Three social media platforms covered in this post are Facebook, online first-person shooter (FPS) and social media websites. These platforms or contexts CMC has been chosen for two main reasons. First, and perhaps most importantly, each context should be different in many, if not all printing strategy. Second, each context is commonly used by a large number of inhabitants, even hundreds of millions, so the results of research in these situations can help us understand how a large number of users to interact and communicate in any context.
Facebook is one of the most popular social networking sites available on the market. By 2012, Facebook has over 900 million users, and half of those users logged into Facebook everyday.39 Facebook, virtually anyone can stay in touch with your friends, regardless of their geographical location. In addition, users can not only send updates about what is happening in their lives, but also to comment on posts or updates to other, no matter how trivial information could be. Users also have the ability to upload digital photos and videos in their digital media strategy, and to determine which of your friends are on this forum. Due to the wealth of connectivity and ensures that Facebook users can participate in the management of printing via comments on your timeline on Facebook, posting their positions friend / comments, and even through the exchange of messages / content with other users.
The second social media platform discussed in this post is a multiplayer FPS game. In short, allowgamers FPS experience the virtual environment through the prism of his character. Most FPS games are violent in nature and involve the player to play games with other players over the Internet. Previous studies also equalized for certain types of video games with aggressive behavior; However, few studies have examined the print management in FPS games.
An important feature of many modern FPS games is a multiplayer game. Through subscription services such as Xbox Live, players can play with or against many others and is generally able to communicate with players in real time through their votes. video games, which undoubtedly is FPS games are very popular, with97 percent of young people (between the ages of twelve to seventeen) in the United States report playing video game itself games.42 action Halo 3 sold about $ 170 million within twenty-four hours after is released, and within eighteen months 1000000000 online.43 player multiplayer capabilities through real-time voice of many modern FPS games, players can participate in the management of printing by engaging in conversation with another similar mark in terms of governance takes place face to face interaction.
Latest social media platform discussed in this post are websites online social media. These places are usually online communities where people can discuss issues important to them group. Black, Bute, and Russell explained that the parties of social support may include “”encouraging expressions or validation, advice or opinions about the behavior, information exchange and provides tangible help.”” Often websites to focus on ailments or diseases social support and give users the ability to talk to others about the problems they encounter. One of these social networking sites is FatSecret, which is an online community that focuses on weight loss. According to the website FatSecret “”FatSecret is a further loss of online communities diet, nutrition and weight, which uses the collective contributions of our members to generate practical and motivating, so you can make better decisions to achieve your goals.”” On the side of social support, as FatSecret, users can participate in the management of printing interact with other users on discussion forums, private messages, and even daily.
Taking into account the different objectives of these three social platforms, the question is, how people engage in conduct different impression in any context?
RQ: What, if any, differences in the use of IP among the three contexts?
Measurement printing strategy
One way to learn strategies print management from a variety of social media platforms is to ask users of these platforms to complete a questionnaire which asks questions about the use of IP in a given context. Bolino and Turnley developed a behavior management organizations measuring print and on the basis of the Act of taxonomy proposed by Jones and Pittman. Bolino and Turnley developed this measure to overcome the shortcomings of other management research methods.48 stairs printing To accomplish this, the researchers used Jones and Pittman taxonomy IP behavior, including self-promotion, flattery, exemplification, intimidation and prayer, as a basis for studies measuring elements these strategies.
Managing printing scale consists of twenty elements, divided into five subscales, each of which represents a different strategic subscales identified by Jones and Pittman. Each element subscale measured on a five-point scale. Participants responded to each item indicating how often behave in the manner indicated at this point. Anchoring for this scale are: (1) do not behave in this manner (2) is rarely behave in this way, (3) act at such times, (4) sometimes they behave in this manner, and (5) often behave in this way, therefore, 0.50 higher scores indicate that participants take part in this strategy more often and lower scores indicate that the participant does not use this strategy regularly. Generally subscales management measures have proven the reliability of this impression and the reliability alpha for each subscale are: self-promotion 0.82, 0.83 Flattery, exemplification 0.73 0.89 0.84 intimidation and supplication.
In order to examine differences in the print management strategy between the three social platforms, 171 people have been recruited from these contexts to fill in a questionnaire which asked about their use of IP in a given context. A total of sixty-two people participated in the survey asking via Facebook. In this group, the average age was 35.38, and the majority (68.8 percent) of women, while the remaining participants were men (31.3 percent). At the moment, the majority of participants reported that their Caucasian (93.8 percent), followed by African Americans (4.2 percent) and the Pacific Islands (2.1 per cent). For social media websites, thirty-two people responded to the survey on-line social support. Participants in the study, the majority were women (68 percent), while other participants were male (32 percent). The average age of study participants was 34.32 years. Again, most of the participants were white or Caucasian (96 percent), while the remaining participants reported their race as the other (4 percent). Finally, seventy seven people participated in the research focuses on FPS games. For this group, the average age was 19.16 years, being mostly male (77.3 percent) and the remaining participants were women (22.7 percent). Again, most of the Caucasian participants (90.7 percent), followed by African Americans (5.3 percent), Spanish (1.3 per cent), Asia (1.3 percent) and other (1.3 percent). The only difference in research among the various social platforms is a noun used in any application in order to be consistent with each context, and minor changes in the text, and equally consistent.
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