scholarly journals A Study on Social Interaction Factors Influencing on Excessive Online Game Usage

2016 ◽  
Vol 14 (1) ◽  
pp. 387-398
Author(s):  
Yong-Young Kim ◽  
Mi-Hye Kim
Author(s):  
Junjie Zhou ◽  
Tingting Fan

Although online health communities (OHCs) are increasingly popular in public health promotion, few studies have explored the factors influencing patient e-health literacy in OHCs. This paper aims to address the above gap. Based on social cognitive theory, we identified one behavioral factor (i.e., health knowledge seeking) and one social environmental factor (i.e., social interaction ties) and proposed that both health knowledge seeking and social interaction ties directly influence patient e-health literacy; in addition, social interaction ties positively moderate the effect of health knowledge seeking on patient e-health literacy. We collected 333 valid data points and verified our three hypotheses. The empirical results provide two crucial findings. First, both health knowledge seeking and social interaction ties positively influence patient e-health literacy in OHCs. Second, social interaction ties positively moderate the effect of health knowledge seeking on patient e-health literacy. These findings firstly contribute to public health literature by exploring the mechanism of how different factors influence patient e-health literacy in OHCs and further contribute to e-health literacy literature by verifying the impact of social environmental factors.


2014 ◽  
Vol 10 (4) ◽  
pp. 1-16 ◽  
Author(s):  
Yu-Jen Chou ◽  
Shao-Kang Lo ◽  
Ching-I Teng

Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.


2019 ◽  
Vol 3 (3S) ◽  
pp. 95-98
Author(s):  
Musaidah Musaidah

Social interaction denotes adaptation with surroundings between  individual and individual, individuals and groups, and groups and groups. The purpose of this research is to know the influence of gadget towards the social interaction of juveniles at SMK Gunung Sari 1 Makassar. The type of this research is quantitative descriptive using Simple Random Sampling with the number of 41 samples  which means that the analysis of scientific method used number starting from data collection, data interpretation and its result. The purpose of this is to know the influence of independent variable, gadget (the intensity of use, communication and online game wich correlation wards dependent variable (social interaction of teenagers). Based on the statistical test by using Correlation test in this analysis used is the correlation with ameaningα= 0.05 an confidence interval, the intensity of gadget use was obtained by the value of p = 0.000 with the value of r = 0.615 which means that the result of the hypothesis mentioned that there was an effect of the intensity of the gadget use towards the social interaction of adolescents with moderate relationship and positive direction (unidirectional). The variable gadget as the means of communication to the variable of online game addiction obtained a value of p=0.000 with r=0.689. Thus, there is an influence of online game towards the social interaction of juveniles with strong relationships and unidirectional.


2001 ◽  
Vol 74 (3) ◽  
pp. 277-282 ◽  
Author(s):  
Ants Kask ◽  
Huu Phuc Nguyen ◽  
Reinhard Pabst ◽  
Stephan von Hörsten

2017 ◽  
pp. 202-219
Author(s):  
Yu-Jen Chou ◽  
Shao-Kang Lo ◽  
Ching-I Teng

Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.


Author(s):  
Jieun You ◽  
Junghwan Kim ◽  
Sarah M Miller

This chapter discusses about application of social capital and network approach to organizational learning research and practice. The shift of organizational learning perspective from a technical or system-structural perspective to a social or interpretative perspective highlights that organizational learning process is socially embedded and is based on social interaction/relationships. Social capital and network theories provides a conceptual framework to explain how organizational learning takes place as well as identifies social and network factors influencing organizational learning. Thus, the chapter provides implications for establishing a conceptual and methodological framework to describe and evaluate an organizational learning process by extensively reviewing the recent organizational learning research adopting social capital and network approach.


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