Cyberstalking is a form of persecution that has proliferated with technology’s evolution. The present research aimed to develop a cyberstalking measure and observe its relations with Fear of Missing Out (FOMO), social media engagement, and sociodemographic variables. To achieve these goals, two studies were performed. In the first study, 200 subjects (76.5% female, with a mean age of 21.6 years) answered the 15 items originally developed for the scale. These data went trough exploratory factor analysis and Cronbach’s alpha to verify the reliability of the instrument. The results indicated the exclusion of five items, and after this removal, the scale was valid and reliable (α = 0.86). In the second study, which also had 200 subjects (65% female and an average age of 21.8 years), was realized confirmatory factor analysis (measuring the model fit), accompanied by correlations and mediation analysis. The analyzes demonstrated that the one-factor model was adequate (GFI = 0.98; CFI = 0.99; TLI = 0.99; RMSEA = 0.02; SRMR = 0.06). Path analysis showed social media engagement as a significant mediator of FOMO and gender’s impact on cyberstalking: Both had direct (FOMO: λ = 0.31; CI = 0.19–0.42; p < 0.01; Gender: λ = 0.12; CI = 0.02–0.22; p < 0.05) and indirect effects (FOMO: λ = 0.07; CI = 0.03–0.11; p < 0.01; Gender: λ = 0.04; CI = 0.01–0.07; p < 0.01).
In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.
Numerous studies from various countries and cultural backgrounds have found a link between media violence consumption and aggressive behaviors and cognition. However, some failures to replicate these findings potentially suggest that some Latinx cultures may be relatively invulnerable to such harmful effects. To investigate this, media violence exposure and aggression data were collected from samples of predominantly Latinx communities in Brazil, Mexico, and Southwest Texas U.S., as well as from a Canadian sample for contrast. Replication and extension tests of hypotheses derived from the general aggression model and the 7 Nations Media Violence Project (Anderson et al., 2017) were conducted. This cross-sectional study (N = 862) revealed violent media exposure-to-aggression effect sizes with Latinx samples that are comparable to those from other ethnicities and countries in previous studies. This relation remained significant in statistical "destructive tests" that included other major risk factors for aggression in the model. The effect generalized across samples, sex, and type of aggression (physical, verbal, and relational). Public Policy Relevance StatementBy further demonstrating the generality of media violence effects on aggression, this research has implications for public policies that strengthen safeguards for consumers. For instance, warnings of harmful effects could appear in public service announcements, in digital literacy programs, and on the products themselves. In some countries, legal restrictions on children's and adolescent's access to such materials could be imposed.
Resumo Este estudo teve como objetivo adaptar ao contexto brasileiro o Inventário de Satisfação das Necessidades Básicas (ISNB), reunindo evidências de sua validade (fatorial e convergente) e consistência interna. Realizaram-se dois estudos [Estudo 1 (n = 200) e Estudo 2 (n = 199)], contando com a participação de estudantes universitários, que responderam o ISNB e perguntas demográficas; no Estudo 1 eles também responderam a Escala de Satisfação com a Vida. Os resultados da análise fatorial exploratória (Estudo 1) indicaram um modelo com cinco ou seis fatores, porém se optou pelo primeiro por ser mais parcimonioso e coerente com a teoria. Os cinco fatores se correlacionaram positivamente com a satisfação com a vida. Posteriormente, realizou-se uma análise fatorial confirmatória (Estudo 2) em que se compararam os modelos uni, penta e hexafatorial, tendo o de cinco fatores se revelado mais adequado. Em ambos os estudos os alfas de Cronbach dos cinco fatores se mostraram adequados para fins de pesquisa (α > 0,60). Concluiu-se que o ISNB é uma medida psicometricamente adequada, podendo ser empregada em contexto brasileiro para conhecer a satisfação das necessidades das pessoas e seus correlatos.
O engajamento em mídias sociais é caracterizado pelo uso frequente e necessidade de manter-se conectados a redes sociais. Este estudo objetivou reunir evidências psicométricas com intuito de adaptar e validar o Questionário de Engajamento em Mídias Sociais para o contexto brasileiro. Para tal, foram realizados dois estudos, um primeiro exploratório que contou com 200 participantes (M = 23,3; DP = 6,55) da cidade de Parnaíba, Piauí. O segundo foi um estudo confirmatório com 300 participantes (M = 22,9; DP = 6,08) da cidade de João Pessoa, Paraíba. Os resultados do estudo exploratório apresentaram uma solução unifatorial (ω = 0,90). E a mesma estrutura é corroborada no estudo confirmatório [χ²(5) = 33,27; p = 0,001; CFI = 0,98; TLI = 0,95; RMSEA = 0,01 (IC 95% 0,01 – 0,02)] ω = 0,94. Neste sentido, o instrumento apresentou bons atributos de adequação psicométricos e a medida pode ser considerada adaptada e validada para o contexto brasileiro.
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 © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.