Social Online Video Experiences

نویسندگان

  • Justin D. Weisz
  • Sara Kiesler
  • Luis von Ahn
  • Wendy A. Kellogg
چکیده

Participation in social organizations such as team sports, volunteer and religious organizations has been diminishing over the past few decades (Putnam, 2001). One reason for this decline is television (Putnam, 1995). Instead of going to bars or bowling alleys after work – places where people can form new relationships and expand their social networks – people instead go home to watch the latest sitcom or reality TV show. While it has been argued that news and current affairs programs " [do] not seem to be damaging to the democratic health of society " (Norris, 1996, p. 479), the act of watching television is a socially isolating activity because it eliminates the social context in which new relationships are formed. Online video provides an opportunity to build social capital among viewers. Because the act of watching video is online, viewers are able to simultaneously watch video and interact with each other. However, it is unclear whether the passive act of watching a video can be combined with active social interaction; watching a video and interacting with others both require attentional resources, and these activities may be mutually distracting. Thus, while online video provides an opportunity to build social capital and enable people to create and maintain relationships, it will only be successful at this if viewers are able to manage their attention between the two activities. If these activities prove incompatible because of overwhelming amounts of distraction, then online video communities may not be able to help rebuild the social capital lost to television. The goal of this thesis is to design for social online video experiences. This includes understanding existing social practices around online video, measuring the impact of watching together on social relationships, helping people manage their attention between interaction and video, and helping people find others to interact with while watching. This understanding will help online video designers build communities of viewers, and ultimately, fulfill the potential of online video as a socially engaging activity capable of rebuilding the social capital lost to television. In this thesis, I will examine the activity of watching together from two perspectives: an individual group of people who watch a video and chat with each other, and an online community of viewers. For groups of individuals who watch and chat together, I will demonstrate that the experience is both enjoyable and social. Although chatting while watching is distracting, this distraction does not …

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Parental Mediation of Children’s Video Game Experiences: Iranian Parents’ Strategies of Mediation

Despite tremendous popularity of video games, there have been concerns about their detrimental effects on children. The game rating systems were developed to assist parents in monitoring their children’s gaming experiences. This paper explores how parents in Iran, as a society without established media rating systems, control their children’s gaming experiences. Mixed methods of semi-structured...

متن کامل

Making Games as Collaborative Social Experiences: Exploring An Online Gaming Community

In addition to playing games together, making games together has offered new opportunities for social interaction and community building in online spaces. This paper presents an empirical study of how making indie games become interactive and collaborative social experiences in an Asian female-dominated online gaming community. It contributes to the CSCW community by providing a better understa...

متن کامل

Designing and Explaining the Impact Pattern of Online Advertising on Actual Purchasing (Case Study: Atieh Saba Holding)

The purpose of this study is to design and explain the impact pattern of online advertising on actual purchasing (Case Study: Atieh Saba Holding). The study is qualitative based on the objective and data collection process. The population of the study were all marketing and sales experts at Atieh Saba Holding, and among these experts, 10 were selected as the sample. In this study, data were col...

متن کامل

The Effectiveness of Social Stories with Video Modeling on Communication Skills of Children with Autism Spectrum Disorder (ASD)

Background & purpose: Autism spectrum disorder is a developmental neurological disorder characterized by impairment in social and communication interactions and repetitive behaviors.  The increasing prevalence of this disorder has raised the need for research on its characteristics and treatment methods.  The aim of this study was to investigate the effect of social stories using video modeling...

متن کامل

Behavioral and psychological involvement of online video gamers : Building blocks or building walls to socialization ?

Video gaming has often been associated with negative outcomes such as aggression and social isolation, particularly for those who spend significant amounts of time playing. However, advances in video game technology have enabled online, multi-player experiences which may facilitate social relationships. Recent literature suggests that meanings ascribed to video gaming may be more important in d...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2008