Threat and Enhancement

IF 1.7 4区 心理学 Q2 COMMUNICATION
Teresa Lynch, Matthew R. Erxleben, G. Perreault
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引用次数: 0

Abstract

Abstract: Advancing hypotheses derived from social identity theory, we investigated the influence of gamer identity affiliation on affective responses to identity threats and enhancements. Participants viewed a message that either devalued (i.e., threatened) or elevated (i.e., enhanced) the status of gamers when associating them with a mass shooting event. Relative to a control condition that neither threatened nor enhanced identity, our data demonstrated that gamer identity affiliation moderated affect. Specifically, greater gamer affiliation increased negative affect experienced after a threatening message. By contrast, greater gamer affiliation increased positive affect and reduced negative affect experienced after an enhancement message. Analyses of participants’ emotional reactions to the messages revealed that individuals with stronger gamer identity affiliation reported relatively more homogeneous emotions relative to individuals less affiliated with gamer identity. We discuss these response patterns with respect to how emotions may shape intergroup interaction in online communication.
威胁与提升
摘要基于社会认同理论,研究了玩家身份归属对身份威胁和身份增强的情感反应的影响。当参与者将玩家与大规模枪击事件联系在一起时,他们看到的信息要么是贬低(即威胁),要么是提升(即增强)玩家的地位。相对于既不威胁也不增强身份的控制条件,我们的数据表明,玩家身份归属调节了影响。具体来说,在收到威胁信息后,更强的玩家归属感会增加消极情绪。相比之下,更强的玩家归属感增加了积极情绪,减少了消极情绪。对参与者对信息的情绪反应的分析显示,与玩家身份关联较弱的个体相比,具有较强玩家身份关联的个体报告的情绪相对更为同质。我们讨论了这些反应模式,以及情绪如何影响在线交流中的群体间互动。
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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