MEDIAPSYCH 2021: MEDIA PSYCHOLOGY 2021 - 12TH CONFERENCE OF THE MEDIA PSYCHOLOGY DIVISION
PROGRAM FOR THURSDAY, SEPTEMBER 9TH
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09:30-10:30 Session 5A: Position Papers Ia
09:30
The Psychology of Personalization in Digital Environments
PRESENTER: Fabian Hutmacher
10:00
Toward a Framework for Considering Echo Technologies: Faithfulness and Transparency in Reflecting User Data
09:30-10:30 Session 5B: Position Papers Ib
09:30
From PSI to SPI - Understanding interaction in research on parasocial phenomena
10:00
Emotional capabilities of conversational agents: A review
PRESENTER: Katharina Jahn
10:30-11:00 Session 6: Research Reports I
I stand by what I said! Investigating political self-effects in persistent social media
PRESENTER: German Neubaum
An Empirical Investigation of the Social Web Gendered Privacy Model
PRESENTER: Regine Frener
Social Comparison on Instagram: Assimilation as the Key to a Positive Body Image?
PRESENTER: Silvana Weber
Finding gold at the end of the rainbowflag? Claim vagueness and presence of imagery as factors for rainbowwashing
PRESENTER: Tim Wulf
Is Hearing really Believing? The Importance of Modality, Sponsor Credibility and Message Accuracy for Perceived Message Credibility during Information Search
PRESENTER: Franziska Gaiser
Consequences of sexism in political discussions online
PRESENTER: Sabine Reich
Malleability of attitudes towards humans and agents during a grounding task
PRESENTER: Fritz Becker
Desires vs. desirability: Studying predictors of online pornography use in Germany with a combination of surveys and web tracking
PRESENTER: Johannes Breuer
To kill or not to kill - Behavioral, physiological and personality markers of moral decision-making in video games
PRESENTER: Elisabeth Holl
Moral Judgment in Video Games: Effects of Medium, Moral Intuitions and Media-Based Empathy
PRESENTER: Lara Grohmann
Keeping in touch in burdensome times: How persons’ characteristics and social needs encourage problematic social-networks use
PRESENTER: Elisa Wegmann
Different attributions of source credibility to humans, humanoid robots, and non-human-like technological devices?
PRESENTER: Marcel Finkel
Creating an anthropomorphism questionnaire – A multidimensional approach
PRESENTER: Oliver Rehren
Self-regulation strategies for media-related and media-unrelated behaviors
PRESENTER: Stephanie Antons
Can young Children’s Media Sign Literacy predict Academic Skills in Primary School?
PRESENTER: Yvonne Gerigk
System failure - How technological stressors affect cognitive, emotional and behavioral responses of women and men differently
In the Eye of the Beholder: Introducing Data Glasses in Nursing Considering Ideas from Uses and Gratifications and Self Determination Theory
PRESENTER: Jana Volk
Effects of haptic seat feedback on spatial presence experiences in a racing simulation
PRESENTER: Michael Brill
11:00-11:30 Session 7: Debate Club 1
Passive social media use harms mental health and well-being!
PRESENTER: Adrian Meier
11:30-12:00 Session 8: Research Reports II
Not Who, But What: Social Support as a Function of Outcomes in Human-Machine Communication
PRESENTER: Chad Edwards
A Fatal Affair? The Influence of Threat and Right-Wing Authoritarianism on Selecting Political (False) Information
Leveraging Group Identity to Counter Online Hate Speech
Chatbots in study counseling: The impact of agent type and responsiveness on acceptance and perceived performance
PRESENTER: Stefanie Ritz
(C)overt Robot-Robot-Communication and its Influence on Human Perception and Feelings of Social Exclusion
I blame you anyways! An experimental study on the perceived responsibility of a social robot’s pre-programmed behavior
A multilevel approach to investigate the adoption of the German Covid-19 contact-tracing app: separating between- from within-person effects
PRESENTER: Yannic Meier
Disclosing personal information on social networks – The role of problematic social networks use and individual’s need for privacy
PRESENTER: Sina Ostendorf
Anthropomorphize to Empathize - The interaction of Empathy and Anthropomorphism
PRESENTER: Nadine Scheller
Sexism Online – Emotional Responses to Ambivalent Sexism on Instagram

ABSTRACT. Sexism Online – Emotional Responses to Ambivalent Sexism on Instagram

Social media has become more and more prevalent in the lives of especially younger generations (mpfs, 2020). Even though social media platforms as well as countries have certain regulations against a variety of harmful and discriminating content, sexism in social media contexts is not a rare occurrence (Felmlee et al., 2020). Considering the plethora of studies indicating a number of adverse effects of sexism online and offline (e.g., Adams et al., 2006; Fox et al., 2015) this is an important concern to be addressed. However, sexism can take many forms and is not always limited to hostile sexism that is easily recognizable, but can also occur in the form of benevolent sexism, including online contexts (Jha & Mamidi, 2017). This form of sexism can be perceived a lot more ambivalently and thus be significantly harder to identify; it may even be interpreted in a positive manner (Hopkins-Doyle et al., 2019). Studies however show that this form of sexism can be harmful as well (e.g., Dardenne et al., 2007; Viki & Abrams, 2002). Women are more often recipients of both forms of sexism than men and women can react with significant negative emotions to both hostile and benevolent sexism and may be more able to recognize both forms of sexism (Bosson et al., 2010). Given this, it is hardly surprising that research also finds that men and women react differently to hostile and benevolent sexism (Greenwood & Isbell, 2002). As social media has become such a relevant context for sexism to occur, the aim of this study is to investigate whether these findings apply to sexism in social media contexts. Since sexist attitudes can significantly influence reactions to sexism (e.g., Thomas & Esses, 2004), this study also investigates the influence benevolent and hostile sexist attitudes have on the reactions to sexist social media posts.

 

Following this, our main research questions are:

1. A) How do people of different genders react emotionally to hostile and benevolent sexism in social media contexts?

1. B) Do hostile and benevolent sexist attitudes moderate these reactions?

2. A) How reliably do people of different genders recognize hostile and benevolent sexism in social media contexts?

2. B) Do hostile and benevolent sexist attitudes moderate how sexist the posts are perceived?

 

497 participants (regular social media users, at least 18 years of age) were recruited for an online questionnaire and were randomly assigned to either a neutral, hostile sexist or benevolent sexist content group. Each group was shown five supposed Instagram posts with content corresponding to the assigned group. Emotional reactions to the posts were measured using the Positive and Negative Affect Schedule (PANAS, Watson et al., 1988) before and after the exposure to the social media posts. A visual analogue scale from “not at all sexist” to “very sexist” was presented with every post in order to measure to which extent the post was perceived as sexist. Hostile and benevolent sexist attitudes were recorded using the Ambivalent Sexism Inventory (ASI, Glick & Fiske, 1996).

Young children’s exposure to a pedagogical agent
Game it! Using a minigame to sensitise young people to negative content on the Internet
PRESENTER: Merle Siepmann

ABSTRACT.  

 

 

 

 

Diffusion of Responsibility in Human-Robot Teams
12:00-13:00 Session 9A: Position Papers IIa
12:00
Is digital detox more than a trend? A systematic literature review
PRESENTER: Theda Radtke
12:30
How and when do mobile media demands impact well-being? Explicating the integrative model of mobile media use and need experiences (IM3UNE)
PRESENTER: Frank Schneider
12:00-13:00 Session 9B: Position Papers IIb
12:00
Morality in Social Media: A Scoping Review
PRESENTER: Dominik Neumann
12:30
An Integrative Model of Moral Processing for the Video Game Medium
PRESENTER: André Melzer
14:00-14:30 Session 10: Research Reports III
The Social in Social Distancing. Changes in Communication Media Use During the First Lockdown in Germany.
What motivates the BTS ARMY? The role of parasocial relationships and collective action theories for fan engagement
Camera on: Predictors of webcam use during group video conferencing
PRESENTER: Christine Anderl
How Visual Online Self-Presentation and Passive Exposure are Related to Body Image and Mental Health in Adolescents
From cognitive overload to digital detox: Psychological implications of telework during the COVID-19 pandemic in Germany
Rules of Engagement? The Influence of Visual Formal Features on Audience Empathy in Popular Film
PRESENTER: Tess Lankhuizen
Do you know where I will go? - Gaze Cues of Humans and Robots in Social Navigation
Robot, Voice Assistant or Child? A parental evaluation on the social appropriateness of different artificial and human interaction partners.
PRESENTER: Jessica Szczuka
Hey voice assistant, can you help me through the pandemic? - A study on the use of voice assistants regarding loneliness, homeschooling and home office activities during the Covid-19 pandemic.
PRESENTER: Natalia Szymczyk
How can we use technology to understand and support traumatized refugee minors? Analyzing requirements for a low-threshold screening tool and online support portal at the basis of a comprehensive psychosocial diagnostic model
PRESENTER: Lisa Mühl
How much do you want to share in the service of health? - Perceived benefits and privacy concerns in the context of self-tracked data
PRESENTER: Judith Meinert
How Phubbing Affects Observers: A Third-Person Perspective On (Smart)phone-Induced Ostracism.
PRESENTER: Tania Nunez
Right Where we Belong - Investigating Young People's Perceptions of Social Groups in Social Media vs. Society at Large
Social Zapping: About spontaneous cancellations of private appointments and its connection with the use of social networks
PRESENTER: Silke M. Müller

ABSTRACT. Theoretical Background: The increasing accessibility to mobile devices with internet capability enables individuals to use online communication and social networks almost anytime and anywhere. The characteristics of social network use can have favorable but also unfavorable effects on humans and social interaction. Social networks offer a wealth of opportunities to keep track of other people’s lives and provide users with suggestions for potential new social contacts and upcoming events. Besides positive outcomes, this triggers social comparison processes which can cause negative affective states, such as envy, dissatisfaction, or fear of missing out (FoMO). Also, the broad availability coupled with the gratification of social interaction and affirmation can foster addictive usage patterns (Salehan & Negahban, 2013). Furthermore, online social interaction offers more distant, more anonymous, and less direct social contact compared to face-to-face communication, which is convenient especially for shy and socially anxious individuals. However, this can lead to less commitment in social interaction. Some individuals appear to have a tendency toward last-minute cancellations, which potentially gets facilitated through online communication. According to a representative survey (lastminute.de, 2012), one in two adult Europeans (54%) cancels appointments with family and friends if alternatives that supposedly yield greater benefits arise at short notice – a behavior named “social zapping”. The phenomenon has been reported in various popular media, however, scientific consideration of the subject is still in its infancy.

Research Questions: It might be assumed that social zapping is an expression of an ongoing search for the "most rewarding" social experience for which the individual postpones and cancels other appointments at short notice. Thus, it might be related to the fear of missing out (on something better) as well as to maximizing and decisional procrastination tendencies. It can be considered as antisocial behavior following a self-serving interest at the expense of others, which is why we assume “dark” personality characteristics to play a role in this context. Our overarching research questions were: 1) How can social zapping behavior be characterized? 2) Is social zapping behavior related to (addiction-like) social network use? 3) What are common predictors of and mechanisms behind this relationship?

Methodological approach: We addressed our research questions in three empirical studies. Study 1 addressed potential predictors of social zapping behavior including maximization and procrastination tendencies as well as FoMO, “dark triad”, and impulsivity traits. Besides validated questionnaires, we used the newly developed Social Zapping Scale. The hypotheses were tested using hierarchical regression analyses. Study 2 investigated relationships between personality characteristics (maximization and procrastination), social zapping, and state FoMO on tendencies toward addiction-like social network use. The resulting data was analyzed using structural equation modeling. Study 3 investigated further relationships and possible common predictors of social zapping and social network use with special focus on the need to belong.

Sharing Awe: Vicarious Transcendent Experiences via Social Media
PRESENTER: Daniel Possler
Self-Disclosure in an Anonymous Online Environment, a Darkweb Social Network
16:30-17:30 Session 13: Pre-Registration Panel
Task demand and mood repair in a virtual reality video game
PRESENTER: Nicholas Bowman

ABSTRACT. Moods are temporal affective states that can be altered by media usage. From the perspective of mood management theory, mood repair is facilitated when using media with dimensions that counterbalance noxious moods. Prior work on video games demonstrated that when holding other components constant, there is (a) a curvilinear association between increased intervention potential and resultant mood repair in which mood repair was highest when controller schemes were moderately demanding and (b) that bored individuals benefitted more from increased demand than stressed individuals. The current study replicates these findings while extending them to VR video gaming, predicting arguing that the added physical and cognitive demands of VR facilitate mood repair for bored players but further disrupt mood repair for stressed players.

Identity Shift an Alcohol-Related Social Media Self-Effect: An Experiment
PRESENTER: Femke Geusens
Validation of the behavioral measure of physical/spatial presence in VR: BMP-VR app
PRESENTER: Eugene Kukshinov
17:30-18:00 Session 14: Research Reports IV
Of Gossip Girls and Mad Men: An empirical comparison of gender differences with gender stereotypes in TV series preferences
Influence of verbal and visual stimuli on different aspects of consumer vison, emotional response and purchase decision
PRESENTER: Hannah Löhr
Self-esteem threat and narrative engagement
PRESENTER: Nathalie Mrozek
When Idealized Selfies are Liked: How the Social Context of Selfies Impacts Appearance Satisfaction and Social Approval
PRESENTER: Jolanda Veldhuis
Can Virtual Reality Enhance Moral? – An Experimental Study on the Effects of Immersion on Empathy and Moral.
Coping with death through eudaimonic entertainment? The effect of being moved by death portrayals on death attitudes.
PRESENTER: Anneke de Graaf
Mediated Identity or Media Selection? The Causal Relationship between LGBTQ Media Engagement and Sexual Orientation Disclosure
PRESENTER: Xi Wang
Determinants of digital media usage by older people based on Ajzen’s Theory of Planned Behavior. A qualitative and quantitative study within the research project DigiKomS.
PRESENTER: Heike Hausmann
Pride and Prejudice: A Stereotype-Content-Model Study on Young People's Perception of Social Media Subgroups
PRESENTER: Lena Hilbig
Long-term Effects of alternative news on political attitudes among susceptible recipients
PRESENTER: Lena Frischlich
My Robot Teammate: Empirical Assessment of Robotic and Human Co-Workers in Success and Failure
PRESENTER: Luisa Jansen
To err makes human - The influence of errors and speech parameters on perceived humanness of robots
PRESENTER: Marlene Queck
The role of familial environment in the development of media sign literacy in preschool children
The Silence of the Robots. How do people react to filled and unfilled silences in a human-robot dialogue?
PRESENTER: Laura Platte
Improving Collaboration in Online Learning Groups via Automated Prompting
PRESENTER: Filipa Stoyanova
Pain in the Brain: Effects of Violent Video Game Exposure on Empathy for Pain Desensitization in Adolescents Gamers – a Pre-registered ERP Study

ABSTRACT. Concerns regarding the possible negative effects of violent video games on adolescents, especially on increased aggressive behavior, remain a topic of academic and public debate. A meta-analysis of longitudinal studies indicated that playing violent video games could be a risk factor for increased aggressive behavior in adolescents over time (Prescott et al., 2018). However, violent video games may also affect young players in more subtle and indirect ways, for example, by modulating cognitive and emotional processes in the brain.

            Given that adolescence is a sensitive period for social and cognitive development, teenagers may be especially susceptible to the effect of violent video games. One of the social skills that play a vital role in social interactions and which develop through adolescence is empathy for pain (Mella et al., 2012). It evokes emotional reactions such as distress or compassion when observing another person's suffering and triggers adequate behavioral reactions, for example, comforting and helping (Goubert et al., 2009). A recent study on adults indicated that exposure to violent video games could desensitize empathy for pain brain responses (Miedzobrodzka et al., in press). However, until now, the possible effects of violent video gaming on adolescents’ empathy for pain in the brain were unstudied. A promising way to investigate it is an application of event-related potentials (ERPs) approach which allow to study electrophysiological brain responses associated with the processing of sensory input.

            Based on our pre-registration (https://aspredicted.org/blind.php?x=wu33f5), we tested whether habitual and short-term violent video game exposure (VVGE) may desensitize young gamers, which would be reflected in lower ERP amplitudes to painful pictures. We expected painful pictures to elicit higher ERP amplitudes than non-painful pictures, reflecting the pain effect (H1). Habitual VVGE would be related to lower ERP amplitudes to painful pictures, indicating habitual desensitization (H2). Playing a violent video game was expected to result in lower ERP amplitudes to painful pictures as compared to before the game condition, indicating short-term desensitization (H3). Habitual VVGE was expected to moderate the effects of short-term exposure to a violent game on ERP amplitudes to painful pictures (H4).

            We tested at a university lab fifty-six boys (aged 12-16) who filled in a survey measuring habitual VVGE. Next, they were connected to the electroencephalogram (EEG; 64 electrodes, Biosemi). They performed the pain judgement task (Meng et al., 2012) as a baseline EEG measurement. The task involved categorizing pictures of hands as either painful or non-painful during EEG recording. Next, participants played a violent video game (Call of Duty: Modern Warfare 3) for 40 min. Immediately after, they answered six questions regarding gameplay experience, followed by the second pain judgement task with EEG measurement.

            The study was executed in a quasi-experimental mixed design: Time (pre-game vs. post-game) x Pain (painful vs. non-painful picture) x habitual VVGE (between-participants moderator). The dependent variables were average amplitudes of two ERP components: P300 and LPP, which usually could be observed as a positive deflection occurring approx.. 300-500ms and 400-800ms, respectively, after a stimulus onset (Coll, 2018).