Psychology of You 2.0: Psychology of Social Media
Chapter 1
Media Psychology: From Asocial Media to Social Media
Ulaş Başar Gezgin
1.1. Introduction
What
is psychology of social media? A comprehensive response would be based on
exploring media psychology theories and research. Neuman & Guggenheim
(2011) rewrites the history of theories on media effects in 6 stages:
1)
“Persuasion Theories” (1944-1963) which focus on “simple attitude change and
behavioral modeling”
2)
“Active Audience Theories” (1944-1986) which focus on “motivated attention”
3)
“Social Context Theories” (1955-1983) which focus on “interpersonal context of
communication”
4)
“Societal & Media Theories” (1933-1978) which focus on “long term
accumulation of effects”
5)
“Interpretive Effects Theories” (1972-1987) which focus on “salience,
accessibility, and structure of attitudes”, and
6)
“New Media Theories” (1996-onwards) which focus on “expanded two-way communication,
networking, [and] expanded content choice” (Neuman & Guggenheim, 2011,
pp.175-176).
“Persuasion
theories” include voting research, Shannon linear model, Lasswell linear model,
persuasion/attitude change, and social learning; “active audience theories”
include attribution theory, uses & gratifications, parasocial theory,
cognitive dissonance/ social identity, minimal effects, selective exposure,
disposition theory, media dependency, and elaboration likelihood model; “social
context theories” include two-step flow, diffusion theory, knowledge gap
theory, social networks/ social capital, spiral of silence, and third person
theory; “societal and media theories” include media hegemony/ public sphere,
channel effects, social construction of reality, differential media exposure,
and cultivation theory; “interpretive effects theories” include agenda setting,
priming, and framing theory; and finally, “new media theories” include
computer-mediated communication (Neuman & Guggenheim, 2011, pp.175-176).
Although
an effort to present all these in details by itself requires a book-length
space; even by a cursory look, it is obvious that most of the theories
mentioned are applications of social psychology models for media studies. Thus,
all are relevant for a book on media psychology and psychology of social media.
Among these, uses and gratifications theory and cultivation theory are usually
endorsed by contemporary media psychology researchers (e.g. Eyal, Metzger,
Lingsweiler, Mahood & Yao, 2006; Mastro, Behm-Morawitz & Ortiz, 2007;
Saito, 2007). Uses and Gratifications Theory explains why media consumers
prefer a particular media and the satisfaction they get from it; while
Cultivation Theory focuses on how they are affected by exposure to media. To
illustrate these, a comprehensive study can be presented here: In a meta-analysis, Fischer, Greitemeyer,
Kastenmüller, Vogrincic, & Sauer (2011) finds a positive connection between
exposure to media that glorify risky behaviors (including video games, movies,
advertising, TV, and music) and risky behaviors in real life (such as smoking,
binge drinking, substance abuse, risky driving, unprotected sex, extreme
sports, gambling etc.). Active media exposure (video games) are more powerful
than passive exposure in moving users into risky behaviors in real life; and
users younger than 24 years of age are the most vulnerable to risk-glorifying
media (Fischer et al., 2011). These findings could have been explained by
self-selection whereby risk-prone users prefer risk-glorifying media, rather
than risk-glorifying media pushing them into risky behavior; but Fischer et al.
(2011) shows that self-selection explanation is invalid. Risk-glorifying media
causes risky behaviors in real life. Although cultivation theory is not mentioned
by Fischer et al. (2011), the most relevant theory in media studies for this
meta-analysis is cultivation theory.
Within
this theoretical context, Tao & Busy (2007) is a sine qua non for the
discussion. They present 3 main components of media psychology research which
are media attributes (i.e. the properties of the media), psychological states
(e.g. emotions) and media effects. All studies can be classified based on which
component they focus more. This classification somehow resembles a reformed
behaviorist approach whereby an SOR framework (stimulus (media attributes),
response (media effects) and organism (psychological states)) is endorsed. A
good example of a study focusing on organism component is Farrar, Krcmar &
Nowak (2006) which investigates video games and related mental models.
A
set of media psychology studies are developmental, which means their samples
are children, adolescents and babies. For example, Krcmar, Grela, & Lin
(2007) investigates vocabulary learning from TV by toddlers; Courage & Setliff (2009) discusses the influence of TV and video
viewing on 1-3 year olds; Nielsen, Simcock & Jenkins (2008) focuses on
imitation by 24-month-olds as a response to live and televised models;
Linebarger & Piotrowski (2009) shows how TV improves narrative skills of
pre-schoolers; Vandewater & Bickham (2004) observes the positive influence
of educational media on pre-reading and reading skills among 2-5 year olds;
Becker-Blease, Finkelhor, & Turner (2008) explains how media exposure to
traumatic events such as September 11 attacks, kidnappings and sniper shootings
influence viewers’ reactions among those aged 2-17; Latner, Rosewall, &
Simmonds (2007) explores the association between childhood obesity stigma and
exposure to TV, video games and magazines among 10-13 year olds; Vandewater,
Shim & Caplovitz (2004) studies obesity and television and video game use
among children aged 1-12; and Moriarty & Harrison (2008) investigates TV
exposure and disordered eating patterns among preadolescent boys and girls. Of
course, hundreds of studies can be added to this list.
Although
these and other relevant studies are promising; an understudied age group is
the elderly. In contrast to these developmental studies, many media
psychologists conduct research with undergraduate students, usually due to
convenience and financial and time constraints. As developmental media
psychology studies are quite fragmented without a general message for cognitive
and social development, they have not been presented in this review. Most of the
media psychology studies presented here are the ones based on undergraduate
students. This is obviously a major limitation of the review, as media users
have a history of media use that can’t be ignored. For example, children are quite
sensitive to TV commercials. Robinson, Saphir, Kraemer, Varady & Haydel
(2001) presents a successful intervention program to decrease children’s toy
purchase requests by reducing television viewing. Many other developmental
media psychology studies are relevant for a book on media psychology and
psychology of social media. Before defining and presenting social media and
psychology of social media, it would be better to mention some media psychology
studies on TV and video game use as examples to guide further discussions. The
next two sections are definitely not meant to be comprehensive. Other reviewers
can add many more to the list.
1.2. Psychology
of TV
4
topics are the most popular in psychology of TV research. These are: TV and
violence/ aggression, TV and gender roles, TV and body image (and obesity), and
representations on TV and social cognitions in real life.
In
a large-scale study, Bushman (2006) finds that TV programs with warning labels
for violent materials make people of all ages curious about those programs and
thus they want to watch them. This is called as ‘forbidden fruit hypothesis’
(Bushman, 2006). Bushman (2006) recommends the use of information labels
instead of warning labels to deter fragile viewers from watching violent materials.
It is also found that males, children (those younger than 18) and those who
watched violent materials more than others before are more willing to view
violent content (Bushman, 2006).
Kirsch
(2006) reviews various studies on cartoon violence and aggression. A common
observation is that use of comedic elements in cartoons trivializes violence.
Kirsch (2006) lists the following as the “factors that lead to the
trivialization of comedic violence”: Cognitive transformation, schematic
processing, priming and contextual factors. In a second list, Kirsch (2006)
presents the following as factors that affect the perception of violence in
non-comedic cartoons: Graphicness, perceived actuality, perceived similarity
and perceived reality.
Do
violent contents on media lead to violent behaviors in real life? This question
is too naïve to proceed. A better question would be “Psychologically speaking,
what is the best way to screen violence on media especially on TV?” If violence
is shown to be punished harshly on TV, this may deter potential aggressors.
Rewarding of violence should be avoided. Movies showing police, soldiers or
heroes attacking so-called ‘criminals’ who “deserve to be attacked” may lead
security professionals to be more aggressive and anti-democratic in doing their
jobs in real life. So kids are not the only segment of the audience to be
vulnerable. It may also influence young viewers, as violence is justified in
such narratives. Furthermore, self-identifications with the characters in TV
narratives may have strong psychological effects on audiences. For example, an
African-American TV viewer watching the narrative of an African-American who
was kept in prison on unfair grounds can be anxious about his/her own security.
Saito
(2007) explores the influence of TV viewing on traditional gender roles and
finds that these roles are bolstered among heavy female viewers, while more
conservative viewers are more liberalized by TV exposure. Women are more likely
to be shown as victims in TV programs. Most of the time, they are portrayed in
typically feminine professions (e.g. housewife, nurse, teacher etc.).
Furthermore, beautiful women are more likely to be portrayed on TV than
intelligent women. Studies such as Saito (2007) are promising, as they open up
new areas of investigation within the framework of evolutionary psychology.
Majority
of the studies on media and body image are on females (e.g. Anschutz, Engels,
Becker, & van Strien, 2008; Anschutz, Engels, Becker, & van Strien,
2009; Anschutz, van Strien, & Engels, 2008; Birkeland, Thompson, Herbozo, Roehrig,
Cafri, & van den Berg, 2005; Maltby,
Giles, Barber, & McCutcheon, 2005; Tiggemann, 2006; Yamamiya, Cash, Melnyk,
Posavac, & Posavac, 2005). Barlett, Vowels & Saucier (2008) proposes
that idealized body images presented by media are not only negatively
influencing females but also males. In a meta-analysis, they observe that media
pressure to be lean and muscular is related to various psychological variables
such as “body satisfaction, body esteem, self-esteem, psychological disorders
(e.g., depression), and behavioral outcomes (e.g., excessive exercising)” among
male viewers (Barlett, Vowels & Saucier, 2008, p. 279). Older viewers
(college-aged males vs. adolescent males) are more influenced by media pressure
to be lean and muscular (Barlett, Vowels & Saucier, 2008).
Tiggemann
(2005) fails to find a relationship between total TV viewing time and variables
related to body image among adolescents, but she does find relationships
between time spent on watching soap operas and music videos and body image
variables. This opens up the possibility that elements of TV programs and not
the overall exposure are the culprits behind body dissatisfaction. Secondly, if
Barlett, Vowels & Saucier (2008) and Tiggemann (2005) would be read
together, it may appear that there is no surprise that no relationship is found
between viewing time and body image among adolescents, as the media pressure is
expected to be heavier among college-aged participants. Another finding by
Tiggemann (2005) is on television usage: Watching TV for social learning and
escape from negative affect (but not for entertainment) is related to body
image variables. Boys watch TV primarily for enjoyment and girls for social
learning (Tiggemann, 2005).
Halford,
Gillespie, Brown, Pontin, & Dovey (2004) compares obese, overweight and
lean children to investigate the influence of food advertisements on food
intake. Obese and overweight children increase their food consumption after
viewing food advertisements; and food advertisements affect all children in one
way or another. Thus, Halford et al. (2004) names food advertisements as
promoters of child obesity and overeating.
Dixon
& Azocar (2007) is an example of research on the influence of TV viewing (specifically
crime news programs) on cognitions related to racial stereotyping about Black
Americans. As Black Americans are overrepresented on TV crime news compared to
actual Black American crime rate, long-term and heavy exposure to crime news
forms negative racial stereotypes about Black Americans. Furthermore,
short-term negative effects of Black-dominated crime news viewing are also very
well documented (Dixon & Azocar, 2007). In the same vein, Mastro,
Behm-Morawitz & Ortiz (2007) investigates influence of TV portrayals of
Latinos on cognitions about Latinos. Similar to the case of African Americans,
Latinos are represented in negative roles on TV such as uneducated, lazy,
criminal, silly, drug dealer/user etc. This contributes to stereotyping of Latinos
in real life. As a result, heavy TV viewers endorse more negative stereotypes
about Latinos (Mastro, Behm-Morawitz & Ortiz, 2007).
1.3. Psychology
of Video Games
The
findings by media psychologists about the effects of video games on users are
mixed. In other words, some fail to find a relationship, while some others are
negative. In a moderately longitudinal study with a relatively large sample,
Gentile, Swing, Lim & Khoo (2012) observes bidirectional causality between
video game playing on the one hand, and impulsivity and attention problems on
the other, which means video game playing causes impulsivity and attention
problems; and children with impulsivity and attention problems are the ones to
play video games. Time spent on video games is found to be a strong predictor
of impulsivity and attention problems. (As a cautionary note, Gentile et al. (2012)
states that the way they define the term “attention problems” excludes visual
attention which matches another field of research.) Likewise, Carnagey &
Anderson (2005) finds that prior exposure to violent video games is related to
self-reported physical aggression. Supporting these results, Bartholow &
Anderson (2002) finds that violent video games lead to aggression and this
relationship is stronger for males; and Farrar, Krcmar & Nowak (2006) finds
that gamers who play bloody video games hold more aggressive intentions, and
more involvement and immersion in the game are associated with more violent
intentions.
In
a series of experiments, Carnagey & Anderson (2005) contrasts non-violent
video games and video games that reward violence and those that punish
violence. It is found that games that reward violence triggers aggressive
affects, behaviors (physiological measures) and cognitions; and that games that
punish violence increases hostile emotions as the players are frustrated by
punishment. In other words, violence in video games induces aggression in real
life regardless of rewarding or punishment of violent behavior in the games.
In
contrast, Ferguson, San Miguel, Garza & Jerabeck (2012) fails to find any
relationship between violent video game exposure and youth aggression in a
longitudinal study. Depression, antisocial personality traits, exposure to
family violence and peer influences are found to be the best predictors of
youth violence. Based on these findings, Ferguson et al. (2012) states that the
panic over the alleged negative consequences of video games is not justified;
and recommends policymakers to direct the funds to prevention programs other
than those related to video games.
In
most of the video games, women are shown as busty, sexy, promiscuous etc.
characters. It is rare to see women of video games in roles usually attributed
to men such as engineering, politics etc. Miller & Summers (2007) conducts
a content analysis on video game magazines to find out how male and female
characters are portrayed in video games. Most of the time, males are the heroes
or main characters of the games and they are shown in powerful positions with
weapons and abilities. In contrast, females are supplemental characters in
revealing clothes in most of the video games (Miller & Summers, 2007).
Dill, Brown & Collins (2008) finds that playing sexist video games is
associated with more tolerance for sexual harassment in real life; and that
long term exposure to such games leads to higher level of rape-supporting
attitudes. Furthermore, some games normalize violence against women. The case
is even worse, if one keeps in mind that more males prefer to play sexist and
violent games than females (Dill, Brown & Collins, 2008). Overall, males
are more willing to watch violent TV programs and play violent video games
(Eyal et al., 2006).
Media
violence exhibits different characteristics with regard to the type of media.
For example, violence in video games is personalized and usually rewarded;
while violence on TV is neither personalized nor always rewarded (Carnagey
& Anderson, 2005). Rewarding in video games further reinforces violent
behaviors in the game (Carnagey & Anderson, 2005). Furthermore, violence in
video games is continuous or repetitive and interactive; while that on TV is
intermittent or discrete and non-interactive (Eyal et al., 2006). On the other
hand, video games are more distant to real life compared to TV programs. In
fact, the narratives on TV programs are self-relevant, while video games are
mainly for fun and/or pastime. Of course, TV viewing is also for fun and/or
pastime, but it simultaneously serves multiple functions. Eyal et al. (2006)
which finds that exposure to violent video games does not predict aggressive
political opinions can be considered as a support for this explanation.
Violent
TV exposure is a predictor of aggressive political opinions, while violent video
game playing is not (Eyal et al., 2006). This may be explained by the fact that
items in aggressive political opinions questionnaires closely resemble violent
TV programs which portray the use of violence by security professionals against
criminals; while no items match the type of violence observed in video games
(Eyal et al., 2006). It is clear that more research is necessary that compare
violent TV vs. violent video game exposure to come up with stronger
conclusions.
1.4. Psychology
of Social Media
Time
for some basic facts:
-
6 billion subscriptions for mobile phone lines have been reported
(MobiThinking, 2012).
-
More than 2.2 billion Internet users in the world, with half in Asia have been
reported (Internet World Stats, 2011).
-
More than 200 million Facebook accounts in North America and nearly 200 million
Facebook accounts in Asia have been reported (Socialbakers, n.d.).
-
“In 2009 17 % of married couples met online” and “1 in 5 singles have dated
online” (Online Dating Services Statistics, 2011).
-
72% of Americans play online games (Entertainment Software Association, 2011).
So,
what is social media and what kind of studies are undertaken by psychologists
of social media? In the narrow sense, social media are the media provided by
social networking sites (SNS) and online social networks such as mobile phone
networks; while in the wider sense, social media is any online media that are
designed and used for social purposes. Converging with this wide understanding,
Correa, Hinsley, & Gil de Zúñiga (2010) defines social media use as “use of
social networking sites and instant messages” (p.247). To quote in more detail,
social media use is
“the particular consumption of digital
media or Internet that has little to do with traditional informational media
use. Rather, it provides a mechanism for the audience to connect, communicate,
and interact with each other and their mutual friends through instant messaging
or social networking sites” (Correa, Hinsley, & Gil de Zúñiga, pp.
247-248).
Then
what is SNS? SNSs are
“web-based services that allow
individuals to (1) construct a public or semi-public profile within a bounded
system, (2) articulate a list of other users with whom they share a connection,
and (3) view and traverse their list of connections and those made by others
within the system” (boyd & Ellison, 2008, p. 211).
These
media can be inclusive, which means they are open to public (e.g. Facebook,
Twitter, Youtube etc.); or they can be exclusive as in the cases of community
SNSs based on identity features such as location, ethnicity, gender, religion,
jobs, political views etc. (e.g. AsianAvenue, BlackPlanet, MiGente etc.) (boyd
& Ellison, 2008). Depending on inclusivity/exclusivity, SNSs build up
loosely or tightly connected online communities. For example, LinkedIn links
professionals; Twitter and Youtube have the capacity to connect like-minded
journalists from different localities; Facebook can connect old friends and
long-lost community members etc. In 2011 Arab Movements and in the Global
Occupy Movement, Twitter and Youtube are mentioned as indispensable tools of
communication for rapid social transformation. Deuze, Bruns & Neuberger
(2007) discusses how journalism practice has transformed into a more
participatory mode where both professional and amateur journalists and both
producers and consumers of news are involved in news production; and presents
case studies of participatory news production from various countries. Likewise,
Hermida & Thurman (2008) explains how British newspapers utilize user-generated
(i.e. reader-generated) content.
Before
moving to the next topic, a timeline could be helpful to organize the
information in this section: boyd & Ellison
(2008) presents the timeline for major SNSs based on their launch dates:
1997:
Six Degrees.com
1999:
LiveJournal, BlackPlanet and AsianAvenue
2000:
LunarStorm (relaunched as SNS) and MiGente
2001:
Ryze and CyWorld
2002:
Fotolog, Friendster and Skyblog
2003:
LinkedIn, Tribe.net, Open BC/Xing, Couchsurfing, MySpace, Last.FM and Hi5.
2004:
Orkut, Dogster, Multiply, aSmallWorld, Catster, Flickr, Piczo, Mixi, Facebook
(Harvard only), Dodgeball, Care2 (relaunched as SNS) and Hyves
2005:
Yahoo! 360, Cyworld (China), Ning, Youtube, Xanga (relaunched as SNS), Bebo
(relaunched as SNS), Facebook (high school networks), AsianAvenue, and
Blackplanet (relaunched as SNS).
2006:
QQ (relaunched as SNS), Windows Live Spaces, Twitter, Cyworld (US), MyChurch,
Facebook (for corporate networks and then for everyone) (boyd & Ellison,
2008, p. 212).
In
this listing, it appears that boyd & Ellison (2008) considers visibility of
the users’ networks as the main criterion. There are many other social media
supporting websites such as online dating sites (e.g. match.com), e-cemeteries
(memorial sites), online game websites and others that do not totally fit the
definition by boyd & Ellison (2008) quoted above, but a wider definition.
Secondly, of course, more SNSs have been opened since 2006. Thirdly, many more
exist in national and local levels: Some countries have their own SNSs that are
not listed here. Fourthly, considering the wider definition of social media,
Chat, ICQ, e-groups etc. could also be included in the list.
How
do social media differ from media? The table below summarizes the differences.
As an important note, it should be kept in mind that the distinction may not be
necessarily categorical in all the cases; it may well be continuous. For
example, video games are more interactive than TVs. Secondly, media is being
transformed; and in this process of transformation, TVs, radios, newspapers,
printed materials etc. have appeared on social media. So for such cases, it is
difficult to demarcate the boundaries.
Table
1. The Differences Between Media and Social Media.
Criterion
|
Media
|
Social Media
|
What
Are They?
|
TV,
video games, radio, newspapers, magazines, books etc.
|
Social
networking sites, instant messaging, mobile phones, smart phones etc.
|
Interactivity
|
Minimally
interactive
|
Highly
interactive
|
Who
Generates the Content?
|
Media
professionals, producers and corporations
|
Users,
amateurs, citizens/ netizens, and consumers along with media professionals,
producers and corporations.
|
Synchronicity
(Simultaneity)
|
Low
|
High
|
Anonymity
vs. Nonymity vs. Pseudonymity
|
Mostly
anonymous (the identity of the media users are not known; and usually no need
arises for this piece of information)
|
All
3 are applicable in different occasions: E.g. Facebook is usually nonymous,
Chat is usually anonymous, online dating is usually pseudonymous.
|
Village
vs. City
|
Media
users are citizens (they have no primary relationship. They don’t know each
other.)
|
In
anonymous settings, social media users are citizens; in nonymous settings,
they are villagers; in pseudonymous settings, they are villagers in the city
(cf. Gezgin, 2012).
|
Impact
on User Identity
|
Low
in most of the cases (media use is seldom sufficient to have a significant
impact on user identity except the cases where media is a niche media as
exemplified by ethnic TV channels or media of political parties)
|
Strong
in most of the cases. People are defined by their networks on social media.
|
Identification
|
Users
can identify with the characters on media sometimes, but not always.
|
Identification
takes place in most of the cases.
|
Credibility/
Genuineness
|
Credibility
of media is based on media professionals, governments and corporations.
|
Credibility
of social media is based on citizens/ netizens.
|
Media-
Real Life Connection
|
Occasionally,
media users take action in real life after exposure to some media contents
(e.g. buying products or joining events as a response to commercials and
invitations on TV or newspapers).
|
Usually,
social media users take action after exposure to social media (e.g. joining
events after receiving an e-invitation).
|
Relationships
on Media vs. Real Life
|
The
characters that appear on media and the media users are distant. It is highly
unlikely that they will meet in real life.
|
The
characters that appear on social media and the social media users are
psychologically (and sometimes physically) close. It is likely that they will
interact in real life either by instant or text messages, e-mails, phone
calls or face-to-face meetings.
|
Directionality
of Media Relationship
|
In
most of the cases, the relationships between producers and media users are
unidirectional. (To paraphrase a statement in a Turkish movie, “we have the
TV, we see the TV, but will the characters on TV see us as well?”)
|
In
most of the cases, the relationships between producers and social media users
are bidirectional, and even n-directional. ‘N-directional’ means multiple
possible directions exist among social media users, as the interactions are
public. Anybody in the network can join a social media activity.
|
Spontaneity
|
Low
on spontaneity. Media production is highly planned.
|
High
on spontaneity, low on planning.
|
Personalization
|
Low
on personalization. Media assumes homogeneity of the users or limited
heterogeneity as seen in the case of different contents for males, females,
children, students, job seekers etc.; or for different regions of the country.
|
High
on personalization. Social media assumes heterogeneity of the users and
multiplicity of identity features. A social media user does not only have a
single identity feature, but many at the same time (e.g. ethnicity (Native
American), age (middle aged), gender (female), education level (PhD),
occupational status (employed), religion (Buddhist), political orientation
(liberal) etc.
|
Celebrity
Patterns
|
Usually,
a small number of people can reach celebrity status. It needs enormous
finances and good networking with event organizers and media.
|
Any
number of people can be famous on social media without finances or good
networking. A good idea always sells in social media.
|
Uses
and Gratifications
|
Gratifications
by media can be explained by simple models.
|
Gratifications
by social media are much more complicated, and they occur in multiple ways.
|
Cultivation
(Media Effect)
|
It
is clear that reality shows and news programs influence social cognitions,
but the influence of fiction (e.g. movies) is not clear.
|
It
is not clear how social media affects social cognitions. Studies on this
topic are desperately needed. Besides, it is highly likely that the borders
between fiction and non-fiction are blurred on social media in at least some
of the cases.
|
boyd
& Ellison (2008) states that “impression management and friendship
performance, networks and network structure, online/offline connections, and
privacy issues” are the most common themes in SNS research. What would be
specific and distinctive about a psychological approach on social media, rather
than a non-psychological one? A psychological approach on social media fuses
various areas of psychology to study social media from a holistic psychological
perspective including personality psychology (as it focuses on which
personality types are related with particular uses of social media), social
psychology (as it applies theories of group behavior on social media
phenomena), developmental psychology (as the primary research group of these
studies is high school and university students, although a rising interest can
recently be observed in study of adult users and especially elderly people),
clinical psychology (as part of the research involves discussions of relevant
DSM-IV (Diagnostic & Statistical Manual) criteria and proposals for DSM-V,
as well as online mental health service provisions), positive psychology (as it
discusses in what ways social media technologies could be used to promote
subjective well being and life satisfaction), educational psychology (as it presents
good cases of educational uses of social media) and cognitive psychology (as it
investigates the cognitive factors affecting user performance and satisfaction
(e.g. mobile phone use while driving)).
1.5. Future
Directions and Recommendations
Considering
the media theories and the findings on TV and video games presented in the
beginning, the following points come to one’s mind as interesting and
significant areas of research to be considered in future studies:
-
The application of the six media effect theories listed by Neuman &
Guggenheim (2011) (i.e. “Persuasion Theories”, “Active Audience Theories”,
“Social Context Theories”, “Societal & Media Theories”, “Interpretive
Effects Theories”, and “New Media Theories”) on social media would be quite
fruitful.
-
Uses and Gratifications Theory and Cultivation Theory are especially
applicable.
-
Fischer et al. (2011)’s study on risk-glorifying media can be replicated and
expanded to investigate social media. A comparison of risk-glorifying media and
social media would be interesting.
-
It could be interesting to check whether self-selection behavior exists in
social media and if yes, in what ways. Due to the qualities of social media
listed above, it is highly likely that self-selection is common among social
media users.
-
SOR (Stimulus-Organism-Response) framework can be applied to social media.
-
Developmental studies can be conducted which will focus on long-term use of
social media by children as well as adults.
-
As to the developmental media psychology research mentioned before, the links
between social media use and vocabulary learning, imitation, narrative skills,
pre-reading and reading skills, reaction to traumatic events, obesity, eating
disorders etc. can be studied.
-
More studies can be dedicated to elderly users of social media.
-
The psychological influence of commercials on social media users appears as a
promising research area.
-
The relationship between social media and aggression/ violence is another
interesting topic. This topic can be studied by quantitative approaches or by
qualitative approaches whereby social media profiles of young shooters can be
analyzed.
-
The link between social media and social cognition including ethnic
stereotyping can be investigated drawing parallels with Dixon & Azocar
(2007) and Mastro, Behm-Morawitz & Ortiz (2007).
-
Gender roles and gender differences on social media could be a wonderful test
ground for gender models as well as evolutionary psychology frameworks (e.g.
mating patterns, intra-sex competition, territory building, social norms etc.).
-
The relationship between social media and body image variables (e.g. body
satisfaction, self-objectification etc.) can be investigated.
-
Inspired by Gentile et al. (2012), some studies can be dedicated to social
media use, impulsivity and attention problems.
In
this book, research on psychology of Internet, Facebook, mobile phones, online
games and online dating are presented in each chapter. In the concluding
chapter, future avenues of research are delineated.
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Source: Gezgin, U. B. (2012). Psychology of You 2.0: Psychology of Social Media. Germany: Lambert Publishing.
PSYCHOLOGY OF
YOU 2.0: PSYCHOLOGY OF SOCIAL MEDIA
Ulas
Basar Gezgin
Chapter
Summaries, Keywords and Contents
About
the Author
Acknowledgments
Teaching
Guidelines: How To Use This Book for Educational Purposes
Preface
Chapter
1. Media Psychology: From Asocial Media to Social Media
Chapter
Summary and Keywords
This
introductory chapter presents some media theories and some studies on media
psychology with a focus on TV and video games. Then, social media are defined
and elaborated; and differences between media and social media are
delineated. The chapter concludes with future studies on psychology of social
media inspired by media psychology research presented in the first portion of
the chapter.
Keywords:
Media psychology, social media, psychology of social media, psychology of TV,
and psychology of video games
Chapter
Contents
1.1.
Introduction
1.2.
Psychology of TV
1.3.
Psychology of Video Games
1.4.
Psychology of Social Media
1.5.
Future Directions and Recommendations
References
Chapter
2. Psychology of Internet
Chapter
Summary and Keywords
Internet
has entered almost all aspects of our lives. ‘Internet addiction’ is a common
term, and some say Internet breeds depression, depression breeds Internet or
both; while some others stress the positive consequences of Internet use. Not
only companies, but also mental health services are going online; but what
are the good practices and what should be the guidelines? How about
collection of research data in online environments? This review focuses on
Internet addiction (a.k.a. pathological Internet use, problematic Internet
use, Internet abuse, compulsive Internet use, excessive Internet use and Internet
overuse); Internet, loneliness and personality; online mental health
services; and use of Internet for data collection.
Keywords:
Psychology of Internet, Internet addiction, problematic Internet use, online
mental health services, and online data.
Chapter
Contents
2.1.
Internet Addiction (a.k.a. Pathological Internet Use, Problematic Internet
Use, Internet Abuse, Compulsive Internet Use, Excessive Internet Use, and
Internet Overuse)
2.2.
Internet, Loneliness and Personality
2.3.
Online Mental Health Services
2.4.
Use of Internet for Data Collection
2.5.
Future Directions and Recommendations
References
Chapter
3. Psychology of Facebook
Chapter
Summary and Keywords
What
is special about Facebook from a psychological perspective? What are the uses
of Facebook? Who are Facebook users? This review aims to answer these
questions based on burgeoning field of psychology of Facebook research. As a
distinctive characteristic of this field, psychological variables such as
personality correlates and Facebook use are investigated with reference to
possible applications of psychology of media theories. The review proceeds to
discuss methodological and theoretical problems in psychology of Facebook
research and provides theoretical and practical recommendations for Facebook
researchers.
Keywords:
Facebook, psychology of media, online community, online networks, social
networking.
Chapter
Contents
3.1.
What Is Special About Facebook From A Psychological Perspective?
3.2.
What Are The Uses of Facebook?
3.3.
Who Are Facebook Users?: Facebook & Personality
3.4.
Methodological and Theoretical Problems in Psychology of Facebook Research
3.5.
Future Directions and Recommendations
References
Chapter
4. Psychology of Mobile Phones: The Need for A Mobile Psychology
Chapter
Summary and Keywords
This
chapter provides a review of various research fields in psychology of mobile
phone use such as problematic mobile phone use and mobile phone dependency,
different uses and different users of mobile phones, mobile phone use while
driving, cyberbullying, clinical uses of mobile phones, educational uses of
mobile phones and mobile learning, and the M generation (mobile generation).
It concludes by recommendations for future researchers from a psychological
point of view.
Keywords:
Mobile phones, problematic mobile phone use, mobile phone dependency,
cyberbullying, mobile learning, M generation, and mobile generation.
Chapter
Contents
4.1.
Problematic Mobile Phone Use and Mobile Phone Dependency
4.2.
Different Uses and Different Users of Mobile Phones
4.3.
Mobile Phone Use While Driving
4.4.
Cyberbullying
4.5.
Clinical Uses of Mobile Phones
4.6.
Educational Uses of Mobile Phones and Mobile Learning
4.7.
The M Generation
4.8.
Future Directions and Recommendations
References
Chapter
5. Psychology of Online Games: An Ever Quest for Psychology
Chapter
Summary and Keywords
What
is problematic online game use (a.k.a. online game addiction)? What are the
characteristics of problematic online game users? What is appealing in online
games and especially MMORPGs? What are the motivations of online gamers and
which needs are met by online gaming? What are the gender differences in
online gaming? This chapter answers these questions and makes comprehensive
recommendations for aspiring researchers of online game psychology.
Keywords:
Problematic online game use, online game addiction, motivations to play
online games, MMORPGs, and gender differences
Chapter
Contents
5.1.
Problematic Online Game Use (Online Game Addiction)
5.2.
What Is Appealing in Online Games?
5.3.
Motivations of Online Gamers
5.4.
Gender Differences in Online Game Play
5.5.
Future Directions and Recommendations
References
Chapter
6. Psychology of Online Romance: How Online Dating Transforms Mating
Processes
Chapter
Summary and Keywords
This
chapter answers the following questions from a psychological perspective:
What is so appealing about online dating? How males and females differ in
online dating? Who are the ones dating online? What are the characteristics
of online dating websites? The review concludes by recommendations.
Keywords:
Online dating, online romance, online love, cyberlove, internet dating,
internet romance, and internet love.
Chapter
Contents
6.1.
What Is So Appealing About Online Dating?
6.2.
How Males and Females Differ in Online Dating?
6.3.
Who Are The Ones Dating Online?
6.4.
What Are the Characteristics of Online Dating Websites?
6.5.
Future Directions and Recommendations
References
Chapter
7. Conclusion: Each Conclusion Is A Preface To A New Book
Appendices
Appendix
1. List of Variables/ Instruments for Future Studies
Appendix
2. List of Recommended Videos for Class Discussions
Appendix
3. List of Online Resources
Appendix
4. Dr. Gezgin’s Teaching-Learning Principles
Appendix
5. Tentative Schedule
Appendix
6. Discussion Questions for Each Section
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