T600 was all about dynamic processing. Rachel Bailey of IU Telecom began by sharing her recent work with coauthors Annie Lang and Bridget Rubenking on flow, presence, and transportation. Her driving question was whether these concepts had distinct regions within motivated cognitive state space. Within this space, appetitive and aversive activation comprise the X and Y axes and resource allocation makes up the Z axis. Collecting continuous response measures from participants, Rachel found evidence that these concepts do have defined states. Her findings are beneficial as they identify the relationship between the concepts and to other processing states and behaviors.
Motivated cognition and resource availability during Naked News
Soyoung from IU Telecom opened today’s T600 discussing her dissertation research on the online news program Naked News. Using Annie Lang’s cognitive processing model, LC4MP, and evolutionary psychology as related to gender, Soyoung investigated how the sexual content in Naked News influenced people’s processing of news information. Using secondary task reaction time (STRT) and cued recall measures, she found that people were generally more aroused and positively valenced toward naked news anchors. Additionally, people better remembered positive news stories due to the emotional congruence (i.e., appetitive activation toward both the anchor and the news content).
Better to be “Boring”
Experimental Findings on the Effectiveness of Branded Mobile Phone Apps
Presenting in the final slot before Spring Break, IU Telecom’s Rob Potter shared with us the research he conducted while on sabbatical in Fremantle WA, a suburb within Perth Australia. There, he worked with the faculty and students in the Interactive Television Institute at Murdoch University. Using the Elaboration Likelihood Model (ELM) of persuasion, he investigated the effectiveness of branded mobile phone apps that emphasized either functionality (e.g., Food Network’s recipe app) or experimentation (e.g., BMW’s Expression of Joy app; see the video below). He found that using any type of app increased your interest in the product category altogether but functional apps engendered central processing.
Overall, I found the study on death/raiding to be the most interesting. Jeffrey performed a 4 month study of two raiding clans looking at combat logs, chat logs, and interview data. He found raiding, in general, was a difficult practice, as big bosses often wipe players out. Despite this, raiding parties have a high tolerance for failure. In other words, players die repeatedly when trying to defeat a big boss but it doesn’t slow them down. Interestingly, although there are large clan differences in the way they approach raiding, the design of WoW induces a leveling of performance that forces successful battles to occur within a specific time frame and balances the rhythm of battle (5 minutes of fighting with 15 minutes of downtime).
We Are All Kinda Here: Collaborating in Virtual and Analog Environments
Today, Mark from IU Telecom shared his work that looked at the relationship between behavioral and perceptual measures of collaborative virtual presence in collaborative virtual environments. Working closely with Anne Massey of the Kelley School of Business, Mark developed a 3D cube puzzle that required two or more people to solve collaboratively within Second Life. Using eye-tracking and physiological measures, they aimed to quantify presence and recognize when people become removed from this state.
Reconceptualizing Gatekeeping in Multimodal Contexts: The Case of Ialian Radiovision RTL 102.5
Following Mark, IU Telecom‘s Asta Zelenkauskaite presented the data she collected abroad. The primary focus of her work centered on the impact modern-day gatekeeping on user-generated content (UGC). Looking at the independent Italian radio station RTL 102.5 as a case study, she examined what types of UGC the station’s employees selected to disseminate. Her results confirmed only a handful of her hypotheses, which were outlined in accord with traditional gatekeeping research. Because of this, she concluded that interactive environments may need redefined rules regarding gatekeeping.