Showing 121 - 130 of 37,273
Avatar-mediated communication (AMC), commonly used in online environments such as games and the emerging metaverse, is different from traditional computer-mediated communication in that it is a human-object-object-human relationship mediated by the individual's avatar and the avatar of the...
Persistent link: https://www.econbiz.de/10014582263
Persistent link: https://www.econbiz.de/10014582571
Persistent link: https://www.econbiz.de/10011799589
We use variation in wind speeds at surfing locations in Switzerland as exogenous shifters of users' propensity to post content about their surfing activity onto an online social network. We exploit this variation to test whether users' online content generation activity has a causal effect on...
Persistent link: https://www.econbiz.de/10014200088
Research supports the idea that when people use social media to interact with others, they are more likely to feel more related to others. But can using social media for more content-focused, less people-focused, pursuits lead to the same positive outcome of relatedness? We show that positive...
Persistent link: https://www.econbiz.de/10014150440
Persistent link: https://www.econbiz.de/10014233896
Persistent link: https://www.econbiz.de/10014253343
Product placement campaigns are increasingly hosted in online games such as social network games and mobile games, where game players interact with each other while playing the game. In this paper, we examine the implications of game players’ social interactions for the product placement...
Persistent link: https://www.econbiz.de/10014134323
Persistent link: https://www.econbiz.de/10013371023
Persistent link: https://www.econbiz.de/10013414605