Debates concerning the impacts of screen time are widespread. Existing research presents mixed findings, and lacks longitudinal evidence for any causal or long-term effects. We present a critical account of the current shortcomings of the screen time literature. These include poor conceptualisation, the use of non-standardised measures that are predominantly self-report, and issues with measuring screen time over time and context. Based on these issues, we make a series of recommendations as a basis for furthering academic and public debate. These include drawing on a user-focused approach in order to seek the various affordances gained from “screen use”. Within this, we can better understand the way in which these vary across time and context, and make distinction between objective measures of “screen time” compared to those more subjective experiences of uses or affordances, and the differential impacts these may bring.
Evidence highlights the prevalent usage of emoticons within digital forms of textual communication and the impact on the recipient. However, little evidence demonstrates the interpersonal functions for the user and whether this varies as a product of virtual platform. This formed the basis for the current study in which participants ( N = 92) provided open-ended accounts of their reasons for using emoticons across three virtual platforms (email, text message, and social networking site), and their general emoticon usage across these. Responses revealed a number of themes on reasons for emoticon usage. The first was; “aiding personal expression”, with sub-themes of; “establishing emotional tone”; and “to lighten the mood”. Other themes were “reducing ambiguity of discourse” and “appropriateness of context”. Overall, there was consistency across platforms, on both the personal and interpersonal functions which emoticons served. However, some disparity was identified as email platforms were deemed inappropriate for emoticon use, regardless of the fact that emoticons were recognised as important emotional aids for communication. Taken together these findings highlight the importance of emoticon usage for the user, through a contextual lens to recognise the influential factors upon these behaviours and the implications this has for digital text-based communication. In this regard, this contributes further conceptualisation of one aspect of hyperpersonal communication within virtual interactions, and how different platforms may permit these self-presentational efforts to a greater or lesser extent.
We live in a digital society that provides a range of opportunities for virtual interaction. Consequently, emojis have become popular for clarifying online communication. This presents an exciting opportunity for psychologists, as these prolific online behaviours can be used to help reveal something unique about contemporary human behaviour.
19 September 2017 in International Journal of Mental Health and Addiction
With Internet connectivity and technological advancement increasing dramatically in recent years, “Internet addiction” (IA) is emerging as a global concern. However, the use of the term ‘addiction’ has been considered controversial, with debate surfacing as to whether IA merits classification as a psychiatric disorder as its own entity, or whether IA occurs in relation to specific online activities through manifestation of other underlying disorders. Additionally, the changing landscape of Internet mobility and the contextual variations Internet access can hold has further implications towards its conceptualisation and measurement. Without official recognition and agreement on the concept of IA, this can lead to difficulties in efficacy of diagnosis and treatment. This paper therefore provides a critical commentary on the numerous issues of the concept of “Internet addiction”, with implications for the efficacy of its measurement and diagnosticity.
The current study examined the impact of stereotype threat on female online gamers' performance and further examined whether manipulating the availability of multiple social identities effectively eliminated these performance decrements. Further, participants' implicit attitudes towards female online gamers were assessed. Eighty-one participants (60 female) were assigned to one of four experimental conditions: 1), stereotype threat, 2), multiple social identities, 3), female control, and 4), male control. They completed an Implicit Association Test and a gaming task. The number of coins collected in a 5-min time period provided a measure of gameplay performance. Results indicated that stereotype threatened females underperformed on the gaming task relative to males in the control condition. The intervention of multiple social identities successfully protected females' gameplay performance from stereotype threat. Additionally, differences were found between conditions in implicit attitudes pertaining to gender-gaming competence. This research highlights the harmful effects of negative stereotypes on females' gaming performance, and suggests that these decrements may be eliminated when females identify with an alternative positive social identity
Previous literature has found inconsistent relationships between online gaming engagement and psychosocial outcomes. To add clarity to this discussion, we explored these relationships though a multidimensional lens of gaming engagement. That is, we examined the role of gamer identity and online social capital as mediators of online gaming engagement and psychosocial outcomes (i.e. self-esteem, loneliness, social competence). We addressed this in a sample of Massively Multiplayer Online (MMOs) players ( N = 708), via an online questionnaire to establish cross-sectional associations. Findings revealed positive relationships between MMO engagement (measured by a multidimensional measure), gamer identity, and online social capital. Additionally, gamer identity related positively to self-esteem and social competence, and negatively with loneliness. Differential outcomes were also found between social capital and loneliness. Specifically, loneliness was negatively related to online bonding, but positively with online bridging capital, highlighting the importance of exploring the constitution of gaming communities to assess their role in promoting varying dimensions of social capital and the associated psychological correlates. Taken together, we evidence the psychosocial benefits of MMO engagement, specifically in relation to the social value of identifying and connecting with others in MMOs. Additionally, we highlight the complexities surrounding the concept and measurement of gaming engagement.