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Article

The ABCs of Media and Children: Attention, Behavior, and Comprehension  

Ellen A. Wartella, Alexis R. Lauricella, Leanne Beaudoin-Ryan, and Drew P. Cingel

This is an advance summary of a forthcoming article in the Oxford Research Encyclopedia of Communication. Please check back later for the full article. Children are and have been active media users for decades. Historically, the focus on children and media issues have centered on the concerns and consequences of media use, generally around violence. In the last 40 years, we have seen a shift to study children and media from a more holistic approach, to understand both the positive and negative relationships between children and media use. Further, the recognition of the very important developmental differences that exist between children of different ages and the use of grand developmental theories, including those by Piaget and Vygotsky, have supported the field’s understanding of the unique ways in which children use media and the effects it has on their lives. Three important constructs related to a more complete understanding of children’s media use are the ABCs (attention, behavior, and comprehension). The first construct, attention, focuses on the way in which children’s attention to screen media develops, how factors related to parents and children can direct or influence attention to media, and how media may distract attention. The second construct is the behavioral effect of media use, including the relationship between media use and aggressive behavior, but importantly, the positive effect of prosocial media on children’s behavior and moral development. Finally, the third construct is the important and dynamic relationship between media and comprehension and learning. Taken together, these constructs describe a wide range of experiences that occur within children’s media use.

Article

A Case Study: Targeting the Stop.Think.Connect. Cybersecurity Campaign to University Campuses  

Matthew W. Savage, Sarah E. Jones, Jenna E. Reno, and Shari Veil

University students, faculty, and staff are among those most vulnerable to cybersecurity risks due to their reliance on modern technologies, the nature of their online activities, and the open infrastructure of institutional networks. Furthermore, cyberbullying has emerged as a public health concern by the Centers for Disease Control and Prevention (CDC), which first warned of electronic aggression in 2008, or any type of harassment or bullying that occurs via email, chat, instant messaging, websites, blogs, or text messaging. Roberto and Eden emphasized the communicative nature of cyberbullying, defining it as the “deliberate and repeated misuse of communication technology by an individual or group to threaten or harm others” in 2010 (p. 201). In response to serious cybersecurity concerns and growing evidence of cyberbullying behavior, the national Stop.Think.Connect. (STC) campaign was developed to educate Americans on cybersecurity risks and equip citizens with tools for safe, respectful, and appropriate online behavior; however, it lacks targeted messaging for those on university campuses. Formative research is needed to ascertain the specific cybersecurity risks and challenges identified by those living and working on large university campuses. Research by Noar in 2006 demonstrates that formative evaluation leads to more successful campaigns. The process involves learning about target populations, discovering communicative determinants of behavior change, and testing message concepts. To that end, this case study is a first step in targeting STC campaign messages to university students, faculty, and staff. Specifically, we sought to identify the distinct cybersecurity needs faced by university students and personnel, their perceptions of the saliency of the problem, and potential motives for increasing their cybersecurity-enhancing behaviors. These activities are needed to implement the campaign on college campuses and to increase the likelihood of any future outcome evaluation efforts that yield evidence of campaign effectiveness. Currently, we are unaware of any outcome evaluation. Focus group methodology was conducted to examine the target audiences’ knowledge, interests, needs, and attitudes regarding the management of cybersecurity threats. Additionally, practical recommendations for enhancing STC campaign implementation on university campuses were ascertained. Results emphasized key ways to improve the theoretical underpinnings of the campaign using the Integrated Behavioral Model (IBM). We identified how determinants of behavior change can be utilized to strengthen campaign messaging. Students displayed laissez-faire attitudes toward cybersecurity, while faculty and staff attitudes demonstrated a much higher level of concern. Social norms for personal cybersecurity action taking were notably low among students as well as faculty and staff. Students displayed limited personal agency in regards to enacting cybersecurity measures, while faculty and staff had greater knowledge of steps they could take, but little faith that these actions would be efficacious. Finally, thematic recommendations for implementing an effective cybersecurity campaign on a university campus were identified.

Article

Adopting the Internet in Urban China  

Jianbin Jin, Xiaoxiao Cheng, Jing Yang, and Hui Wang

This century is marked by a burgeoning information society around the globe; accordingly, the adoption and use of information and communication technologies (ICTs) in general and the Internet in particular have been one of the most fruitful domains in the broader field of communication sciences. The observed persistent academic interest can, to a large extent, be attributed to the polymorphic nature of ICTs of various modalities, functioning as ICTs technology clusters and/or meta operating systems that accommodate numerous technologies, functions and applications. Beyond that, ICTs or Internet adoption is reflective of a social process of development, during which the informational mode of development is interwoven with other social systems and varies across diverse social settings. Most existing empirical research and theoretical approaches have overwhelmingly focused on the Internet adoption in developed economies, but in-depth investigations on the developing economies such as China are scarce, if any. Compared to most developed countries, China’s informatization-urbanization model marks a unique path of modernization, which further provides a huge opportunity to build momentum for the rapid and large-scale Internet adoption in urban China. In order to present a whole-range holistic portrait of China’s Internet development, the intrinsic logics and social outcomes of China’s informatization-urbanization model necessitate in-depth investigations.

Article

Advertisers as Agents for Change in Health and Risk Messaging  

Michael Mackert and Marie Guadagno

Advertising as a field and industry often has a contentious relationship with both health communication and public health due to legitimate concerns about how advertising for certain products, such as alcohol and tobacco, could contribute to less-healthy decisions and behaviors. While acknowledging such concerns, advertisers and their approach to solving communication problems could also provide valuable lessons to those working in health communication. Indeed, advertising agencies are designed to develop creative and effective messages that change consumer behavior—and health communication practitioners and scholars aim to change population-level behavior as well. The perspective and approach of the account planner in the advertising agency—a role whose chief responsibility is to bring the consumer perspective into every step of the advertising development process and inspire effective and creative campaigns—would be particularly valuable to those working in health communication. It was account planning work that shifted traditional milk advertising from promoting it as a healthy drink to the iconic “got milk?” campaign, which positioned milk as a complement that makes other food better—an approach that drove positive sales after years of declining milk consumption. Yet many who work in health communication and public health often know little of how advertising agencies work or their internal processes that might be productively adopted. This lack of understanding can also lead to misperceptions of advertisers’ work and intentions. As an example, one might assume dense medical language in prescription drug advertising is intended to add unnecessary complexity to the advertisements and obscure side effects; instead, advertising professionals who work on prescription drug advertising have often been trained on clear communication—but cannot fully utilize that training because of regulations that require medically accurate terminology that might not be comprehensible to most viewers. Improved understanding of how advertisers can act as agents of change, and increased dialogue between the fields of advertising and health communication, could contribute to improved health communication research, practice, and policy.

Article

Aggregation and Journalism  

Mark Coddington

News aggregation—or the process of taking news from published sources, reshaping it, and republishing it in an abbreviated form within a single place—has become one of the most prominent journalistic practices in the current digital news environment. It has long been an important part of journalism, predating reporting as a form of newsgathering and distribution. But it has often been a poorly, or at best incompletely, understood practice. Aggregation was widespread in the 18th and 19th centuries through copying and republishing of newspaper articles in ways that sometimes showed little regard for copyright or individual authorship. But in recent decades, more sophisticated forms of aggregation have proliferated, both automated and manual, and on virtually every digital platform on which news is disseminated. Aggregation draws from the norms and values of both modern professional journalism and Internet culture and writing. That amalgam of standards and practices shapes aggregation as a hybrid practice that is built on professional journalism yet marginal within it. News aggregators’ economic effect on the online news marketplace has been intensely debated, but research has shown them to be generally helpful to the news sites they aggregate from, expanding the news ecosystem and sending readers through hyperlinks. Their legal legitimacy has also come under scrutiny, though they have encountered significantly more restrictions in Europe than in the United States or elsewhere. Professionally, aggregation is built on the practices of reporting and relies on reporting as both the predominant source of its information and the blueprint for its methods of verification. But its defining characteristic is its secondary status relative to reporting, which shapes its methods of gathering evidence as well as its professional identity and values. Overall, news aggregation plays a growing role in the contemporary news environment, though its influence is complex, multifaceted, and ambiguous.

Article

Citizen Journalism  

Serena Miller

The emergence of citizen journalism has prompted the journalism field and scholars to readdress what constitutes journalism and who is a journalist. Citizen journalists have disrupted news-media ecosystems by challenging the veracity and representativeness of information flowing from mainstream news-media newsrooms. However, the controversy related to the desired level of citizen involvement in the news process is a historical debate that began before the citizen-journalism phenomenon. As early as the 1920s, journalist and political commentator Walter Lippman and American philosopher John Dewey debated the role of journalism in democracy, including the extent that the public should participate in the news-gathering and production processes. This questioning of citizen involvement in news reemerged as an issue with the citizen journalism phenomenon around the late 1990s. People with no news-media organizational ties have taken advantage of the convenience and low cost of social computing technologies by publishing their own stories and content. These people are referred to as citizen journalists. Scholars have assessed the quality and credibility of citizen-journalism content, finding that citizen journalists have performed well on several standards of traditional news-content quality. Levels of quality differ dependent upon citizen journalists’ goals and motivations, such as serving the public interest, increasing self-status, or expressing their creative selves. As it is an emerging area of study, unarticulated theoretical boundaries of citizen journalism exist. Citizen-journalism publications emphasize community over conflict, advocacy over objectivity, and interpretation over fact-based reporting. In general, citizen journalists have historically acted when existing news-media journalists were not fully meeting their community’s informational needs. Scholars, however, vary in how they label citizen journalists and how they conceptually and empirically define citizen journalism. For example, researchers have shifted their definitional focus on citizen journalists from one of active agents of democratic change to people who create a piece of news content. The mapping of the citizen-journalism literature revealed four types of citizen journalists based on their levels of editorial control and contribution type: (1) participatory, (2) para, (3) news-media watchdog, and (4) community. Taken together, these concepts describe the breadth of citizen-journalist types. For those of us interested in journalism studies, a more targeted approach in the field of citizen journalism can help us build community around scholarship, understand citizen journalists’ contributions to society and practice, and create a more a stable foundation of knowledge concerning people who create and comment on news content.

Article

Communication and Recruitment to Clinical Research Studies  

Janice L. Krieger and Jordan M. Neil

Strategic communication is an essential component in the science and practice of recruiting participants to clinical research studies. Unfortunately, many clinical research studies do not consider the role of communication in the recruitment process until efforts to enroll patients in a timely manner have failed. The field of communication is rich with theory and research that can inform the development of an effective recruitment plan from the inception of a clinical research study through informed consent. The recruitment context is distinct from many other health contexts in that there is often not a behavioral response that can be universally promoted to patients. The appropriateness of a clinical research study for an individual is based on a number of medical, psychological, and contextual factors, making it impossible to recommend that everyone who is eligible for a clinical research study enroll. Instead, clinical research study recruitment efforts must utilize strategic communication principles to ensure that messages promote awareness of clinical research, maximize personal relevance, minimize information overload, and facilitate informed choice. This can be accomplished through careful consideration of various aspects of the communication context described in this chapter, including audience segmentation, message content, message channels, and formative, process, and outcome evaluation, as well as the enrollment encounter.

Article

Competition and Cooperation in Video Games  

Y. Skylar Lei, Hanjie Liu, and David R. Ewoldsen

Competition and cooperation are both essential to human evolution and social interactions. Humans naturally compete with each other over resources, yet humans also evolved to engage in cooperation to enhance survivability. Competition and cooperation as complex social interactions can be observed in many contexts. Video games are a vivid illustration of how people compete, cooperate, or compete and cooperate at the same time with each other. The history of video games reflects how people are naturally inclined to build environments and construct rules to facilitate competition. Meanwhile, video game play also demonstrates how people are drawn to cooperation with each other whenever the need arises. Competition and cooperation have been examined and discussed in many fields of study. Social interdependence theory provides a clear theoretical framework for understanding competitive or cooperative situations. Competition in video game settings can be seen as a range of negative interdependence between players, while cooperation is a range of positive interdependence. With video game settings becoming more complex and connecting more players virtually, games that facilitate both competition and cooperation between teams of players emerged and became prevalent. Research has previously demonstrated that cooperation in video games tends to result in increased positive outcomes for players compared to competition. However, in games where competition and cooperation between human players coexist, newly observed phenomena, namely toxic behaviors and antisocial interactions, contradict previous findings. It is evident that we still have a lot to learn about human competition and cooperation in video games. With video game technologies improving and diversifying rapidly, more research is needed to understand players’ psychological processes and behaviors in video game settings.

Article

Critical Audience Studies  

Adrienne Shaw, Katherine Sender, and Patrick Murphy

Critical audience studies is the branch of media research primarily concerned with what people do with the media they consume, rather than on the supposedly negative effects of media on people. Critical audience studies has long drawn on “ethnographic ways of seeing” to investigate the everyday uses of media in myriad contexts. This area of audience research has had to define who and what constitutes “an audience,” where audiences are located, and how best to understand how people’s lives intersect with media. Changes in media production and distribution technologies have meant that texts are increasingly consumed in transnational and transplatform ways. These changes have disrupted historical distinctions between producers and audiences. Critical cultural approaches should be considered from a largely qualitative perspective and look at feminist and global reception studies as foundational to the understandings of what audiences might be and how to study them. Taking video game players as a boundary example, we need to reconsider how contemporary media forms and genres, modes of engagement, and niche and geographically dispersed media publics affect audiences and audience research: what, or who, is an audience, how can we understand it, and through what methods might we research it now?

Article

Cultivation in Health and Risk Messaging  

Mohan Jyoti Dutta, Satveer Kaur-Gill, and Naomi Tan

Cultivation theory examines the effects of the media, mainly television on viewer perception over an extended period of time. Television is seen by people throughout the globe, with many spending considerable amounts of time watching the medium. The act of watching television has been described as the first leisure activity to cut across social and ethnic divisions in society. This made it a unique mass media tool because mass message dissemination to diverse groups in a population was made possible. Cultivation scholars have studied the effects of the medium, trying to understand how television content can alter one’s social reality. Heavy viewers are considered to be most susceptible to the effects of cultivation. The reality of these effects poses important questions for health communication scholars considering the role television plays in disseminating health messages. Health communication scholars became interested in studying cultivation to understand the health-related effects the medium could have on viewers. Understanding the health effects of television is pivotal, considering that television and the structures that constitute television content set the agendas for many health topics, often disseminating negative and positive messages that can impact society, especially the young and impressionable. With television content addressing health issues such as nutrition, diet, body image, tobacco, cancer, drugs, obesity, and women’s health, cultivation theory can offer health communication scholars a framework to understand how health behaviors are shaped by the mass media and the roles these media play in reinforcing unhealthy behaviors. By establishing a basis for studying how such portrayals have direct health-related effects on viewers, cultivation theory creates openings for questioning the structures of the media that put out unhealthy content and for interrogating the roles and responsibilities of media agenda in inculcating positive health messages. Directions for future research include looking at contextually contrasting populations that share different cultural and community values, and different ways of consuming television. Research questions exploring the roles of community structures with different sets of subjective norms, or with different roles of community norms, in the realm of cultivation effects offer new areas for exploration.

Article

Difficulty and Challenge in Video Games  

Michael Schmierbach, Ryan Tan, and Brett Sherrick

Video game difficulty relates to several other key concepts in the study of games. Defined here as the player perception of the barriers that stand in the way of completing game tasks, difficulty is a perceptual variable that reflects both designed features and unintentional barriers as well as player skill. Employing this definition can help better elucidate difficulty as a player-focused experience that varies between players, whereas other terms, including challenge and task, can be used to describe design features. Difficulty is related to other concepts, such as demands, flow, and competency, and empirical research has not always effectively differentiated these ideas. Demands represent player understanding of intended challenges. They may be understood differently by different players but are not defined in terms of player mastery. Flow includes a central idea of skill–challenge balance but is also suggested to involve other experiences. Competency may have a non-linear relationship with difficulty, but further research is needed. Measurement of difficulty is still developing, and existing scales that reflect other concepts need further modification or replacement to directly capture difficulty as defined here. Scholarship shows that difficulty is influenced by game features, contextual factors, and individual differences. Aspects such as the complexity of tasks, pace of play, or precision of necessary actions can all amplify the experience of difficulty, as can the consequences for failure. Unusual or unfamiliar controls can amplify difficulty, as can social pressures. Prior research shows that difficulty and challenge influence psychological responses, learning, enjoyment, and other outcomes. Optimal difficulty should involve a moderate level of the variable, but evidence is mixed about where that optimal state exists and often suggests a simple, negative relationship between difficulty and positive experiences. Some advocates have suggested that games encourage players to embrace difficulty in education and other tasks, potentially increasing learning, but evidence is mixed. Specific traits that would make players more tolerant of difficulty remain to be identified. Improved standardization in vocabulary and study design when studying difficulty would be fruitful.

Article

Flow Experiences and Media  

Paula T. Wang, Kylie Woodman, and René Weber

“Flow” originated in the field of positive psychology and describes an optimal psychological state obtained when skilled individuals face challenges that leave them creatively stimulated, attentionally immersed, and flourishing. It was introduced into the communication literature at the turn of the 21st century, when media researchers began to revisit enduring questions surrounding media use, selection, and behavior. At the time, the established uses and gratifications (U&G) framework offered limited explanatory power to address newer questions arising from the emergence of interactive media such as the proliferation of video game consoles and advent of early social media. Flow has since become increasingly adopted within the field of media research as an alternate approach that addresses many of the criticisms of the U&G framework. Flow is characterized by a single key antecedent—that participants engage in an activity that maintains strict balance between task challenge and user skill. Video games in particular offer the ideal vessel for flow because they most easily fulfill the required challenge–skill balance due to their interactive and adaptable nature. Attempts to advance the development of the flow construct have faced challenges stemming from conceptual ambiguity and operational inconsistency, resulting in findings that are difficult to consolidate across studies. Despite these contentions, nascent research has been largely focused on identifying the correlates and predictors used to measure flow across new behavioral, psychophysiological, and neurological avenues. The development of more robust measures of flow will allow researchers to resolve lingering conceptual ambiguities and answer new and emerging questions, such as the length, depth, and stability of flow episodes and the role of flow in promoting problematic gaming behavior and behavioral addictions.

Article

Game Streaming: Implications for Streamers and Game Creators  

Mark Johnson

Since the 2010s, the live streaming—live online video broadcast—of digital gaming has emerged as a significant Internet phenomenon. Millions of people stream their digital gaming for leisure, profit, or some combination, in the process often accumulating large communities of fans and followers who enjoy their streamed content, or simply broadcasting to small but often very dedicated handfuls of viewers. Game live streaming is also plagued by harassment and toxicity, but nevertheless continues to have a significant influence on gaming by generating famous and noteworthy moments within wider gaming culture. Game live streaming is far from a niche practice, and rather one with interest and applicability to a range of media studies, communication studies, game studies, and Internet research agendas.

Article

Gatekeeping and Journalism  

Pamela J. Shoemaker

One of the oldest social science theories applied to the study of communication, the gatekeeping approach emphasizes the movement of bits of information through channels, with an emphasis on decision points (gates) and decision-makers (gatekeepers). Forces on both sides of a gate can either help or hinder the information’s passage through a channel. The gatekeeping process shapes and produces various images of reality, not only because some bits of information are selected and others rejected, but because communication agents put information together in different ways. In addition, the timing and repetition of information can affect the prominence of events or topics and can influence the probability of future information diffusion. Gatekeeping was originally modeled as a series of linear processes within the mass media, but in the late 20th century the flow of information through the mass and social media began to interact. Information is now understood to flow among journalists, among social media users, and among agents of both types of media. All such communication agents are gatekeepers. In addition, we can study these networked interconnections as one level of analysis, with the supra-gatekeepers (such as Facebook or Twitter) adding their own gatekeeping processes over and beyond those of their own clients of the mass media. In addition to looking at various pairwise relationships between gatekeepers, gatekeeping theory should go beyond to instead consider the entire web of gatekeepers as a whole or system. A system is composed of elements (gatekeepers), interactions (relationships among them), and a goal or function. Multiple functions have been proposed by 20th-century scholars (such as socialization, entertainment, or surveillance) for the mass media, but scholars should now consider the function(s) of the gatekeeping system (mass and social media, as well as supra-gatekeepers) as a whole. Although each type of medium can be analyzed as its own system, such analysis would not facilitate new thinking about the various ways in which these partial systems affect one another and how the whole system functions beyond the simple addition of its parts.

Article

Global Jihad and International Media Use  

el-Sayed el-Aswad, M. Joseph Sirgy, Richard J. Estes, and Don R. Rahtz

Globalization and international media are potent contributors to the rise of the Islamist global jihad. Widespread digital communication technologies that connect people all over the world are a substantial component of globalization. Over the past three decades, “virtual jihad” has emerged as a potent disseminator of radical religious-political ideologies, instilling fear and fostering instability worldwide. Western and global media, while often misrepresenting Islam and Muslims, have played a significant role in disseminating jihadist ideologies. The involvement of global jihadists (mujāhidīn) across myriad media outlets and platforms has allowed them to promote their agenda around the world. Using the Internet and media outlets, global jihadists are able to attract and recruit people to their ranks in an accelerated manner. Jihadists have engaged in media activities that have empowered and expanded the global jihad movement, even in the face of increased mitigation efforts.

Article

Global Political Economy, Platforms, and Media Industries  

Dal Yong Jin

Critical political economy has emphasized the tensions and power relations between global forces and local forces as well as the political and the economic. Since media ownership has become one of the major elements to widening the existing gaps between a few powerful actors and the majority of underprivileged players, critical political economy focuses on the significant role of ownership in media and communication studies. Critical political economy has also continued to emphasize the structural change in media industries in the broader socio-economic milieu. In the early 21st century, critical political economy has shifted its emphasis toward digital platforms, such as over-the-top service platforms like Netflix, social media platforms like YouTube, and search engines like Google, as these digital platforms supported by artificial intelligence algorithms and big data are primary actors in the global cultural industries. They are not only shifting the milieu surrounding cultural industries but also transforming the entire value chain in cultural production, including the production of popular culture, the circulation of cultural products, and the consumption of cultural content. Critical political economy needs to analyze power relations between platform owners and platform users as well as between a few countries in the Global North that possess these digital platforms and the majority of countries in the Global South that, owing to the lack of capital, manpower, and know-how, cannot advance their own platforms. This implies that critical political economy needs to analyze how global digital platforms as part of Western cultural industries have controlled and manipulated local cultural industries. By discussing the change and continuity in the cultural industries in the digital media–driven media environment, which expedites the concentration of the industry, new international division of labor, and platform imperialism practice, critical political economy will shed light on the existing debates about power relations within the broader society.

Article

Glocalization of the Television Format in China  

Yang Liu

For the past two decades, global television formats have received more attention in academia. Being theorized as mass-produced transnational cultural products, global TV formats have been articulated as dynamic junctures of cultural imperialism, media imperialism, and cultural homogenization in the realms of media and popular culture. These theoretical approaches, however, adopt a dualistic understanding of globality and locality, ignoring the multi-relational interactions between discourses of the global format and the local context constrained by specificities of global TV formats’ importing countries. Compared to the notion of globalization, glocalization attends more to the dialectical relationship between the global and the local, with its emphasis on postmodern understanding of local contents’ reproduction or repackaging within the framework delineated by global TV formats. With global TV formats’ transnational flow, these cultural commodities have gone through complex reproduction or adaptation in order to fit importing countries’ specific cultural, social, and even political milieus. Besides adaptation, global TV formats are inevitably subject to incompatible constraints in importing countries and thus exposed to disputes that may bring damages to their sustainability outside of their countries of origin. In order to present a comprehensive review of cross-border transaction and glocalization of global TV formats, it is necessary to examine this phenomenon’s origin and global expansion and explore its entrance into China. This can be done by analyzing the rise and fall of The Voice as a representative case and as one of the most successful global TV formats in the Chinese context within the framework of glocalization.

Article

Identification and Parasocial Relationships With Video Game Characters  

Arienne Ferchaud

The field of game studies rests on how video game players use their relationships with their avatars to fulfill the goals of the game. From studies on the effects of violence in video games to examinations of serious games for entertainment and/or education, all areas presume a level of connection between player and the avatar they control. This relationship is first defined by the type of play style—that is, the approach the player takes when sitting down to play. Next is the avatar—the graphical representation of the player—that will differ drastically from game to game. Based on these two individuals, one actual the other simulated, a relationship of some sort is built. This relationship can be monadic, meaning the player fully identifies with the avatar to the point that they are the same being. In contrast, it could be dyadic, in which a separation exists between player and avatar more akin to a parasocial relationship (PSR). Further, some scholars have suggested that the relationship between player and avatar exists on a continuum known as player-avatar relationships. Concepts like presence and empathy can be used to predict the strength of the relationship between player and avatar. This bond is incredibly important and can be used to predict both enjoyment of the game and cultivate story-consistent attitudes. Future research should examine more closely the nature of PSRs between avatar and player, as this context is relatively unexplored.

Article

Identity and Online Groups  

Marko Siitonen

Questions related to identity have been central to discussions on online communication since the dawn of the Internet. One of the positions advocated by early Internet pioneers and scholars on computer-mediated communication was that online communication would differ from face-to-face communication in the way traditional markers of identity (such as gender, age, etc.) would be visible for interlocutors. It was theorized that these differences would manifest both as reduced social cues as well as greater control in the way we present ourselves to others. This position was linked to ideas about fluid identities and identity play inherent to post-modern thinking. Lately, the technological and societal developments related to online communication have promoted questions related to, for example, authenticity and traceability of identity. In addition to the individual level, scholars have been interested in issues of social identity formation and identification in the context of online groups and communities. It has been shown, for example, how the apparent anonymity in initial interactions can lead to heightened identification/de-individuation on the group level. Another key question related to this one is the way group identity and identification with the group relates to intergroup contact in online settings. How do people perceive others’ identity, as well as their own, in such contact situations? To what extent is intergroup contact still intergroup contact, if the parties involved do not perceive it as such? As online communication continues to offer a key platform for contact between various types of social groups, questions of identity and identification remain at the forefront of scholarship into human communication behavior in technology-mediated settings.

Article

Media Literacy and Communication  

Erica Scharrer and Yuxi Zhou

Media literacy refers to the ability to interact with media from a position of active inquiry, carefully considering media texts, the forces and factors that shape those texts, and the ways in which audiences interpret the texts or otherwise respond. Media access, use, creation, analysis, and evaluation skills are considered essential for citizenship in the contemporary world. Media literacy education encompasses efforts to advance media literacy within a group of individuals and spur their motivation to apply media literacy skills and perspectives in interactions with media. Yet, there are barriers that impede the widespread adoption of media literacy education in various global locations. There is disparity, for instance, in the degree to which local, regional, or national policies support media literacy education in schools as well as in the training, funding, or other resources available to educators. Considerable variability in the assumptions and objectives that scholars and practitioners bring to media literacy education has been identified. Some of that variability reflects differing emphases in Communication and Media Studies paradigms including whether media literacy education should be considered as a means of protecting children and adolescents from the potential for negative effects of media. Sometimes positioned as an alternative to a more protectionist approach, media literacy education can be viewed as a platform from which to encourage young people’s creative self-expression and to emphasize their (and others’) agency rather than vulnerability. The ways in which media literacy education is carried out and how and what is assessed to determine what such education can achieve differs, as well. In spite of these differences, there are overarching commonalities in media literacy conceptualization and empirical evidence that media literacy education can build skills necessary for citizenship in an increasingly media- and information-rich world.