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Internet Affordances drive Uses & Gratifications A Cognitive Heuristics Approach S. Shyam Sundar Media Effects Research Lab The Pennsylvania State University.

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Presentation on theme: "Internet Affordances drive Uses & Gratifications A Cognitive Heuristics Approach S. Shyam Sundar Media Effects Research Lab The Pennsylvania State University."— Presentation transcript:

1 Internet Affordances drive Uses & Gratifications A Cognitive Heuristics Approach S. Shyam Sundar Media Effects Research Lab The Pennsylvania State University

2 Where Have All the Audiences Gone? They’ve become “users” Action, not simply reception Technology of the internet offers “affordances” These affordances convey cues to promote heuristics about message attributes

3 Technology & Cues Affordances of a given technology can serve as cues E.g., Interactivity = openness of information access and/or participatory nature of the forum Cues embedded in affordances aid credibility judgments Trigger heuristics about the typical nature of underlying content Cues also dictate uses and gratifications of internet- based media

4 Cues transmitted by Affordances Two ways sheer presence of a given affordance value-added functionality will be rife with judgment- related cues (e.g., contingency; dialogue; flow) Technology assembles information for making quick quality and credibility judgments (e.g., counters on Web pages # of contacts on social networking site Google News cuesGoogle News cues)

5 M A I N Model Ten years of research at our lab using a variety of digital media have identified four broad affordances that have shown significant psychological effects Modality (M) Agency (A) Interactivity (I) Navigability (N) AffordanceHeuristicsQuality Credibility Judgment Cues

6 Modality Agency Interactivity Navigability Credibility Judgment Realism Old-media Being there Distraction Bells & Whistles Coolness Novelty Intrusiveness Machine Bandwagon Authority Social Presence Helper Identity Interaction Activity Responsiveness Choice Control Telepresence Flow Contingency Similarity Browsing Elaboration Scaffolding Play Prominence Similarity Utility Importance Relevance Believability Popularity Pedigree Completeness Level of Detail Variety Clarity Understandability Appearance Affect Accessibility Conciseness Locatability Representative quality Consistency Compatibility Reliability Trustworthiness Uniqueness Timeliness Objectivity Expertise Benevolence Affordance Heuristic Quality Cues (Examples) Perceptual Bandwidth Collaborative Filtering Customization Information Scent Sundar, S. Shyam. “The MAIN Model: A Heuristic Approach to Understanding Technology Effects on Credibility." Digital Media, Youth, and Credibility. Edited by Miriam J. Metzger and Andrew J. Flanagin. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 73–100. M A I N Model

7 Modality Different modalities command differential levels of information processing by users Modalities evoke visceral responses, both physiological and psychological They also trigger heuristics such as Realism (A/V > Text) Being-There (Authenticity/Intensity) Coolness (stylish and hip) Novelty (halo effect) Intrusiveness (unsolicited telemarketer schema)

8 Agency Now, anybody and everybody can serve as a gatekeeper Internet media users given unprecedented agency in creation and recommendation of content Journalistic Agency = Expertise heuristic Interface Agents trigger machine heuristic Self-agency leads to ownness heuristic Other-Users Agency = Bandwagon Agency-enhancement and Community-Building have become new gratifications

9 News Story Ratings as a function of Perceived Source (Editors vs. Computer vs. Others vs. Self)

10 Agency Now, anybody and everybody can serve as a gatekeeper Internet media users given unprecedented agency in creation and recommendation of content Journalistic Agency = Expertise heuristic Interface Agents trigger machine heuristic Self-agency leads to ownness heuristic Other-Users Agency = Bandwagon Agency-enhancement and Community-Building have become new gratifications

11 Interactivity Dialogue Contingency Speed Customization Navigability Information Scent = Similarity heuristic Prominence heuristic (In Google We Trust) Flow/Play

12 To sum up… Technological affordances relating to MAIN contribute to user construction of meaning of content They facilitate richer engagement with—and experience of—content They shape our consumption of content They cultivate in us gratifications that we did not seek with traditional media


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