rhetoric. Generic theory, the theoretical foundation of this study, argues that rhetorical genres have common situational, substantive, and stylistic features and a common "organizing principle" that unifies the genre. Therefore, this study compares the key features of apocalyptic rhetoric to the Northwest Kinsmen artifacts. Through this study, a greater understanding of the social reality, beliefs, attitudes, and values of the radical right, Christian Identity rhetors is obtained.This study discovers that the Christian Identity rhetoric found on the Northwest Kinsmen's Web site is apocalyptic rhetoric. This study illustrates that these Christian Identity rhetors believe that they are living in a chaotic world of inexplicable problems. Through apocalyptic rhetoric, the rhetors help explain the "crises" facing the audience and therefore restore order in their lives. Specifically, this study shows how these apocalyptic rhetors utilize conspiracy theories to restore order. Additionally, it illustrates how the rhetorical strategies associated with apocalyptic rhetoric (i.e., typology, transfer, and style and language) are used to enhance the credibility of the rhetor and the legitimacy of even the most racist assertions. Finally, this study provides insight into the use of the Internet by radical right groups.
Department of Speech Communication
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De, Swardt Maray Annelise. "Factors influencing the choice to shop online a psychological study in a South African context /." Diss., Pretoria : [s.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-11252008-120107.

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Urista, Mark A. "A study of Myspace and Facebook from the perspectives of uses and gratification and impression management." Scholarly Commons, 2008. https://scholarlycommons.pacific.edu/uop_etds/687.

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This thesis explored MySpace and Facebook, two popular social networking sites (SNS), from the perspectives of the uses and gratification model and impression management theory. As a qualitative exploratory study, this thesis had three objectives. First, it investigated why young people use SNS. Second, it sought to discover how members use SNS for self-presentation. Finally, it aimed to contribute to the current body of literature and serve as a basis for future qualitative and quantitative studies on SNS. The focus groups that were conducted for this thesis elicited ten themes that provided insights on the motivations and behaviors of individuals who use SNS for needs fulfillment and impression management. These themes included: 1) efficient communication, 2) convenient communication, 3) curiosity of others, 4) popularity, 5) relationship formation and reinforcement, 6) self-enhancement, 7) otherenhancement, 8) self-disclosure, 9) conformity and 1 0) identity-management. Based on the first five themes, the study suggested that an emerging theory of instant gratification is being developed. The theory helps researchers explain why young people use SNS and predict what factors motivate young people to get ,_ involved heavily in SNS. Based on the second five themes, this study confirmed the relevance of Goffi:nan's theories of the presentation of the self in explaining how young people manage their impressions through SNS. As a powerful socialization agent, SNS provide new opportunities and diverse ways of presenting one's self online. Though there are some evident differences between online and face-to-face social interaction, it is clear that Goffman's theories will continue to help researchers explain self-presentation within the context of SNS.
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Londono, Juan Carlos. "Explaining and predicting the single channel versus multi-channel consumer : the case of an embarrassing product." Thesis, University of Stirling, 2013. http://hdl.handle.net/1893/19564.

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The fundamental purpose of this thesis was to determine how effective is the theory of planned behaviour (TPB) to predict and explain shopping for embarrassing products in single and multi-channel. This is important because multi-channel consumers buy more, the question is why (Neslin, Grewal et al. 2006). The question was answered by comparing consumer behaviour in three different channels: drugstore, internet and multi-channel. The Theory of Planned Behaviour (TPB) has been successful to predict intentions for a wide variety of products and behaviours. However, little is known about how effective it is when the behaviour under study is influenced by the emotion of embarrassment. Similarly, the TPB is parsimonious and has a good predictive power; nevertheless, this thesis identified that the TPB could be more effective if it considered: (1) the role of positive and negative emotions (2) other determinants of choice like personality and demographics (3) variables that are useful to make marketing decisions like the synergistic effect of brands, retailers and channels (4) variables that explain consumer response like approach and avoidance. To provide a comprehensive theoretical framework that is able to understand single and multi-channel, this thesis integrated the TPB within the Stimulus-Organism-Response (S-O-R) framework. To evaluate the proposed model, the study used a context and target product that resonated with the theory: the purchase of Regaine (a hair loss product that is embarrassing to buy) in Boots (a well-known UK. multi-channel drugstore). The embarrassing nature of Regaine created differences in the importance that variables play in each channel. The results were analysed using partial least squares structural equation modelling (PLS-SEM) and the three shopping environments were compared using multi-group analysis (MGA). The effectiveness of the TPB was improved. The variance explained (R² to intention) was 73 percent for the drugstore, 67 percent for the internet and 54 percent for multi-channel. However, subjective norm (SN) was the only factor that achieved significance for the three shopping environments. Personality and demographic factors had a low but significant moderating effect on intention. This thesis built on a series of contributions in different areas, such as the TPB, attitudes, subjective norm, perceived behavioural control, embarrassing products, multi-channel, marketing, emotions, personality and demographics. Future research should expand this thesis to other embarrassing products, industries and social media settings.
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Fong, John. "Electronic word-of-mouth and country-of-origin effects a cross-cultural analysis of discussion boards /." Phd thesis, Australia : Macquarie University, 2008. http://hdl.handle.net/1959.14/28611.

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Thesis by publication.
Thesis (PhD) -- Macquarie University, Macquarie Graduate School of Management, 2008.
Bibliography: leaves 124-133.
Introduction - Literature review -- Online word-of-mouth: a comparison of American and Chinese discussion boards -- Electronic word-of-mouth: a comparison of stated and revealed behaviour on electronic discussion boards -- A cross-cultural comparison of electronic word-of-mouth and country-of-origin effects -- Conclusion.
The growth of electronic discussion boards has enabled consumers from different cultures to communicate with people of similar interests. Through this online channel, marketing concepts such as word-of-mouth (WOM) and country-of-origin (CoO) effects have the potential to become more important because of the potentially large number of participants involved. The US and China, being the largest and second-largest online population in the world respectively, are ideal countries to investigate the frequency and extent of these marketing concepts. --The thesis consists of three separate but inter-related papers which have been published in journals or have been accepted for publication. Each paper builds on the one before and analyses different aspects of online consumer behaviour such as information-giving, information-seeking and the CoO statements made by participants of discussion boards. By examining and comparing the frequency and content of discussion postings on discussion boards within US and China based websites, the thesis makes a comparison of the information-giving and information-seeking behaviour of the discussants and also looks at the extent and the content of CoO statements made. Online observation of discussion postings from six different discussion boards (three each from the US and China) was conducted over two 90-day period in 2004 and 2005 and a total of 5,993 discussion postings were downloaded for analysis. In addition, an online survey of 214 participants was conducted to compare the stated and actual (or "revealed") behaviour of discussants on the US and China based discussion boards. -- Overall, the findings indicate consistent differences over a 12-month period in the bahaviour of the US and Chinese discussants. The US discussants were found to provide more information than their Chinese counterparts while the Chinese discussants exhibited more information-seeking bahaviour on the discussion boards. The findings also indicate that the Chinese discussants demonstrated more negative CoO statements and these statements were observed to be related to Japan and/or brands that originated from Japan. The findings suggest that such negative CoO statements can increase rapidly online and it appears that the negative sentiments by the Chinese were apparently unrelated to product quality; instead they appear to have been predominantly associated with war related animosity. -- These findings have important implications for marketers selling to the Chinese as discussion boards appear to be more important as a source of information for the Chinese than the Americans. Also, given that the Chinese discussants demonstrated a high level of negative CoO statements relating to products from Japan, marketers selling Japanese products to the Chinese must understand the underlying issues related to these negativeCoO statements and take steps to prevent non-purchase of Japanese products.
Mode of access: World Wide Web.
vii, 133 leaves ill
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36

Bilyayeva, Tetiana A. "Cross-Cultural Comparative Study of Users’ Perception of the Navigation Organization of an E-Commerce Web Application." UNF Digital Commons, 2012. http://digitalcommons.unf.edu/etd/413.

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The object of this study was to assess the influence of native language, as a principal cultural characteristic, one users’ behavior when using a web-based e-commerce application. The study expands on previous research by comparing English and Russian users. The research also considered demographic data to assess additional factors that influence behavior and task performance. The research design encompassed an online shopping application with two different navigation menus. One menu was based on the action-object model and the other was based on the object-action model. The user interface was created in two different languages (Russian and English). This study suggests that language, as a cultural indicator, has a direct relationship to user satisfaction and performance in e-commerce web applications.
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37

Douglas, Karen Margaret. "Responding to Internet identifiability : communicative behaviour, "flaming" and the communicative context." Phd thesis, 2000. http://hdl.handle.net/1885/147172.

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38

Lala, Girish. "Talking the talk : do words speak louder than actions in socio-political communities on the internet?" Phd thesis, 2008. http://hdl.handle.net/1885/151391.

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39

"The effect of context clutter and advertising repetition on attitudinal and behavioral changes toward an online advertisement." 2004. http://library.cuhk.edu.hk/record=b5892203.

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Ng Wing Kei.
Thesis (M.Phil.)--Chinese University of Hong Kong, 2004.
Includes bibliographical references (leaves 73-81).
Abstracts in English and Chinese.
Chapter Chapter One --- Introduction
Chapter 1.1 --- Background --- p.1
Chapter 1.2 --- The Present Study --- p.4
Chapter Chapter Two --- Literature Review
Chapter 2.1 --- The Internet as an Advertising Medium --- p.5
Chapter 2.2 --- Advertising Hierarchy of Effects and Internet Advertising Effectiveness --- p.9
Chapter 2.3 --- Effect of Context on Advertising Effectiveness --- p.14
Chapter 2.4 --- Effect of Clutter on Advertising --- p.18
Chapter 2.5 --- Effect of Advertising Repetition --- p.23
Chapter Chapter Three --- Hypotheses
Chapter 3.1 --- Primary Hypotheses --- p.28
Main Effect of Clutter on Advertising Effectiveness
Chapter - --- Main Effect of Advertising Repetition on Advertising Effectiveness
Chapter - --- Interaction Effect between Clutter and Advertising Repetition on Advertising Effectiveness
Chapter 3.2 --- Secondary Hypotheses --- p.32
Chapter - --- Relationship between Attitude toward the Web page and Constructs of Advertising Hierarchy of Effects
Chapter Chapter Four --- Methodology
Chapter 4.1 --- Operational Definitions of Variables --- p.33
Chapter 4.2 --- Pre-Test --- p.38
Chapter 4.3 --- Design and Stimuli --- p.40
Chapter Chapter Five --- Findings
Chapter 5.1 --- Number of Valid Responses --- p.43
Chapter 5.2 --- Reliability of Measures --- p.45
Chapter 5.3 --- Manipulation Check --- p.47
Chapter 5.4 --- Data Analysis --- p.48
Chapter 5.5 --- Primary Findings --- p.49
Chapter 5.6 --- Secondary Findings --- p.57
Chapter 5.7 --- Summary of Findings --- p.58
Chapter Chapter Six --- Discussion and Conclusion
Chapter 6.1 --- Discussion of Findings --- p.61
Chapter 6.2 --- Limitations and Future Research --- p.68
Chapter 6.3 --- Conclusion --- p.71
Reference --- p.73
Chapter Appendix 1 --- Pre-Test Questionnaire
Chapter Appendix 2 --- Experimental Web page (four versions)
Chapter Appendix 3 --- Post-Experiment Questionnaire
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40

Stanz, K. J. "Personality and cognitive differences between online and conventional university students." Thesis, 2012. http://hdl.handle.net/10210/6156.

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Abstract:
D.Phil.
The advances in information technologies have created an array of possibilities for today's learners in institutions of higher education. Kaye (1989) predicted that online education would ultimately emerge as a new educational paradigm, taking its place alongside conventional (face to face) education as well as distance education, and even changing the face of education in general. Although online education is becoming a common component of higher education, Wang & Newlin, (2000) confirm that relatively little is known about the characteristics of learners who choose to enroll for courses in an online learning environment. Schlosser and Anderson (1997) published a report entitled Distance education: Review of the literature in which they did not cite a single study on the characteristics of online learners. What seem to remain unanswered out of the literature are the questions: > Who are the students who undertake and succeed in online learning? > Are these students different from students who take and succeed in traditional, face-to-face classes? The answers to these questions are critical for the future of higher education.
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41

Metcalf, Olivia. "The cognitive, physiological and behavioural indicators of excessive and regular video gaming." Phd thesis, 2013. http://hdl.handle.net/1885/151031.

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The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a significant proportion of video gamers are gaming excessively, in that they report suffering significant negative consequences as a result of uncontrollable gaming. Subsequently, there has been debate as to whether excessive gaming constitutes an addiction. The primary aim of this thesis was to investigate behavioural, personality and physiological markers of addiction in excessive gamers to determine whether or not this behaviour can be classified as an addiction. A secondary aim was to address the tendency in cyberpsychology literature to treat gamers as a homogenous group by further investigating cognitive, behavioural and physiological differences between genres of excessive gamers. Manuscript 1 investigated the presence of an attentional bias, a phenomenon found in addiction, in gamers of the popular massively multiplayer online-role playing games (MMORPGs). The results indicated a clear attentional bias in excessive MMORPG gamers but not in highly engaged or non-MMORPG gamers, consistent with previous research investigating attentional bias in other forms of addiction. Manuscript 2 further investigated attentional bias by employing a non-reaction time dependent paradigm. There was an attentional bias for excessive MMORPG gamers, replicating Manuscript 1 findings and furthermore showed that the findings from Manuscript 1 cannot be attributed to faster reaction times in gamers. Study 2 in Manuscript 2 investigates evidence for impulsivity in regular and excessive MMORPG use, with results showing a limited relationship between impulsivity and MMOPRG addiction. Manuscript 3 and 4 investigated the relationship between impulsivity and another popular type of game known as first-person shooters (FPS). The results indicate a clear preference for highly impulsive individuals to play FPS games, but no behavioural indicators of impulsivity were found in regular FPS gamers. Excessive FPS gamers had significant higher levels of behavioural impulsivity, consistent with addiction. Possible game training effects and the heterogeneous nature of gaming genres is discussed. Research has shown that playing FPS games improves visuo-spatial ability, but Manuscripts 1-4 all provide evidence of how genres affect gamers differently. Manuscript 5 set out to investigate whether visuo-spatial improvements in regular FPS gamers also apply to MMORPG gamers. There were no differences in visuo-spatial ability between non-gamers and MMORPG gamers, indicating a specific benefit from FPS gaming to visuo-spatial ability. Manuscript 6 extends the cue-reactivity and impulsivity investigated in the first two manuscripts by investigating physiological arousal and sensation-seeking in regular and excessive MMORPG and FPS gamers during gaming. The results showed that excessive MMORPG gamers used MMORPGs to lower their arousal whereas excessive FPS gamers used FPS games to increase their arousal. Together this thesis shows that excessive gaming is consistent with an addiction and there are significant differences between genres of game addiction. Furthermore, the aetiology of gaming addiction is related to impulsivity and arousal-seeking preferences, which differ by genre of game played.
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42

Crosby, Martha Elizabeth. "Natural versus computer languages : a reading comparison." Thesis, 1986. http://hdl.handle.net/10125/9718.

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43

"Third-person effect and rectifying behaviors: studying antisocial and prosocial messages of youth drug abuse." 2011. http://library.cuhk.edu.hk/record=b5894667.

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Abstract:
Leung, Wan Chi.
Thesis (M.Phil.)--Chinese University of Hong Kong, 2011.
Includes bibliographical references (leaves 103-111).
Abstracts in English and Chinese ; appendix in Chinese.
abstract --- p.i
內容摘要 --- p.iii
Table of Contents --- p.V
Chapter Chapter I: --- Introduction --- p.1
Chapter 1.1 --- Anti-drug Campaign in Hong Kong --- p.2
Chapter 1.2 --- Harmful Messages on the Internet --- p.5
Chapter 1.3 --- Theoretical Significance of Study --- p.6
Chapter 1.4 --- Social implications of this study --- p.8
Chapter Chapter II: --- Literature Review and Theoretical Framework --- p.10
Chapter 2.1 --- Third-person effect and perception --- p.10
Chapter 2.2 --- TPE and Antisocial Messages on the Internet --- p.12
Chapter 2.3 --- First-person effect and perception --- p.17
Chapter 2.4 --- Behavioral component of TPE --- p.22
Chapter 2.5 --- Behavioral component of FPE --- p.27
Chapter 2.6 --- Perceived effect on self and on others and behavioral consequences --- p.28
Chapter 2.7 --- Anti-drug Rectifying Behaviors --- p.31
Chapter Chapter III: --- Methods --- p.37
Chapter 3.1 --- Data Collection --- p.37
Chapter 3.2 --- Measurements of Key Variables --- p.39
Chapter 3.3 --- Measurements of Control Variables --- p.45
Chapter 3.4 --- Design of Questionnaires --- p.50
Chapter Chapter IV: --- Findings --- p.52
Chapter 4.1 --- Descriptive Statistics --- p.52
Chapter 4.2 --- Hypotheses Testing --- p.55
Chapter 4.3 --- Answers to Research Questions --- p.57
Charts and Tables --- p.68
Chapter Chapter V: --- Discussions and Conclusions --- p.78
Chapter 5.1 --- TPE of online messages: antisocial and prosocial --- p.78
Chapter 5.2 --- Perceived effects and behavioral intentions --- p.79
Chapter 5.3 --- Control Variables --- p.87
Chapter 5.4 --- Overall Regression Analysis --- p.90
Chapter 5.5 --- Theoretical Contributions of this study --- p.92
Chapter 5.6 --- Suggestions for Future Anti-youth-drug-abuse Policies in Hong Kong --- p.93
Chapter 5.7 --- Limitations and Further Research Directions --- p.102
Bibliography --- p.103
Chapter Appendix: --- Questionnaire --- p.112
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44

Kunzmann, Ricard Adolf. "The self-concept of spinally-injured people : the role of frequent internet communication within cyber-communities." Diss., 2002. http://hdl.handle.net/2263/28680.

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Abstract:
The Internet and cyberspace are still relatively new occurrences in our lives, yet they already exert powerful influences over us. Research in South Africa is still limited and this is an attempt to begin correcting our lack of knowledge in the field. The study was conducted entirely in cyberspace. E-mail was used to gather information from six participants, who where recruited from the Quadriplegic Association of South Africa website. It is a qualitative examination of the unique experiences of spinal cord injured people, who are regularly interacting in cyber-communities with other injured people and people without injuries. The study attempts to describe the role that computer-mediated communication and cyber-communities play in the spinal cord injured person's self-concept. The information was collected in unstructured, asynchronous interviews, which were e-mailed on a regular basis. The participants included one woman and five men, with a mix of quadriplegic and paraplegic injuries. The questions revolved around two central themes: 1) the participant's experiences of other people offline and 2) their experiences of people online. These experiences were identified and grouped into 14 different categories. The categories were then integrated with the literature on cyberspace and self-concept theory. Although the participant group was small, their experiences were richly illustrated and often confirmed previous results by other cyberspace researchers. Essential to this study was the embodied isolation that participants experienced offline, which evoked a number of negative emotions and consequently affected the self-concept and self-esteem. Online the participants were often able to experience a release from isolation and felt empowered by the expansion in their social support Networks and the practical information they gained. In some cases self-esteem improved. In general, more skills and concepts were integrated, increasing the complexity of the self-concept. Applications of this study's results include greater rehabilitative speed and increased continued support for the spinal cord injured. The online spinal cord injured person can moderate her/his reintroduction to uninjured social circles. In certain situations, adapting to the new injured self-concept may become easier.
Dissertation (MA (Psychology))--University of Pretoria, 2006.
Psychology
unrestricted
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45

"Impact of opinions in social networks." 2012. http://library.cuhk.edu.hk/record=b5549126.

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Abstract:
社會意見在塑造我們購買決策和購買經歷發揮了至關重要的作用。除了正面(或負面)的意見會鼓勵(或打消)我們購買某個產品,我們的意見更傾向於遵循我們的社交圈。社會意見的這些方面對於做出精確產品推薦、準確預測信息流向、及有效營銷活動發布極為重要。
在這篇論文中,我們首先研究極性意見對我們的購買決策的影響。同時,我們分析了兩個現實世界中的社會網絡,Flixster 和Epinions 中的消極和積極的意見的信息傳播模式。我們觀察到,否定意見的存在大大降低了表達意見的數量。考慮到這兩種意見的不對稱性,我們提出並擴展了目前最流行的兩個信息傳播模式,獨立分級和線性閾值模型。我們提出的拓展模型提供了一個可處理的影響問題和並能夠提高將來意見的預測精度,超過3%。
更進一步,我們研究了社會意見對我們表達產品意見的影響。該問題的假設是多次顯示我們表達的意見並不完全獨立於我們的社交圈,而是通過校準,使之跟社會意見相似。為了理解這一現象,我們為用戶的評分提出了一個新型的模型。該模型中,用戶對項目的評分是由社會輿論、用戶的偏好和項目特點的一個函數。該模型可以提高用戶評分的預測準確率達2%。此外,模型中學習到的參數可展示用戶對社會意見的遵循程度。用戶對社會意見的遵循分析表明,超過76%的用戶傾向於在一定程度上遵循他們好友的意見。平均而言,當社會影響存在的時候,用戶評分更趨於正面。我們還發現,社會的遵循者通常不是信息傳播的第一次參與者。
Social opinions play a crucial role in shaping both our purchase decisions and our experience. While on one hand, we are encouraged (discouraged) to adopt a product upon hearing the positive (negative) opinions; on the other hand, our opinions tend to conform to our social circle. Both of these aspects of social opinions are important in order to make precise product recommendations, to accurately predict the information flow pathways and to launch efficient viral marketing campaigns.
In this thesis, we first study the impact of polarity of opinions on our purchase decisions. For the same, we analyze the information propagation patterns of the negative and positive opinions on two real world social networks, Flixster and Epinions, and observe that the presence of negative opinions significantly reduces the number of expressed opinions. To account for the asymmetry between the two kinds of opinions, we propose extensions of the two most popular information propagation models, Independent Cascade and Linear Threshold models. The proposed extensions give a tractable influence problem and improve the prediction accuracy of future opinions, by more than 3%.
Next, we study the impact of social opinions on our expressed opinions about the products. The hypothesis is that many times our expressed opinions are not completely independent of our social circle and gets calibrated such that they are similar to the social opinions. In order to understand this phenomenon, we propose a novel formulation for the users ratings where every expressed rating is considered as a function of the social opinion along with the user preference and item characteristics. The proposed method helps in improving the prediction accuracy of users’ rating by more than 2% in presence of social influence. Additionally, the learned model parameters reveal the degree of conformity of users. Detailed analysis of user social conformity show that more than 76% of users tend to conform to their friends to some extent. On an average, user ratings become more positive in presence of the social influence. We also nd that the social conformers are usually not the rst one to participate in an information cascade.
Detailed summary in vernacular field only.
Detailed summary in vernacular field only.
Detailed summary in vernacular field only.
Garg, Priyanka.
Thesis (M.Phil.)--Chinese University of Hong Kong, 2012.
Includes bibliographical references (leaves 100-110).
Abstracts also in Chinese.
Abstract --- p.i
Acknowledgement --- p.v
Chapter 1 --- Introduction --- p.1
Chapter 1.1 --- Contributions --- p.3
Chapter 1.2 --- Organization --- p.4
Chapter 2 --- Background & Survey --- p.6
Chapter 2.1 --- Network Structure --- p.6
Chapter 2.1.1 --- Basic Definitions --- p.6
Chapter 2.1.2 --- Structural Properties of Social Networks --- p.8
Chapter 2.1.3 --- Network Generators --- p.12
Chapter 2.2 --- Information Diffusion in Social Networks --- p.16
Chapter 2.2.1 --- Basic Terminologies --- p.19
Chapter 2.2.2 --- Principles governing the Decision-Making process --- p.19
Chapter 2.2.3 --- Information Cascade Models --- p.21
Chapter 2.2.4 --- Influence Estimation --- p.34
Chapter 2.2.5 --- Viral Marketing --- p.39
Chapter 2.2.6 --- Influence vs. Homophily --- p.44
Chapter 2.2.7 --- Results from Large Scale Empirical Studies --- p.45
Chapter 3 --- Impact on Product Purchase Decision --- p.47
Chapter 3.1 --- Introduction --- p.47
Chapter 3.2 --- Related Work --- p.49
Chapter 3.3 --- Problem Definition --- p.50
Chapter 3.4 --- Data and Observations --- p.51
Chapter 3.4.1 --- Data Collection --- p.51
Chapter 3.4.2 --- Observations --- p.52
Chapter 3.5 --- Polarity-Sensitive Information Flow Model --- p.54
Chapter 3.5.1 --- Social Influence Function --- p.55
Chapter 3.5.1.1 --- Polarity-Sensitive IC Model --- p.55
Chapter 3.5.1.2 --- Polarity-Sensitive LT Model (LTPS) --- p.58
Chapter 3.5.2 --- Activation State of Influenced Node --- p.59
Chapter 3.6 --- Influence Estimation --- p.61
Chapter 3.7 --- Experiments on Synthetic Data --- p.63
Chapter 3.7.1 --- IA and WP as Approximation of IC-N --- p.64
Chapter 3.7.2 --- Quality of the Estimated Parameters --- p.65
Chapter 3.7.3 --- Prediction Accuracy --- p.66
Chapter 3.8 --- Experiments on Real Data --- p.69
Chapter 3.8.1 --- Experimental Setup --- p.69
Chapter 3.8.2 --- Observations --- p.70
Chapter 3.9 --- Summary --- p.72
Chapter 4 --- Impact on Posterior Evaluation --- p.73
Chapter 4.1 --- Introduction --- p.73
Chapter 4.2 --- Related Work --- p.75
Chapter 4.3 --- Ratings under social conformity --- p.77
Chapter 4.3.1 --- Problem Definition & Notations --- p.79
Chapter 4.3.2 --- Conformer's Ratings --- p.80
Chapter 4.3.3 --- Parameter Estimation --- p.82
Chapter 4.4 --- Evaluation --- p.84
Chapter 4.4.1 --- Goodreads Dataset --- p.85
Chapter 4.4.2 --- Prediction Accuracy --- p.87
Chapter 4.4.3 --- Influencers Quality --- p.89
Chapter 4.5 --- Social Conformity Analysis --- p.91
Chapter 4.6 --- Summary --- p.96
Chapter 5 --- Summary & Future Work --- p.97
Chapter 5.1 --- Summary --- p.97
Chapter 5.2 --- Future Work --- p.98
Bibliography --- p.100
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46

Nkwe, Nugi. "Risks and motivation in the use of social network sites: an empirical study of university students." Thesis, 2016. http://hdl.handle.net/10539/22124.

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DISSERTATION SUBMITTED IN FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF COMMERCE IN INFORMATION SYSTEMS TO THE FACULTY OF COMMERCE, LAW AND MANAGEMENT UNIVERSITY OF THE WITWATERSRAND, JOHANNESBURG FEBRUARY 2015
Social Network Sites (SNS) such as Facebook, Instagram, Twitter, Piniterest and Google+ have made it easy for youth to communicate, produce and share information. Using SNS has become a daily activity for many youth and young adults around the world, including South Africa. The use of SNS by youth may be motivated by needs for safety, belonging, self-esteem and self-actualization, and others such as enjoyment. Yet, the use of SNS by youth may also carry a number of risks. They include risks to violations of privacy, social and psychological risks that may harm the user’s self-image, as well as time and financial risks resulting from excessive SNS usage. The purpose of this study is to understand the tension between risks and motivation in the use of SNS by university students. To do so, this study developed an extended Technology Acceptance Model (TAM). Multi-dimensional risk and motivation constructs were examined for their interactions with TAM constructs of perceived ease of use and perceive usefulness and their effects on SNS usage intentions and actual usage were examined. To test the model, a non-probability convenience sampling method was adopted using students from the University of the Witwatersrand, Johannesburg. Five hundred and fifteen students participated in the study. The ages ranged between 18 and 34 years, 26% males and 74% females took part in the study, and included students from 1st year through to 4th year undergraduate or Honours level. Facebook was found to be the most used SNS. Approximately 80% of respondents reported accessing SNS on their mobile phones and 66% reported being always connected. More than 25% of respondents were actively using SNS for more than 3 hours a day, with 35% using less than one hour per day. Interestingly, only 35% reported having public profiles although 10% did not know whether their profiles were public or private, and nearly 40% of respondents knew less than half the “friends” they were connected to on SNS Partial least squares approach to structured equation modelling was used to test the hypothesised research model. Results showed that motivation influences perceived usefulness (β=0.239, p<0.001) and perceived ease of use (β=0.319, p<0.001) positively. The results suggest that when motivations such as enjoyment and need to belong are high, SNS will be perceived as useful and easy to use. Risk was found to have a negative influence on perceived usefulness (β=-0.0764, p<0.05) and perceived ease of use (β=-0.3265, p<0.001). The results show that when risks are considered high, users are likely to increase their vigilance and consequently will report SNS as less easy to use. Moreover, as a result of risk users may find the SNS less useful. Perceived usefulness (β=0.295, p<0.001) influences intention to use SNS positively. This suggests that when SNS is useful to users, they will have intentions to use it. Intention to use SNS is also influenced by perceived ease of use (β=0.0396, p<0.01). An easy to use SNS will make users want to use it, as opposed to one considered more complex and requiring more effort. Motivation (β=0.281, p<0.001) was found to have more of an effect than risk (β=-0.071, p<0.05) on intentions to use. Respondents thus appear to recognize some risks associated with SNS use, but they appear to be driven more by motivations and less by risk avoidance when deciding on SNS usage. The study will have implications for researchers, SNS providers and users. The results of the study have implications for how researchers conceptualize risk and motivation. The study shows how different dimensions of risk and dimensions of motivation affect the overall risk and overall motivation construct respectively. Currently SNS providers may not have deep understanding of the risks which hinder the use of SNS and motivations which drive the use of SNS. Providers will be better informed to design SNS that are less risky and where possible mitigate the risks. Results also show that SNS providers should not only mitigate risks but also provide online social networks that better fulfil motivational needs of youth. Users will be aware of different risks they are exposing themselves to by using SNS. Since users will be aware of the different types of risks, they can be vigilante when using SNS.
MT2017
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47

Davel, Coriena. "Social networking : a psycho-educational analysis of online adolescent friendships." Diss., 2013. http://hdl.handle.net/10500/13267.

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Online adolescent friendships and social networking among adolescents are current phenomena that have emerged, and exploded, as part of the digital age and the vast development of communication technologies. The primary aim of this study was to gain knowledge and understanding regarding the nature and quality of online friendships and social networking among adolescents. A sequential explanatory mixed method design, was put to use for the purpose of this study. The quantitative data was collected first in the form of a short survey, by utilising a self-developed questionnaire to obtain a general overview of the social network practices and the forming and maintaining of online friendships among adolescents. Twenty five participants took part in the survey. This study was followed by a qualitative study in the form of interviews, to clarify, elaborate and explain the quantitative findings. Five information rich participants were interviewed. The findings of the empirical investigation revealed that adolescents, being part of the Net Generation, base their concept of socialising with friends on digital and communication technology, especially cell phones. They are connected to their friends 24 hours a day. The sense of safety and support they experience through this constant connectedness strengthens their self-esteem, self-confidence and self-worth and contributes to their identity formation. It is therefore recommended that parents and educators should accept that adolescents live in a virtual world and their new way of socialising, needs to be acknowledged. Parents and educators should adjust accordingly, by getting educated in this field themselves. The Net Generation is a generation who focuses on relationships and collaboration through technology and this should be exploited by anybody who has contact or interacts with the adolescent of today.
Psychology of Education
M. Ed. (Guidance and Counselling)
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48

"Rethinking the impact of social networking service (SNS) from network perspective: social capital, uses and gratifications, passion, and social well-being." 2013. http://library.cuhk.edu.hk/record=b5884319.

Full text
Abstract:
Zhang, Yin.
Thesis (Ph.D.)--Chinese University of Hong Kong, 2013.
Includes bibliographical references (leaves 164-180).
Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web.
Abstracts also in Chinese; appendix includes Chinese.
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49

Barlińska, Julia. "Cyberprzemoc u adolescentów – o roli medium, własnych doświadczeń i empatii w zachowaniach świadków rówieśniczej przemocy elektronicznej." Doctoral thesis, 2013. http://depotuw.ceon.pl/handle/item/265.

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Abstract:
Przedmiotem zainteresowań jest eksploracja zjawiska cyberprzemocy oraz identyfikacja czynników nasilających i ograniczających podejmowanie przez świadków zachowań rozpowszechniających kompromitujące informacje. Działania takie rozpatrywane są w kategoriach zachowań wzmacniających cyberprzemoc. Grupę internautów, która szczególnie łatwo angażuje się w cyberprzemoc, stanowi młodzież. Dwuetapowym programem badawczym objęto uczniów szkół gimnazjalnych i pierwszych klas szkół ponadgimnazjalnych (N = 1789). Celem pierwszej części rozprawy jest identyfikacja czynników sprzyjających zachowaniom wzmacniającym przemoc. Skoncentrowano się na eksploracji wpływu zmediatyzowanej formy kontaktu. Poszukiwano odpowiedzi na pytania o szanse na pojawianie się negatywnych zachowań świadków cyberprzemocy w warunkach: kontaktu online vs kontaktu twarzą w twarz oraz prywatnego vs publicznego kontekstu aktu przemocy, w którym działa świadek. Interesowano się także tym, czy doświadczenia wynikające z roli sprawcy i ofiary cyberprzemocy modyfikują częstość decyzji o rozpowszechnieniu kompromitujących inną osobę informacji. Kontrolowano także wpływ płci. W ramach części pierwszej zrealizowano dwa badania o charakterze eksperymentalnym, w których zmienną zależną był wybór zachowania. Badaniami objęto łącznie 1039 uczniów gimnazjów z różnych części Polski. Ustalenia tego etapu badań wskazały, że kontakt online oraz doświadczenia wynikające z roli sprawcy cyberprzemocy są istotnymi predyktorami zachowań świadków wzmacniających przemoc. Celem drugiej części było poszukiwanie czynników ograniczających zachowania świadków wzmacniające cyberprzemoc. Skoncentrowano się na znaczeniu aktywizacji różnych aspektów empatii w warunkach online. Weryfikowano hipotezy postulujące wpływ aktywizacji empatii afektywnej oraz poznawczej (w dwóch postaciach: skoncentrowanej na emocjach i zachowaniach ofiary) na ograniczenie zachowań o charakterze cyberprzemocy. Testowano także, czy aktywizowana empatia zachowuje w czasie swoje zbawienne skutki, innymi słowy, czy upływ czasu między aktywizacją empatii a zachowaniem zmienia szanse na pojawianie się zachowań wzmacniających cyberprzemoc. Zrealizowano trzy badania eksperymentalne w analogicznym do poprzedniego schemacie. Przebadano łącznie 750 uczniów szkół gimnazjalnych i ponadgimnazjalnych. W tym kluczowym dla profilaktyki przemocy elektronicznej etapie badań wykazano wpływ aktywizacji empatii. Znaczenie okazała się mieć zarówno empatia afektywna, jak i poznawcza – skoncentrowana na emocjach i zachowaniach ofiary. Ujawniano także brak wpływu aktywizacji empatii w warunkach odroczonego pomiaru zachowania. Potwierdzono ponownie znaczenie doświadczeń cyberprzemocy. Podobnie jak w etapie pierwszym, w żadnym z dalszych badań nie ujawniono znaczenia płci oraz doświadczeń wynikających z roli ofiary cyberprzemocy dla zachowań wzmacniających cyberprzemoc.
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50

"女性幻想男男之爱: 中国网络耽美与酷儿性研究 = Female fantasy of male homosexuality : queering boy's love fandom on the Chinese internet." 2014. http://library.cuhk.edu.hk/record=b6115388.

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Abstract:
"耽美"来源于日本,是以女性读者群为主要受众、描写男性与男性之间浪漫关系或性关系的文学或艺术作品,也被称为BL(Boy’s Love)。喜爱耽美的女性爱好者被称为"腐女"。耽美文化自1990 年代后期随着日本流行文化进入中国,至今已在中国网络空间中逐渐发展成为一个主要由女性网民所组成的,包含文本创作、阅读与交流的文化圈。与此同时,耽美文化的流行亦引发了中国当下种种对性与性别问题的思考。
本研究将耽美文化解译为"女性幻想男男之爱"的欲望结构,从精神分析幻想理论与酷儿理论的视角来考察中国网络中的耽美文化现象。论文所围绕的一个问题是,耽美文化与中国社会文化中的性/别话语产生了怎样的关系,以及如何从腐女的耽美幻想中搭建起与现实性/别政治的联系。研究首先分析了两类网络耽美小说文本,分别来看它们与1990年代以后的"男同性恋"身份话语,和2000年代以后对"中国古典文化"想象之间的吸收、挪用与再创造;其次以网络腐女圈的论坛讨论与配对狂欢为对象,研究网络耽美式恶搞对官方媒体、主流男性形象和异性恋规范的权威所潜在的颠覆性;最后以2011年一桩"腐女被抓案"新闻报道为契机,来观察耽美文化与网络淫秽色情审查的纠葛、冲突与可能的出路。
欲望幻想的流动性决定着它边界的模糊与开放,以及它承载、影响乃至侵扰"现实"秩序的功能。因此,作为一种女性的男性同性情欲幻想,本研究视耽美文化最引人注目的地方不在于其本身的出现与流行程度,而在于它与各种性/别话语的相互建构与矛盾冲突。此外,在对幻想文本、网络话语以及腐女群体的调查中,本研究也期待探索某种"酷儿"政治在中国网络文化中生产的可能性。
Boy’s love (BL in short; danmei in Chinese) is a Japanese term for female-oriented fictional media, which focuses on love, sex and romance between beautiful androgynous boys or young men. Apart from the gay self-representations, BL is a genre of male homoeroticism by and for mostly heterosexual women. In China, the BL fans call themselves "Fu Nu", which means "rotten girl", to describe their enthusiasm for fantasizing male homosexuality. BL originated from Japanese amine, comic and game youth culture, and has since become a transnational phenomenon all over the world with a global fan base. As such, the phenomenon of boy’s love had already aroused a lot of discussions in relation to ideologies of gender and sexuality from different cultural and social perspectives. BL fandom in China’s culture context with its "Chinese characteristics" also deserves particular attention, when it opens up a fantastic space for Chinese woman to practice their sexuality beyond non-heterosexual norms.
However there is limited work that considers the queer sexuality of female BL fans in China, in relation to the queer texts and queer discourses they create. There is also little research that explores the capacity of boy’s love netizens to resist the on-going internet surveillance by the Chinese government of information deemed ‘sexually inappropriate’ and outside the heterosexual norm. Therefore there remains a paucity of studies that examine the political potentialities of anti-homophobic and queer discourses of sexuality as manoeuvred by the Chinese BL fan base that continue to populate online communities. Based on previous studies about the phenomenon of boy’s Love in China, this paper analyses the queer politics of the online BL fandom in terms of the interactions between BL and the other gender and sexuality discourses on the Chinese Internet. It will be argued that the online BL fandom opens up a virtual space for girls and young women to author practice their male homosexual fantasies. Moreover, it will be maintained that boy’s love appropriates the queerness from the different sides of cyber culture into its narrative fantasies, thus forming a queer continuum made up with the conflicts, complicities and political potentialities of the gender and sexuality on the Chinese internet. This paper concludes with an analysis of the ambiguous relation of BL with Chinese Internet censorship, and traces the capacities of boy’s love netizens in subverting and resisting government surveillance of what it terms ‘obscene’ information.
Detailed summary in vernacular field only.
Detailed summary in vernacular field only.
Detailed summary in vernacular field only.
周舒燕.
Thesis (Ph.D.) Chinese University of Hong Kong, 2014.
Includes bibliographical references (leaves 151-162).
Abstracts also in English.
Zhou Shuyan.
APA, Harvard, Vancouver, ISO, and other styles
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