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result(s) for
"Quandt, Thorsten"
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Dark Participation
2018
Citizen participation in the news-making process has been a hopeful promise since the 1990s. Observers hoped for a rejuvenation of journalism and democracy alike. However, many of the enthusiastic theoretical concepts on user engagement did not endure close empirical examination. Some of the major fallacies of these early works (to whom the author contributed himself) will be outlined in this article. As a bleak flip side to these utopian ideas, the concept of “dark participation” is introduced here. As research has revealed, this type of user engagement seems to be growing parallel to the recent wave of populism in Western democracies. In a systematization, some essential aspects of dark participation will be differentiated. Finally, the benefits of (also) looking at the wicked side of things will be discussed.
Journal Article
Can We Hide in Shadows When the Times are Dark?
2021
The editorial discusses the relevance of analyzing some problematic aspects of online participation in consideration of events that happened during the preparation of this thematic issue. It critically challenges the eponymous ‘dark participation’ concept and its reception in the field, and calls for a deeper exploration of epistemological questions — questions that may be uneasy and difficult to answer, as they also refer to the issue of balance and scientific positioning in the face of threats to public communication and democratic ideals.
Journal Article
Demystifying Social Bots: On the Intelligence of Automated Social Media Actors
by
Clever, Lena
,
Frischlich, Lena
,
Trautmann, Heike
in
Artificial intelligence
,
Automation
,
Classification
2020
Recently, social bots, (semi-) automatized accounts in social media, gained global attention in the context of public opinion manipulation. Dystopian scenarios like the malicious amplification of topics, the spreading of disinformation, and the manipulation of elections through “opinion machines” created headlines around the globe. As a consequence, much research effort has been put into the classification and detection of social bots. Yet, it is still unclear how easy an average online media user can purchase social bots, which platforms they target, where they originate from, and how sophisticated these bots are. This work provides a much needed new perspective on these questions. By providing insights into the markets of social bots in the clearnet and darknet as well as an exhaustive analysis of freely available software tools for automation during the last decade, we shed light on the availability and capabilities of automated profiles in social media platforms. Our results confirm the increasing importance of social bot technology but also uncover an as yet unknown discrepancy of theoretical and practically achieved artificial intelligence in social bots: while literature reports on a high degree of intelligence for chat bots and assumes the same for social bots, the observed degree of intelligence in social bot implementations is limited. In fact, the overwhelming majority of available services and software are of supportive nature and merely provide modules of automation instead of fully fledged “intelligent” social bots.
Journal Article
The Moral Gatekeeper? Moderation and Deletion of User-Generated Content in a Leading News Forum
by
Frischlich, Lena
,
Schatto-Eckrodt, Tim
,
Boberg, Svenja
in
Access control
,
Comments
,
community management
2018
Participatory formats in online journalism offer increased options for user comments to reach a mass audience, also enabling the spreading of incivility. As a result, journalists feel the need to moderate offensive user comments in order to prevent the derailment of discussion threads. However, little is known about the principles on which forum moderation is based. The current study aims to fill this void by examining 673,361 user comments (including all incoming and rejected comments) of the largest newspaper forum in Germany (Spiegel Online) in terms of the moderation decision, the topic addressed, and the use of insulting language using automated content analysis. The analyses revealed that the deletion of user comments is a frequently used moderation strategy. Overall, more than one-third of comments studied were rejected. Further, users mostly engaged with political topics. The usage of swear words was not a reason to block a comment, except when offenses were used in connection with politically sensitive topics. We discuss the results in light of the necessity for journalists to establish consistent and transparent moderation strategies.
Journal Article
The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
by
Janzik, Robin
,
Wehden, Lars-Ole
,
Tang, Wai Yen
in
cybersickness
,
digital games
,
experimental research
2021
Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (N = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.
Journal Article
The Role of Online Communication in Long-Term Cyberbullying Involvement Among Girls and Boys
2016
Digital media, especially mobile communication technologies, enable adolescents to explore and experiment with each other with only limited adult control. Conflicts between peers can be easily staged since nearly everybody can be reached at any time under the radar of authorities. Therefore, involvement in conflicts and bullying might depend on how adolescents use and behave online. In the present study, we provide a comprehensive picture of the role aspects of online communication play in long-term involvement in cyberbullying. We focused on a gender-specific perspective, as girls and boys were found to differ not only according to their online communication but also in their cyberbullying involvement. Using a two-wave panel survey of 1817 adolescents between 13 and 17 years (56 % female), we found that girls’ cyberbullying involvement (perpetration and victimization) could be traced back to more intensive online social activities and a higher amount of online contact with strangers. In contrast, for boys, only higher exposure to antisocial media content predicted higher levels of victimization over time. The findings indicate that certain patterns of online communication increase the cyberbullying risk over time. However, it needs to be noted that these risk factors vary between girls and boys.
Journal Article
A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
2020
The recognition of excessive forms of media entertainment use (such as uncontrolled video gaming or the use of social networking sites) as a disorder is a topic widely discussed among scientists and therapists, but also among politicians, journalists, users, and the industry. In 2018, when the World Health Organization (WHO) decided to include the addictive use of digital games (gaming disorder) as a diagnosis in the International Classification of Diseases, the debate reached a new peak. In the current article, we aim to provide insights into the public debate on gaming disorder by examining data from Twitter for 11 months prior to and 8 months after the WHO decision, analyzing the (change in) topics, actors, and sentiment over time. Automated content analysis revealed that the debate is organic and not driven by spam accounts or other overly active ‘power users.’ The WHO announcement had a major impact on the debate, moving it away from the topics of parenting and child welfare, largely by activating actors from gaming culture. The WHO decision also resulted in a major backlash, increasing negative sentiments within the debate.
Journal Article
A Survey Study on Public Attitudes Toward Gaming Disorder
by
Wintterlin, Florian
,
Kupper, Lena Maria
,
Reer, Felix
in
Gambling
,
Medical research
,
Medicine, Experimental
2025
The World Health Organization's decision to include addictive game use (\"gaming disorder\") in the International Classification of Diseases was the subject of controversial scientific debates (e.g., Aarseth et al., 2017; Rumpf et al., 2018; for an overview, see Reer & Quandt, 2021). However, knowledge is scarce on how addictive game use is perceived outside of academic circles (Schatto-Eckrodt et al., 2020). The current study aimed to fill this research gap by interviewing a stratified German sample (N = 1,075) on their attitudes toward the topic. We found that critical views about games and their addiction potential are rather common among the German general population. Further, we found evidence that many participants overestimated the number of players affected by gaming disorder. Regression analyses showed that age, gender, and gaming experience play a role in how individuals think about risks associated with game use. Interestingly, having heard about the topic in the media was associated with more critical attitudes and higher presumed prevalence rates. More exchange between scholars and the wider public is needed to increase knowledge on the topic. Further, media reports on gaming disorder should cover the latest research findings and the opposing views of scientists.
Journal Article
A Survey Study on Public Attitudes Toward Gaming Disorder
by
Küpper, Lena Maria
,
Wintterlin, Florian
,
Reer, Felix
in
Addictions
,
Addictive behaviors
,
Attitudes
2025
The World Health Organization’s decision to include addictive game use (“gaming disorder”) in the International Classification of Diseases was the subject of controversial scientific debates (e.g., Aarseth et al., 2017; Rumpf et al., 2018; for an overview, see Reer & Quandt, 2021). However, knowledge is scarce on how addictive game use is perceived outside of academic circles (Schatto-Eckrodt et al., 2020). The current study aimed to fill this research gap by interviewing a stratified German sample (N = 1,075) on their attitudes toward the topic. We found that critical views about games and their addiction potential are rather common among the German general population. Further, we found evidence that many participants overestimated the number of players affected by gaming disorder. Regression analyses showed that age, gender, and gaming experience play a role in how individuals think about risks associated with game use. Interestingly, having heard about the topic in the media was associated with more critical attitudes and higher presumed prevalence rates. More exchange between scholars and the wider public is needed to increase knowledge on the topic. Further, media reports on gaming disorder should cover the latest research findings and the opposing views of scientists.
Journal Article