•The Dark Triad and self-objectification predict men’s social networking site use.•Trait self-objectification and narcissism predicted time spent on SNSs.•Narcissism and psychopathy predicted the ...number of selfies posted on SNSs.•Narcissism and trait self-objectification predicted editing photos posted on SNSs.
An online survey of a nationally representative sample of U.S. men aged 18–40 assessed trait predictors of social networking site use as well as two forms of visual self-presentation: editing one’s image in photographs posted on social networking sites (SNSs) and posting “selfies,” or pictures users take of themselves. We examined the Dark Triad (i.e., narcissism, Machiavellianism, and psychopathy) and trait self-objectification as predictors. Self-objectification and narcissism predicted time spent on SNSs. Narcissism and psychopathy predicted the number of selfies posted, whereas narcissism and self-objectification predicted editing photographs of oneself posted on SNSs. We discuss selective self-presentation processes on social media and how these traits may influence interpersonal relationship development in computer-mediated communication.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two ...courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings.
•Longitudinal study on effects of gamification in the classroom.•71 students surveyed at four time points in gamified or non-gamified course.•Over time, gamified students were less motivated, empowered, and satisfied.•Gamified course negatively affected final exam grades through intrinsic motivation.•Gamified systems strongly featuring rewards may have negative effects.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK
The concept of affordances in communication technology research has proven to be heuristically provocative, yet perceived affordances are rarely measured. After extracting commonly cited social ...affordances from the literature, we developed a measure to assess participants' perceptions of these affordances. The scale was tested across eight communication channels in two studies (face-to-face; texting; phone; email; posts on social networking sites, specifically Facebook; instant messaging; Skype videoconferencing; and mobile app Snapchat). A factor structure was developed in Study 1 and confirmed in Study 2. The resultant Perceived Social Affordances of Communication Channels Scale includes 41 items measuring 10 communicative affordances: accessibility, bandwidth, social presence, privacy, network association, personalization, persistence, editability, conversation control, and anonymity. Potential methodological and theoretical applications are discussed.
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BFBNIB, NUK, PILJ, SAZU, UL, UM, UPUK
•The Video Game Sexism Scale was created to assess attitudes toward female gamers.•Conformity to some masculine norms predicted video game sexism.•Social dominance orientation predicted video game ...sexism.
Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N=301) who were players of networked video games were invited to participate in an anonymous online survey. Social dominance orientation and conformity to some types of masculine norms (desire for power over women and the need for heterosexual self-presentation) predicted higher scores on the Video Game Sexism Scale (i.e., greater sexist beliefs about women and gaming). Implications for the social gaming environment and female gamers are discussed.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK
Through social media and camera phones, users enact selective self-presentation as they choose, edit, and post photographs of themselves (such as selfies) to social networking sites for an imagined ...audience. Photos typically focus on users' physical appearance, which may compound existing sociocultural pressures about body image. We identified users of social networking sites among a nationally representative U.S. sample (N = 1,686) and examined women's and men's photo-related behavior, including posting photos, editing photos, and feelings after engaging in upward and downward social comparison with others' photos on social networking sites. We identified some sex differences: women edited photos more frequently and felt worse after upward social comparison than men. Body image and body comparison tendency mediated these effects.
Gamification includes the use of gaming features, such as points or leaderboards, in non-gaming contexts, and is a frequently-discussed trend in education. One way of gamifying the classroom is to ...introduce leaderboards. Leaderboards allow students to see how they are performing relative to others in the same class. Little empirical research has investigated the impact of leaderboards on academic performance. In this study, 80 female undergraduates took a math test in a virtual representation of a classroom after being exposed to one of three leaderboard conditions: a leaderboard where men held the majority of the top positions, a leaderboard where women held the majority of top positions, and a no leaderboard condition. Participants in the female majority leaderboard condition performed more poorly on the math test than those in the male leaderboard condition, yet demonstrated a higher level of academic identification than those in the male and control conditions. The authors conclude with a discussion of the implications that this study's findings may have for the use of leaderboards within educational environments.
•Leaderboards in virtual classrooms evoke social comparisons in women.•Leaderboards can influence women's academic identification.•Leaderboards can influence academic performance (specifically, math scores).•In some cases, leaderboards can negatively influence academic performance.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK
Macrophage-mediated inflammation is a major contributor to obesity-associated insulin resistance. The corepressor NCoR interacts with inflammatory pathway genes in macrophages, suggesting that its ...removal would result in increased activity of inflammatory responses. Surprisingly, we find that macrophage-specific deletion of NCoR instead results in an anti-inflammatory phenotype along with robust systemic insulin sensitization in obese mice. We present evidence that derepression of LXRs contributes to this paradoxical anti-inflammatory phenotype by causing increased expression of genes that direct biosynthesis of palmitoleic acid and ω3 fatty acids. Remarkably, the increased ω3 fatty acid levels primarily inhibit NF-κB-dependent inflammatory responses by uncoupling NF-κB binding and enhancer/promoter histone acetylation from subsequent steps required for proinflammatory gene activation. This provides a mechanism for the in vivo anti-inflammatory insulin-sensitive phenotype observed in mice with macrophage-specific deletion of NCoR. Therapeutic methods to harness this mechanism could lead to a new approach to insulin-sensitizing therapies.
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•Macrophage NCoR KO mice are protected from HFD-induced insulin resistance•NCoR deletion results in a paradoxical hyporesponsiveness to TLR4 signaling•Derepression of LXRs results in increased anti-inflammatory ω3 fatty acids•ω3 fatty acids inhibit enhancer/promoter activation at hyporesponsive genes
Loss of NcoR unexpectedly leads to an anti-inflammatory phenotype in mice, along with increased insulin sensitivity, due to derepression of LXR-regulated pathways. Activation of LXR stimulates production of anti-inflammatory palmitoleic and omega 3 fatty acids.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
► Sexualized avatars promoted more self-objectification than nonsexualized avatars. ► Sexualized selves promoted more rape myth acceptance than others. ► The Proteus effect was supported: sexualized ...avatars affected self-perception.
Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersexualized representations of women, but the effects of embodying these representations remains understudied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead to shifts in self-perception both online and offline based on the avatar’s features or behaviors. A 2×2 experiment, the first of its kind, examined how self-perception and attitudes changed after women (N=86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized avatars which featured either the participant’s face or the face of an unknown other. Findings supported the Proteus effect. Participants who wore sexualized avatars internalized the avatar’s appearance and self-objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than those in other conditions. Implications for both online and offline consequences of using sexualized avatars are discussed.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK
Inflammation and macrophage foam cells are characteristic features of atherosclerotic lesions, but the mechanisms linking cholesterol accumulation to inflammation and LXR-dependent response pathways ...are poorly understood. To investigate this relationship, we utilized lipidomic and transcriptomic methods to evaluate the effect of diet and LDL receptor genotype on macrophage foam cell formation within the peritoneal cavities of mice. Foam cell formation was associated with significant changes in hundreds of lipid species and unexpected suppression, rather than activation, of inflammatory gene expression. We provide evidence that regulated accumulation of desmosterol underlies many of the homeostatic responses, including activation of LXR target genes, inhibition of SREBP target genes, selective reprogramming of fatty acid metabolism, and suppression of inflammatory-response genes, observed in macrophage foam cells. These observations suggest that macrophage activation in atherosclerotic lesions results from extrinsic, proinflammatory signals generated within the artery wall that suppress homeostatic and anti-inflammatory functions of desmosterol.
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► Desmosterol is the dominant LXR ligand formed in macrophage foam cells ► Desmosterol integrates cholesterol and fatty acid homeostasis in the macrophage ► Desmosterol inhibits activation of inflammatory responses in macrophages ► Macrophage activation in atherosclerosis is likely due to extrinsic mediators
Cholesterol accumulation in peritoneal macrophages results in unexpected suppression, rather than activation, of inflammatory gene expression, suggesting that this response is suppressed in atherosclerotic lesions by extrinsic proinflammatory signals.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
The computers are social actors framework (CASA), derived from the media equation, explains how people communicate with media and machines demonstrating social potential. Many studies have challenged ...CASA, yet it has not been revised. We argue that CASA needs to be expanded because people have changed, technologies have changed, and the way people interact with technologies has changed. We discuss the implications of these changes and propose an extension of CASA. Whereas CASA suggests humans mindlessly apply human-human social scripts to interactions with media agents, we argue that humans may develop and apply human-media social scripts to these interactions. Our extension explains previous dissonant findings and expands scholarship regarding human-machine communication, human-computer interaction, human-robot interaction, human-agent interaction, artificial intelligence, and computer-mediated communication.