Previous research in computer-mediated communication's effect on social networks has generated questions about the role of weak ties in what was assumed to be a unique affordance of strong ties-obtaining effective social support. Eighty-eight college students completed a questionnaire based on their most recent Facebook status updates and the comments and likes those updates generated. Items queried participants' perception of each response as well as the participants' relationships characteristics with the responder. Strong ties were perceived to have significantly closer relationships and provided significant social support. However, weak tie relationships were more numerous than strong ties and were perceived by participants to provide social support that was equally significant. While the use of Facebook did not erode the importance of strong ties, this study found that traditional understandings of weak ties do not account for the strong social support afforded by weak tie relationships when mediated through social network sites.
a b s t r a c tHeuristics can interfere with information processing and hinder decision-making when more systematic processes that might lead to better decisions are ignored. Based on the heuristic-systematic model (HSM) of information processing, a serious training game (called MACBETH) was designed to address and mitigate cognitive biases that interfere with the analysis of evidence and the generation of hypotheses. Two biases are the focus of this paper-fundamental attribution error and confirmation bias. The efficacy of the serious game on knowledge and mitigation of biases was examined using an experiment in which participants (N = 703) either played the MACBETH game or watched an instructional video about the biases. Results demonstrate the game to be more effective than the video at mitigating cognitive biases when explicit training methods are combined with repetitive play. Moreover, explicit instruction within the game provided greater familiarity and knowledge of the biases relative to implicit instruction. Suggestions for game development for purposes of enhancing cognitive processing and bias mitigation based on the MACBETH game design are discussed.
This study utilizes Walther and Parks' (2002) warranting theory to explore the relationship between online system-and co-generated relational cues and the strength of offline romantic relational characteristics. Differences in respondents' (N = 170) relational characteristics were predicted based on their relationship statuses articulated on Facebook. Results indicate individuals who display their relationship status on Facebook are more dependent in their relationship (i.e., more satisfied, committed, invested, and with lower perceived relational alternatives) and used Facebook more. In other words, individuals in relationships that are 'Facebook official' report being in more committed, stronger relationships than non-Facebook official counterparts. Findings are discussed with respect to the relationships among social media, relational attributes, and warranting theory.
Humans systematically make poor decisions because of cognitive biases. Can digital games train people to avoid cognitive biases? The goal of this study is to investigate the affordance of different educational media in training people about cognitive biases and to mitigate cognitive biases within their decision-making processes. A between-subject experiment was conducted to compare a digital game, a traditional slideshow, and a combined condition in mitigating two types of cognitive biases: anchoring bias and representativeness bias. We measured both immediate effects and delayed effects after four weeks. The results suggest that the digital game and slideshow conditions were effective in mitigating cognitive biases immediately after the training, but the effects decayed after four weeks. By providing the basic knowledge through the slideshow, then allowing learners to practice bias-mitigation techniques in the digital game, the combined condition was most effective at mitigating the cognitive biases both immediately and after four weeks.
Abstract.A serious video game was created to teach players about cognitive bias and encourage mitigation of both confirmation bias and the fundamental attribution error. Multiplayer and single-player versions of the game were created to test the effect of different feedback sources on bias mitigation performance. A total of 626 participants were randomly assigned to play the single player/multiplayer game once or repeatedly. The results indicate the single player game was superior at reducing confirmation bias and that repeated plays and plays of longer duration were more effective at mitigating both biases than a control condition where participants watched a training video.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.