Using Theory of Interactive Media Effects (Time) to Analyze Digital Advertising

2017 ◽  
pp. 86-109 ◽  
Author(s):  
S. Shyam Sundar ◽  
Jinyoung Kim ◽  
Andrew Gambino
2021 ◽  
pp. 073953292110500
Author(s):  
Manu Bhandari ◽  
Matthew Emery ◽  
Sarah Scott ◽  
David Wolfgang

Online comments can affect news receivers’ news perceptions. But the role of individual online comment sources is still poorly understood. Using Sundar’s TIME (Theory of Interactive Media Effects) theory, this experiment examined the effects of commenter sex cues and news receiver sex on commenter credibility. Commenters with female (vs. male) names were rated higher in source credibility, and female news receivers were generally more likely to rate commenters higher on source credibility. Theoretical and practical implications are discussed.


2020 ◽  
Vol 25 (1) ◽  
pp. 74-88 ◽  
Author(s):  
S Shyam Sundar

Abstract Advances in personalization algorithms and other applications of machine learning have vastly enhanced the ease and convenience of our media and communication experiences, but they have also raised significant concerns about privacy, transparency of technologies and human control over their operations. Going forth, reconciling such tensions between machine agency and human agency will be important in the era of artificial intelligence (AI), as machines get more agentic and media experiences become increasingly determined by algorithms. Theory and research should be geared toward a deeper understanding of the human experience of algorithms in general and the psychology of Human–AI interaction (HAII) in particular. This article proposes some directions by applying the dual-process framework of the Theory of Interactive Media Effects (TIME) for studying the symbolic and enabling effects of the affordances of AI-driven media on user perceptions and experiences.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Hanna Lee ◽  
Yingjiao Xu ◽  
Anne Porterfield

PurposeThe purpose of this study was to investigate the relationship between consumers' perceived media characteristics, telepresence, attitudes and adoption intention towards augmented reality (AR)-based virtual fitting rooms (VFRs). Additionally, the mediating effect of telepresence was examined.Design/methodology/approachData were collected from 352 university students and analysed using structural equation modelling.FindingsEmpirical results suggest significant positive influences of media characteristics, including perceived interactivity and augmentation, on telepresence, which, in turn, influenced attitudes and adoption intention towards AR-based VFRs. Also, telepresence mediated the relationship between media characteristics and consumers' attitudes.Research limitations/implicationsData for this study were collected based on the subjects' one-time experience with a particular AR-based VFR. Therefore, the generalisation of the findings may be limited.Practical implicationsAn important implication is that the enhancement of rendering interactive and augmented features is crucial for adoption of AR-based VFRs considering the key role of interactivity and augmentation in inducing telepresence, attitudes and adoption intention.Originality/valueThe paper empirically tested the importance of unique media characteristics, telepresence and attitudes in consumers' adoption of AR-based VFRs through the lens of the theory of interactive media effects.


Author(s):  
S. Shyam Sundar ◽  
Haiyan Jia ◽  
T. Franklin Waddell ◽  
Yan Huang

GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


1996 ◽  
Vol 41 (6) ◽  
pp. 599-601
Author(s):  
Louis P. Cusella
Keyword(s):  

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