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Previous research offers equivocal results regarding the effect of
social networking site use on individuals’ self-esteem. We con-
duct a systematic literature review to examine the existing litera-
ture and develop a theoretical framework in order to classify the
results. The framework proposes that self-esteem is affected by
three distinct processes that incorporate self-evaluative informa-
tion: social comparison processes, social feedback processing,
and self-reflective processes. Due to particularities of the social
networking site environment, the accessibility and quality of self-
evaluative information is altered, which leads to online-specific
effects on users’ self-esteem. Results of the reviewed studies
suggest that when a social networking site is used to compare
oneself with others, it mostly results in decreases in users’ self-
esteem. On the other hand, receiving positive social feedback
from others or using these platforms to reflect on one’s own self is
mainly associated with benefits for users’ self-esteem.
Nevertheless, inter-individual differences and the specific activ-
ities performed by users on these platforms should be considered
when predicting individual effects.
Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression in video game play than females. Results of a path model based on survey data of 444 respondents and using multi-step multiple mediation analyses confirm these assumptions. Taken together, the findings of this study shed further light on the gender gap in violent video game use.