0000000000004323

AUTHOR

Diana Rieger

showing 5 related works from this author

Permanently online and permanently connected : development and validation of the Online Vigilance Scale

2017

Smartphones and other mobile devices have fundamentally changed patterns of Internet use in everyday life by making online access constantly available. The present paper offers a theoretical explication and empirical assessment of the concept of online vigilance, referring to users' permanent cognitive orientation towards online content and communication as well as their disposition to exploit these options constantly. Based on four studies, a validated and reliable self-report measure of online vigilance was developed. In combination, the results suggest that the Online Vigilance Scale (OVS) shows a stable factor structure in various contexts and user populations and provides future work i…

AdultMaleComputer and Information SciencesAdolescentlcsh:MedicineSocial SciencesEquipmentAddictionYoung AdultHabitsHuman LearningLearning and MemorySociologyHumansPsychologyLearningComputer Networkslcsh:ScienceAgedAged 80 and overCommunication EquipmentBehaviorInternetText MessagingCommunicationlcsh:RCognitive PsychologyReproducibility of ResultsBiology and Life SciencesSocial CommunicationMiddle AgedModels TheoreticalCommunicationsInternet Addiction150 PsychologieVigilance (Psychology)Engineering and TechnologyCognitive Sciencelcsh:QFemaleSelf ReportSmartphoneCell PhonesFactor Analysis Statistical150 PsychologyResearch ArticleNeuroscience
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Watching Online Videos at Work: The Role of Positive and Meaningful Affect for Recovery Experiences and Well-Being at the Workplace

2017

This study extends research on the relationship between hedonic and eudaimonic entertainment and its potential for recovery experiences and aspects of well-being (e.g., Rieger, Reinecke, Frischlich, & Bente, 2014). With the broad notion of what hedonic and eudaimonic media can entail, this research focused on unique affective experiences—namely, positive affect—and an expanded concept of meaningful affect (including elevation and gratitude). An online experiment with 148 full-time employees in the United States was conducted to investigate the unique role of positive and meaningful affect eliciting YouTube videos (compared to neutral control video) on recovery experiences and vitality and w…

Relaxation (psychology)Communicationmedia_common.quotation_subject05 social sciences050801 communication & media studiesVitalityAffect (psychology)EudaimoniaElevation (emotion)0508 media and communications0502 economics and businessGratitudeWell-beingJob satisfactionPsychologySocial psychology050203 business & managementmedia_commonMass Communication and Society
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Media-induced recovery: The effects of positive versus negative media stimuli on recovery experience, cognitive performance, and energetic arousal.

2017

Recent research has demonstrated that the use of hedonically positive interactive media content contributes to the satisfaction of recovery needs and is associated with recovery outcomes such as higher levels of cognitive performance and increased energetic arousal. The recovery effects of noninteractive media stimuli as well as of media content with negative affective valence, however, are less clear. The present investigation addressed this limitation of prior research on

Cultural Studiesbusiness.industryCommunication05 social sciences050801 communication & media studies050109 social psychologyCognitionCoping behaviorAffective valence0508 media and communications0501 psychology and cognitive sciencesEffects of sleep deprivation on cognitive performancebusinessPsychologySocial psychologyMedia contentEnergetic arousalApplied PsychologyInteractive mediaCognitive psychologyMass mediaPsychology of Popular Media Culture
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Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences

2019

Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (i.e., the amount of cognitive effort a task requires) in that process. Toward this end, our study aimed to investigate how cognitive task demand during gameplay affects users’ recovery experiences. Results of a laboratory experiment suggest that dif…

Process (engineering)media_common.quotation_subjectControl (management)050801 communication & media studies050109 social psychologyddc:070Task (project management)cognitive task demandlcsh:Communication. Mass media0508 media and communicationsInteractive electronic Mediaddc:150Stress (linguistics)recovery experiencesPsychology0501 psychology and cognitive sciencesgaminginteraktive elektronische MedienGeneral Psychologymedia_commonNews media journalism publishingAllgemeine PsychologieRelaxation (psychology)business.industryCommunication05 social sciencesCognitionvideo gameslcsh:P87-96interactive mediaFeelingPsychologiecognitive task demand; gaming; interactive media; recovery experiences; video gamesPublizistische Medien JournalismusVerlagswesenPsychologybusinessInteractive mediaCognitive psychologyMedia and Communication
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Media Entertainment and Well-Being-Linking Hedonic and Eudaimonic Entertainment Experience to Media-Induced Recovery and Vitality

2014

This paper explores the impact of hedonic and eudaimonic entertainment experience on well-being. We propose that the satisfaction of recovery needs can provide an important link that connects recent 2-factor models of entertainment with well-being after media consumption. Using path modeling, relationships between hedonic/eudaimonic entertainment experiences, media-induced recovery experience, and vitality as a recovery outcome were explored in an experiment (N = 120). Results suggest that different recovery needs are satisfied by hedonic versus eudaimonic entertainment: Although hedonic entertainment experiences were associated with the recovery dimensions of relaxation and psychological d…

EntertainmentLinguistics and LanguageCommunicationMedia usePsychological detachmentWell-beingAdvertisingVitalityPsychologySocial psychologyEudaimoniaLanguage and LinguisticsMedia consumptionJournal of Communication
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