2,065 research outputs found

    Media use in long distance friendships

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    New media such as email and mobile phones have made it easier to maintain relationships over distances. The present paper examines which media people use to maintain long-distance friendships. The main focus lies on the comparison of email and phone. Media choice theories like media richness theory assume that media can be classified according to their richness, and that people choose the medium which fits best to the affordances of a specific task. The phone as richer medium should be preferred over email in the case of maintenance of long-distance friendships because it is easier to express emotions and to give immediate feedback via phone than via email. Email is an asynchronous medium and communication via email is therefore independent of space and time. Therefore, it can also be argued that email is preferred over the phone because it makes it easier to communicate across different work schedules or even time-zones. In two studies (Study 1 conducted in the Netherlands, Study 2 conducted in Germany) media use in long-distance friendships was measured. Across both studies, email was the most frequently used medium. In Study 1, an interesting asymmetric influence of closeness of the friendship emerged. The closer the friendship, the more emails were written in total, but the less the relative use of email. Instead, the percentage of phone calls increased. Study 2 aimed to replicate and explain this finding and assessed also the content of the phone call or emails. Whereas the intimateness of the emails did not change with increased closeness of the friendship, the intimateness of the phone calls increased with increasing closeness of the friendship. This result indicates that people use email primarily for staying in touch, whereas important personal matters are still discussed on the phone

    Social interactions in massively multiplayer online role-playing gamers

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    To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced

    A Plan of Farm Organization for Hill Land Farms in Southeastern Ohio

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    Exact date of bulletin unknown.PDF pages: 2

    Long-term farming systems comparisons in the tropics Participatory technology development

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    Posterpresentation - Overview - Approaches and Results - Methodological Questions - Discussio

    Photoexcitation of valley-orbit currents in (111)-oriented silicon metal-oxide-semiconductor field-effect transistors

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    We demonstrate the injection of pure valley-orbit currents in multivalley semiconductors and present the phenomenological theory of this effect. We studied photoinduced transport in (111)-oriented silicon metaloxide-semiconductor field effect transistors at room temperature. By shining circularly polarized light on exact oriented structures with six equivalent valleys, nonzero electron fluxes within each valley are generated, which compensate each other and do not yield a net electric current. By disturbing the balance between the valley fluxes, we demonstrate that the pure valley-orbit currents can be converted into a measurable electric current

    The formation and disintegration of magnetic bright points observed by Sunrise/IMaX

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    The evolution of the physical parameters of magnetic bright points (MBPs) located in the quiet Sun (mainly in the interwork) during their lifetime is studied. First we concentrate on the detailed description of the magnetic field evolution of three MBPs. This reveals that individual features follow different, generally complex, and rather dynamic scenarios of evolution. Next we apply statistical methods on roughly 200 observed MBP evolutionary tracks. MBPs are found to be formed by the strengthening of an equipartition field patch, which initially exhibits a moderate downflow. During the evolution, strong downdrafts with an average velocity of 2.4 km/s set in. These flows, taken together with the concurrent strengthening of the field, suggest that we are witnessing the occurrence of convective collapses in these features, although only 30% of them reach kG field strengths. This fraction might turn out to be larger when the new 4 m class solar telescopes are operational as observations of MBPs with current state of the art instrumentation could still be suffering from resolution limitations. Finally, when the bright point disappears (although the magnetic field often continues to exist) the magnetic field strength has dropped to the equipartition level and is generally somewhat weaker than at the beginning of the MBP's evolution. Noteworthy is that in about 10% of the cases we observe in the vicinity of the downflows small-scale strong (exceeding 2 km/s) intergranular upflows related spatially and temporally to these downflows.Comment: 19 pages, 13 figures; final version published in "The Astrophysical Journal

    It is all about being popular: The effects of need for popularity on social network site use

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    Prior research on predictors of social network site (SNS) use has mainly focused on the Big Five, narcissism, and self-esteem. Results have been inconsistent, and variance explained was rather low. Need for popularity (NfP) might be a better predictor of SNS use, because SNSs are ideal venues for people with a high NfP. Study 1 tested NfP, self-esteem, need to belong, entitlement, and vanity as predictors for a range of SNS behaviors; Study 2 replaced entitlement and vanity with narcissism and added the Big Five as predictors. SNS behaviors assessed were grooming, strategic self-presentation, profile enhancement, disclosure of feelings, routine use of SNS, and number of friends. Results showed that NfP was the strongest and most consistent predictor of SNS behaviors. This pattern indicates that NfP plays an important role in SNSs. © 2012 Mary Ann Liebert, Inc

    What is smart in social dilemmas: Differential effects of priming competence on cooperation

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    Prior theorizing of rationality in social dilemmas suggests that individuals pursuing different interaction goals may 'perceive' different associations between competence and behaviour in a social dilemma, arguing that competitive individuals associate competence with noncooperation (i.e. noncooperation = smart), whereas prosocial individuals associate competence with cooperation (i.e. cooperation = smart; goal-prescribes-rationality principle, Van Lange Kuhlman, 1994). The present research examines whether cooperative interaction can be affected by subtle activation (or priming) of competence, and whether the effects may differ for competitive versus prosocial participants. Consistent with hypotheses, two experiments revealed that priming competence yielded reduced levels of cooperation (and greater exploitation) among competitors, and yielded no effects (Experiment 1) or a tendency towards enhanced cooperation (Experiment 2) among prosocials. The discussion considers theoretical implications of relatively subtle influences on cooperative interaction in social dilemmas. Copyright © 2004 John Wiley & Sons, Ltd
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