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Cyberbullying on Facebook: Group composition and effects of content exposure on bystander state hostilityNeff, Andrea January 2013 (has links)
This study addressed the extent to which offensive cyberbullying content exists on Facebook and the extent to which bystanders that view cyberbullying content reported increased levels of hostile affect. Experiment 1 identified 200 open Facebook groups that contained offensive cyberbullying content. Group composition, in terms of group membership and participation, and the content within the groups, in terms of the number and content of posts, were analysed for gender differences and severity of content. Results from Experiment 1 highlighted the visibility of offensive cyberbullying material that is accessible to any member of the Facebook community. Given the prevalence for such content, Experiment 2 was designed to identify the extent to which exposure to cyberbullying content on Facebook would increase levels of state hostility (i.e., hostile affect), while also examining gender differences and controlling for trait hostility. Participants were presented with Facebook screenshots that contained either offensive or neutral Facebook screenshots and were asked to respond to questionnaires via self-reporting methods. Results indicated that exposure to offensive content led to an increase in levels of state hostility, particularly in those who had previously reported higher levels of trait hostility. Taken together, these findings suggest that not only is offensive material perpetrating cyberbullying behaviour prevalent and accessible to any Facebook member, but bystanders who view offensive cyberbullying content have the tendency to respond with increased levels of hostile affect post-exposure.
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The effect of narrative elements within video games : localized setting and character motivation on audience arousalDunn, Mary Elizabeth 29 October 2012 (has links)
The creative possibilities of video games have been energized by the continual advancement of technology in the twenty-first century. Extensive research has been conducted to better understand the effects of video game audio-visual components, gaming platforms, and computer-mediated communication. The research that has investigated the influence of narrative elements has focused primarily on their interaction with aggressive game play and increased aggression. After investigation into the literature pertaining to narrative, human motivation, and arousal, this thesis discusses study results indicating a subtle, yet significant, influence character motivation manipulation has increasing audience arousal, specifically in a narrative involving a near future war plotline. Additionally, the results indicating that the localization of a narrative’s setting does not increased audience arousal any more so than a narrative setting ambiguously defined. These concepts can be useful to advertising strategists interested in developing advergames or product placements within video games, and therefore the implications of this thesis’ results and future research suggestions will be presented. / text
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Cyber athletes: identification, competition, and affect implicationsGriffiths, Robert P. 22 June 2007 (has links)
No description available.
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