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Description
Social discounting underlies individual altruistic decision-making, and it is frequently measured as the amount of hypothetical money one is willing to forgo for another person as a function of social distance. In the classic social discounting task, individual participants are asked to imagine their friends along a continuum of social

Social discounting underlies individual altruistic decision-making, and it is frequently measured as the amount of hypothetical money one is willing to forgo for another person as a function of social distance. In the classic social discounting task, individual participants are asked to imagine their friends along a continuum of social distance, that is then used to estimate participant’s social discounting rate. While an ever-growing proportion of social interactions takes place over social media, no research has yet characterized social discounting in that context. Moreover, no research has estimated social discounting rate using real persons’ social distance, instead of the hypothetical continuum described above. Using existing social media indicators of social distance, it is now possible to estimate social discounting rate based on real people, which may lead to more accurate social discounting measurements and may expand the discounting model to real-life situations. Specifically, using computer algorithms to estimate the social distance from social media data makes it possible to assess the utility of numeric social distance indicators and the most appropriate ways to represent them. The proposed study examined the extent to which a hyperbolic model for social discounting fits social distance information retrieved from Facebook pages; and assessed whether there were differences in discounting rate when real or hypothetical social distance is used; also to further investigate whether discounting rates based on real persons are in fact based on perceived social distance by the participant, or on the imaginary social distance scale (i.e., an experimental artifact.)

It was found that the social discounting model can be applied in the social media context, even when real Facebook friends’ profiles were used as substitutes of numeric social distance indicators. Additionally, people showed similar altruistic tendencies in both the numeric and profile social discounting tests on the Facebook environment. These findings were qualified, however, by a high rate of nonsystematic data for the profile group; a rate much higher than traditional numeric paradigm. This discrepancy suggested that the allocation rates between numeric and profile approaches need further investigation to determine the factors affecting individuals’ generosity as a function of social distance indicators.
ContributorsJiang, Linle (Author) / Miller, Paul A. (Thesis advisor) / Robles-Sotelo, Elias (Committee member) / Silva, Yasin N. (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Technology both stimulates and is simultaneously stimulated by people and society. As a classic example, games have shaped and have been shaped by people's preferences. Today, online computer games are roaming everywhere, attracting and connecting players all over the world. However, at the same time, a lesser form of technology

Technology both stimulates and is simultaneously stimulated by people and society. As a classic example, games have shaped and have been shaped by people's preferences. Today, online computer games are roaming everywhere, attracting and connecting players all over the world. However, at the same time, a lesser form of technology has emerged alongside of online computer games. It is known as trading card games (TCGs). Surprisingly, TCGs have been able to compete on same level as online computer games. Looking at my past experiences, I offered a theory that encompasses three forms of social interactions to explain for TCGs' success. The three types of interactions are: interaction of identities, interaction of interests, and interaction of influences. Interaction of identities is the constant interchange of player information and knowledge through different mediums. Interaction of interests involves the exchange and quality of the tangible and intangible. Interaction of influences deals with the fluid flow of communication and ideas that players use to change an outcome, however consciously or unconsciously done. Not one of these three factors of interactions act along; each is a part of a grand picture of interaction of interactions. Altogether, these factors explain, at least in part, the current popularity of trading card games as a relatively simple technology in a society with a plethora of technologically advanced entertainments and games such as virtual computer gaming. A web-based survey was devised to further examine the effects of the three forms of interactions have on online computer game and trading card game players. The results were consistent with the premises of the three-factor interaction theory.
ContributorsQin, Sheng (Author) / Eaton, John P. (Thesis director) / Olsen, G. Douglas (Committee member) / Department of Psychology (Contributor) / Department of Management (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description

Animal shelters are stressful environments for dogs and a plethora of research has been conducted on interventions aimed at improving the welfare of these animals. One type of intervention is social interaction, either between dogs and people or dogs and conspecifics. To investigate the types of social interaction dogs engage

Animal shelters are stressful environments for dogs and a plethora of research has been conducted on interventions aimed at improving the welfare of these animals. One type of intervention is social interaction, either between dogs and people or dogs and conspecifics. To investigate the types of social interaction dogs engage in and the impact of that contact on their welfare, 12 dogs were enrolled to participate in group sessions with other dogs, supervised by staff, in a shelter setting. There were three, 15-minute sessions per day across three days in which groups of two to four dogs were observed and recorded on video. These videos were then analyzed per dog for three types of interactions: dog-dog, dog-human, and dog-environment. It was found that the dogs spent significantly more time engaging with the staff members in the room than with conspecifics or the environment. Physiological measurements, including cortisol and S-IgA levels, were taken using urinary and fecal samples obtained both in the morning prior to these interaction sessions and after the final interaction of the day. No significant correlations were found between the amount of time that the dogs spent in each type of interaction and dogs’ cortisol or S-IgA levels. However, smaller statistical effects suggest that human interaction may correspond with decreased stress the day after interaction while conspecific interaction may be related to increases in stress the following day. Overall, these findings suggest that social interaction, particularly with people, may be beneficial, and should be further explored as a method to enhance the well-being of shelter dogs.

ContributorsVollin, Larissa Foray (Author) / Wynne, Clive (Thesis director) / Gilchrist, Rachel (Committee member) / School of Life Sciences (Contributor) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Due to the elimination of the established instructional methods from the impact of COVID-19, the implementation of mass synchronous learning created a new strain of educational experiences for students that took a toll on social interaction. In the Spring 2022 semester, a survey was conducted of students that were previously

Due to the elimination of the established instructional methods from the impact of COVID-19, the implementation of mass synchronous learning created a new strain of educational experiences for students that took a toll on social interaction. In the Spring 2022 semester, a survey was conducted of students that were previously or currently enrolled in the principal undergraduate biological sciences course, BIO 340: General Genetics, to assess both the prevalence of social interaction in the lives of the students and the potential ways this information could be molded to improve student’s educational and motivational experience. The results of this survey indicated that there was a considerable lack of social interaction and motivation among students that have taken or are taking BIO 340. Through a process of collecting qualitative data of students by 1-on-1 interviews, the majority of students requested that professors communicate with each other to learn more about ways they can incorporate social interaction as external technological applications and tools have been developed. Students brought up many external tools that professors in other biological sciences courses have been utilizing to engage student-to-student interaction and found these resources to increase their level of understanding and motivation. The driving interest behind this creative project is to understand the importance of peer-to-peer learning that may help guide professors that are new to synchronous teaching so that they may increase their level of understanding and comfortability of accessing resources that students themselves have shown to increase their educational experiences. The mixed-method design served as a means to understand what types of social interaction enhance students’ education and motivation.

ContributorsMisra, Radhika (Author) / Hartwell, Leland (Thesis director) / Pate, Amy (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Life Sciences (Contributor)
Created2022-05
Description
A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and communication intimacy and negatives of safety and monetary concerns.
ContributorsMunson, Olivia (Author) / Ingram-Waters, Mary (Thesis director) / Dombrowski, Rosemarie (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor)
Created2022-05
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Description

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and communication intimacy and negatives of safety and monetary concerns.

ContributorsMunson, Olivia (Author) / Ingram-Waters, Mary (Thesis director) / Dombrowski, Rosemarie (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor)
Created2022-05
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Description

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and communication intimacy and negatives of safety and monetary concerns.

ContributorsMunson, Olivia (Author) / Ingram-Waters, Mary (Thesis director) / Dombrowski, Rosemarie (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor)
Created2022-05
Description
With the reality that 60% of post-graduates are less satisfied with their social life in adulthood than in college, many young adults find themselves searching to solve the shared fear of finding communities in new spheres of life. Jillian Cote and Mia Cavalier's social application concept, "The Loop", addresses this

With the reality that 60% of post-graduates are less satisfied with their social life in adulthood than in college, many young adults find themselves searching to solve the shared fear of finding communities in new spheres of life. Jillian Cote and Mia Cavalier's social application concept, "The Loop", addresses this problem through unique recommendations based on location services, authentic UGC, and entertaining digital appearances. Through extensive research and development, a prototype has been designed for the application interface, and intensive surveys and interviews have been conducted to pinpoint target markets, consumer interest, and ultimate adoption potential. At its core, "The Loop" is a modern, efficient, and functional social application for young adults and post-graduates to stay connected to key parts of their lives regardless of the life phase they’re in. It allows each individual to focus on what’s important to them, while the app keeps them in the loop for everything else.
ContributorsCote, Jillian (Author) / Cavalier, Mia (Co-author) / Byrne, Jared (Thesis director) / Swader, Melissa (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / School of International Letters and Cultures (Contributor) / Department of Marketing (Contributor)
Created2024-05