The Handbook of the Psychology of Communication Technology offers an unparalleled source for seminal and cutting-edge research on the psychological aspects of communicating with and via emergent media technologies, with leading scholars providing insights that advance our knowledge on human-technology interactions. * A uniquely focused review of extensive research on technology and digital media from a psychological perspective * Authoritative chapters by leading scholars studying psychological aspects of communication technologies * Covers all forms of media from Smartphones to Robotics, from Social Media to Virtual Reality * Explores the psychology behind our use and abuse of modern communication technologies * New theories and empirical findings about ways in which our lives are transformed by digital media
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Cover
Series page
Title page
Copyright page
Dedication page
Biographical Notes
Preface
Acknowledgments
Part I: Theoretical Overviews
1 Interpersonal and Hyperpersonal Dimensions of Computer-Mediated Communication
The Social Information Processing Theory of CMC
Hyperpersonal CMC
Conclusion
References
2 Group Identity, Social Influence, and Collective Action Online
Introduction
Background, Roots, and Development of SIDE
References
3 Toward a Theory of Interactive Media Effects (TIME)
Introduction
Interactive Media Effects
Interactivity Effects Model
Agency Model
Motivational Technology Model
MAIN Model
Concluding Remarks
Acknowledgments
References
Part II: Source Orientation: Avatars, Agents and Androids
4 Examining Perception and Identification in Avatar-mediated Interaction
Responding to Avatars of Digital Others: Adapting to Online Information
Attributions of Humanity, Anthropomorphism, and Social Potential
Understanding the Use of the Visual Characteristics of Avatars in Perception
Selecting an Avatar to Represent the Self to Others in Online Interactions
Using Avatar Research to Understand Human Interactions
References
5 Effects of Visual Cues on Social Perceptions and Self-Categorization in Computer-Mediated Communication
Avatars and Social Stereotypes
Avatar Similarity and Self-Categorization: Personal versus Group Identity
Avatars as a Pseudo-Identity Cue: Contingent Conditions
Why Avatars Matter: Potential Explanations
Implications and Future Directions
Conclusion
References
6 Social Effects of Virtualand Robot Companions
Social Reactions Towards Artificial Entities: Media Equation and CASA Studies
Attempts to Explain Social Reactions Toward Artifacts or Computers
Testing of Explanations and Influencing Factors
Summary of Theoretical Implications
Conclusions for Implementation
Directions for Future Work
References
7 Telepresence and Apparent Agency in Human–Robot Interaction
Introduction
Theoretical Grounding
Empirical Grounding in Field Explorations
Experimental Explorations and Hypothesis Testing
Implications for Theory
Future Work
Conclusions
Acknowledgments
References
8 Psychological Aspects of Technology Interacting with Humans
Virtual Characters
Interactive PEFiC
I-PEFiC and Affective Decision Making
Silicon Coppélia
Realism? Epistemics of the Virtual
Ethics: Moral Reasoner
Affordances: Creative Machines
Caredroids: Humanoids Taking Care
Conclusions
Acknowledgments
References
Part III: Technological Affordances and Social Interaction
9 Social Network Site Affordances and Their Relationship to Social Capital Processes
Overview of Social Media
Social Network Sites
Overview of Social Capital
Bridging the Gap: Social Capital and Social Network Site Research
Three Elements of SNSs and Their Role in Social Capital Processes
Social Grooming in Social Network Sites
Conclusion
Acknowledgements
References
10 The Social Psychology of Mobile Communication
Introduction
Mobile Communication and Negotiating the Social Expectations of Others
Mobile Co-Presence and the Impact of Mobile Phones on the Field of Social Interaction
Facilitating Social Cohesion through Mobile Communication
Multitasking and the Social Psychological Consequences of Split Attention and Mobile-Mediated Social Facilitation
Problematic Mobile Phone Use: Exploring Mobile Phone Dependency and Risk-Taking
Methodological Challenges in the Social Psychological Study of Mobile Communication
Conclusion
References
11 Real or Ersatz? Determinants of Benefits and Costs of Online Social Interactions
Ersatz Social Engagement Theory
Online Social Interaction as an Ersatz Social Activity
Online Social Interaction on the Continuum of Real to Ersatz
Individual Factors in the Consequences of Online Social Interaction
The Perceived Reality of Online Social Interactions
Conclusion
References
12 Deception with Technology
Butlers, Sock Puppets, and the Chinese Water Army
The Cues Heuristic and Implications for Deception Online
The Transformation of the Interaction Space
The Warranted Self-Presentation Perspective
Love and Lies: Deception in Online Dating
On My Way: Butler Lies
Conclusion
References
13 Immersive Virtual Environments and the Classrooms of Tomorrow
Introduction
MOOCs
MOOVE Overview
IVE Hardware Systems
IVE Research Methods
Transformed Social Interaction
Social Learning Theory
Embodied Cognition Theory
Conclusion
References
Part IV: Adoption, Use and Abuse of Communication Technologies
14 The Psychology of the Diffusion and Acceptance of Technology
The Traditional Approach to the Study of Technology Adoption
The Contemporary Approach to the Study of Technology Acceptance
The Cognitive Perspective
The Future of Diffusion Research
References
15 Adolescent Development and Psychological Mechanisms in Interactive Media Use
Introduction
Features of New Media Technology that Intersect with Needs Fulfillment in Adolescence
References
16 The Psychology of Interactive Media Habits
Discovering Interactive Media Habits
Recent Research
Toward a Theory of Interactive Media Habits
Implications for Theories of Media Attendance
Future Directions for Interactive Media Habit Research
Conclusion
References
17 Online Addictions
Introduction
Online Gambling Addiction
Online Gaming Addiction
Online Social Networking Addiction
Discussion
References
Part V: Exposure, Experience and Evaluations of Digital Media
18 Selective Exposure in the Communication Technology Context
Selective Exposure as a Concept
Selective Exposure Research Paradigm
The Context of Communication Technologies
Theoretical Tenets and Empirical Evidence
Consequences of Selective Exposure in the Context of New Communication Technologies
The Future of Selective Exposure Research in the Communication Technology Context
References
19 Affording Control
Customization
Interactivity
Navigability
Directions for Future Research
References
20 Psychological Approaches to Credibility Assessment Online
Defining Credibility
Challenges to Credibility in the Contemporary Media Environment
Information Processing and Credibility Evaluation
Individual Differences in Credibility Assessment
Social Interaction and Information Assessment
Research Directions and Conclusions
References
Part VI: Good Technology for Better Health
21 Trust and Engagement in Online Health
Introduction
The Role of the Internet in Health Information and Advice
Trust in e-Health
A Timeline-Based Approach to Understanding Health Consumers’ Use of the Internet
Discussion and Practical Implications
Directions for Future Work
Acknowledgments
References
22 Computer-Mediated Support for Health Outcomes: Psychological Influences on Support Processes
Prevalence and Growth of Computer-Mediated Support
Motivations for Participating in Computer-Mediated Support Groups
Perceived Advantages and Disadvantages of Computer-Mediated Support
Key Variables That Influence Participation in Computer-Mediated Support
Prominent Theoretical Frameworks in Computer-Mediated Support Research
Health Outcomes Related to Computer-Mediated Social Support
Prominent Methods Used in Computer-Mediated Support Research
Limitations of Computer-Mediated Support Scholarship and Future Theoretical/Applied Directions for Research
Conclusion
References
23 Using Digital Games to Promote Health Behavior Change
Defining Digital Games
Motivation to Engage in Digital Games
Learning with Digital Games
Behavior Change with Digital Games
Conclusion
Acknowledgment
References
24 Leveraging Psychology of Virtual Body for Health and Wellness
Introduction
Our Body Is Virtual
Action and Space
Virtual Reality as Embodied and Positive Technology
The Different Roles of Spatial Reference Frames in the Process of Change
Positive Technologies in Eating Disorders
Conclusions
References
25 Treating Emotional Problems with Virtual and Augmented Reality
Introduction
Open-Out: A Treatment for Claustrophobia
Virtual-Flight: A Treatment for Flight Phobia
Going-Out: A Treatment for Panic Disorder with Agoraphobia
The EMMA’s World: An Adaptive VR System for Stress-Related Disorders
Limitations of VR
Augmented Reality and the Treatment of Specific Phobias
Conclusions
Acknowledgments
References
Index
End User License Agreement
Chapter 03
Table 3.1 Propositions of the theory of interactive media effects (TIME)
Chapter 08
Table 8.1 Agent A (e.g., robot) judges Agent B (e.g., user), resulting in valences that precede action tendencies
Chapter 21
Table 21.1 Health websites and range of features including patient experiences
Table 21.2 Example of methodology from HRT study in phase 1
Table 21.3 Example of methodology from asthma study in phase 2
Chapter 24
Table 24.1 The symbiotic rescripting protocol
Chapter 03
Figure 3.1 TIME model.
Figure 3.2 Updated model of interactivity effects.
Figure 3.3 Agency Model of Customization.
Figure 3.4 Theoretical model of motivational technology to promote preventive health behaviors.
Figure 3.5 The MAIN model.
Chapter 07
Figure 7.1 A Texai Alpha (foreground) in use at an all-company weekly meeting.
Figure 7.2 Texai operators being given personal space in a group meeting.
Figure 7.3 Time to complete obstacle course (in seconds) for people with an internal locus of control versus people with an external locus of control and with obstacle avoiding assistance versus no assistance (mean and standard errors).
Figure 7.4 Several of the main effects of verbally framing (independent vs. interdependent performance measurement) and of visually framing (not decorated by local vs. decorated by local) (means and standard errors). (a) More disclosure when performance framed as interdependent. (b) Less animal-like emotions ascribed to partner when performance framed as interdependent. (c) Less desire for extra interaction when Texai was decorated.
Chapter 08
Figure 8.1 Perceiving and Experiencing Fictional Characters (PEFiC). Dashed arrows indicate percentages of information spillover to the other polarity.
Figure 8.2 Interactive PEFiC (I-PEFiC) has an engagement (white) and an interaction side (black). Curved arrows indicate interaction effects.
Figure 8.3 Dependencies in I-PEFiC
ADM
.
IDT
involvement-distance trade-off,
ES
expected satisfaction,
UI
use intentions.
Figure 8.4 Silicon Coppélia.
Figure 8.5 The creative process.
Figure 8.6 Suggested by computer: CobraSpoon is a cocktail spoon turned into a snake. The actual object was made by a goldsmith.
Chapter 13
Figure 13.1 A user in an IVE pretends to fly using tracking and rendering equipment. Hands are tracked by active infrared sensors (1). Nonverbal behavior is collected by a passive infrared Microsoft Kinect device (2). Head movements are tracked by an accelerometer (3). The virtual scene is rendered from all of the tracking data and shown to the user in 3D with a head-mounted display (4).
Chapter 14
Figure 14.1 A Cognitive map of early adopters’ technology preferences based on the relational model of adopter choice (Vishwanath & Chen, 2011).
Figure 14.2 A research model combining diffusion and MIS perspectives.
Figure 14.3 A two-dimensional cognitive map of the barriers to the adoption of EMRs among physicians.
Chapter 15
Figure 15.1 Schematic representation of a theoretical model representing the CPM-A-MPC.
Chapter 20
Figure 20.1 Schematic representation of potential factors relevant to credibility evaluation of online information.
Chapter 21
Figure 21.1 Staged model of trust.
Figure 21.2 Overview of current research programme including staged model of trust development and the key moderators of interest.
Chapter 24
Figure 24.1 Reference frames and their cognitive representation.
Figure 24.2 The effects of the intuitive use of an artifact on our spatial experience.
Chapter 25
Figure 25.1 “EMMA’s room” and its elements.
Figure 25.2 EMMA’s environments.
Figure 25.3 The reality-virtuality-continuum.
Figure 25.4 AR system for the treatment of acrophobia.
Figure 25.5 AR system for the treatment of small animal phobia.
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This series aims to provide theoretically ambitious but accessible volumes devoted to the major fields and subfields within communication and media studies. Each volume sets out to ground and orientate the student through a broad range of specially commissioned chapters, while also providing the more experienced scholar and teacher with a convenient and comprehensive overview of the latest trends and critical directions.
The Handbook of Children, Media, and Development, edited by Sandra L. Calvert and Barbara J. Wilson
The Handbook of Crisis Communication, edited by W. Timothy Coombs and Sherry J. Holladay
The Handbook of Internet Studies, edited by Mia Consalvo and Charles Ess
The Handbook of Rhetoric and Public Address, edited by Shawn J. Parry-Giles and J. Michael Hogan
The Handbook of Critical Intercultural Communication, edited by Thomas K. Nakayama and Rona Tamiko Halualani
The Handbook of Global Communication and Media Ethics, edited by Robert S. Fortner and P. Mark Fackler
The Handbook of Communication and Corporate Social Responsibility, edited by Øyvind Ihlen, Jennifer Bartlett and Steve May
The Handbook of Gender, Sex, and Media, edited by Karen Ross
The Handbook of Global Health Communication, edited by Rafael Obregon and Silvio Waisbord
The Handbook of Global Media Research, edited by Ingrid Volkmer
The Handbook of Global Online Journalism, edited by Eugenia Siapera and Andreas Veglis
The Handbook of Communication and Corporate Reputation, edited by Craig E. Carroll
The Handbook of Media and Mass Communication Theory, edited by Robert S. Fortner and P. Mark Fackler
The Handbook of International Advertising Research, edited by Hong Cheng
The Handbook of the Psychology of Communication Technology, edited by S. Shyam Sundar
Edited by
S. Shyam Sundar
This edition first published 2015© 2015 John Wiley & Sons, Inc
Registered OfficeJohn Wiley & Sons, Ltd, The Atrium, Southern Gate, Chichester, West Sussex, PO19 8SQ, UK
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All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, except as permitted by the UK Copyright, Designs and Patents Act 1988, without the prior permission of the publisher.
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Library of Congress Cataloging-in-Publication Data
The handbook of the psychology of communication technology / edited by S. Shyam Sundar. pages cm Includes bibliographical references and index.
ISBN 978-1-118-41336-4 (cloth)1. Communication and technology–Psychological aspects. 2. Information technology–Psychological aspects. 3. Communication–Psychological aspects. I. Sundar, S. Shyam. P96.T42H366 2015 303.48′33–dc23 2014026814
A catalogue record for this book is available from the British Library.
Cover image: © Peshkova / Shutterstock
Dedicated to Cliff Nass (1955–2013), teacher, advisor, mentor, friend, and a pioneering force in the study of psychology of communication technology
Photo Credit Source: Linda A. Cicero / Stanford News Service
Cristina Botella is Full Professor of Clinical Psychology at Universitat Jaume I, Spain. Her main research line is the design and testing of clinical applications based on information and communication technologies for the treatment of emotional disorders. She has published over 100 papers and participated in various research projects granted by national as well as European funds.
Jeremy N. Bailenson is Founding Director of VHIL and an Associate Professor in the Department of Communication at Stanford. His main area of interest is the phenomenon of digital human representation. His findings have been published in over 70 academic papers in the fields of communication, computer science, education, and psychology.
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