0000000000189003

AUTHOR

Dorothée Hefner

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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Permanently Online—Always Stressed Out? The Effects of Permanent Connectedness on Stress Experiences

2021

Abstract Concerns have been expressed that permanent online connectedness might negatively affect media user’s stress levels. Most research has focused on negative effects of specific media usage patterns, such as media multitasking or communication load. In contrast, users’ cognitive orientation toward online content and communication has rarely been investigated. Against this backdrop, we examined whether this cognitive orientation (i.e., online vigilance with its three dimensions salience, reactibility, monitoring) is related to perceived stress at different timescales (person, day, and situation level), while accounting for the effects of multitasking and communication load. Results acr…

Linguistics and Language0508 media and communicationsSocial connectednessAnthropologyCommunication05 social sciencesStress (linguistics)Developmental and Educational Psychology050801 communication & media studies050109 social psychology0501 psychology and cognitive sciencesPsychologySocial psychologyHuman Communication Research
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The Routledge Handbook of Media Use and Well-Being

2016

business.industryMedia useWell-beingMedia studiesbusinessPsychologyMental healthMass media
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The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception

2009

This article introduces an explication of video game players' identification with a game character or role that is based on social-psychological models of self-perception. Contrasting with conventional ("dyadic" ) notions of media user-character relationships (e.g., parasocial interaction or affective disposition theory), ("monadic" ) video game identification is defined as a temporal shift of players' self-perception through adoption of valued properties of the game character. Implications for media enjoyment, the measurement of identification, and media effects are discussed. © 2009 International Communication Association.

Linguistics and LanguageNon-cooperative gameGame art designSequential gameCommunicationComputingMilieux_PERSONALCOMPUTINGAdvertisingScreening gameSDG 10 - Reduced InequalitiesLanguage and LinguisticsGame design/dk/atira/pure/sustainabledevelopmentgoals/reduced_inequalitiesSimultaneous gamePsychologyMetagamingVideo gameCognitive psychology
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Player performance, satisfaction, and video game enjoyment

2009

An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.

Game mechanicsMultimediaComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreEntertainmentGame designFirst personAttributionPsychologyVideo game designSocial psychologyVideo gamecomputerPerformance satisfaction
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