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  2. Uses and gratifications theory - Wikipedia

    en.wikipedia.org/wiki/Uses_and_gratifications_theory

    In general, people use mobile phones for the following uses and gratifications: sociability, entertainment, status, immediate access, instrumentality, mobility, and psychological reassurance. [28] Researchers have also identified that the uses and gratifications for contributing mobile content differ from those for retrieving mobile content. [29]

  3. Textual scholarship - Wikipedia

    en.wikipedia.org/wiki/Textual_scholarship

    Textual research is mainly historically oriented. Textual scholars study, for instance, how writing practices and printing technology have developed, how a certain writer has written and revised his or her texts, how literary documents have been edited, the history of reading culture, as well as censorship and the authenticity of texts.

  4. Tetrad of media effects - Wikipedia

    en.wikipedia.org/wiki/Tetrad_of_media_effects

    A blank tetrad diagram. Marshall McLuhan's tetrad of media effects [1] uses a tetrad - a four-part construct - to examine the effects on society of any technology/medium (that is, a means of explaining the social processes underlying the adoption of a technology/medium) by dividing its effects into four categories and displaying them simultaneously.

  5. Aesthetic–usability effect - Wikipedia

    en.wikipedia.org/wiki/Aesthetic–usability_effect

    There were significant differences in the pre-use preference of the changing aesthetics but not between the two types of cognitive styles of the test subjects. The same applied to the pre-use usability factor of the application as well. There was little difference in the effect of aesthetics on Wholist–Analytic versus Verbal–Imagery.

  6. Context effect - Wikipedia

    en.wikipedia.org/wiki/Context_effect

    "THE CAT" is a classic example of context effect. We have little trouble reading "H" and "A" in their appropriate contexts, even though they take on the same form in each word. A context effect is an aspect of cognitive psychology that describes the influence of environmental factors on one's perception of a stimulus. [1]

  7. Third-person effect - Wikipedia

    en.wikipedia.org/wiki/Third-person_effect

    The third-person effect [1] hypothesis predicts that people tend to perceive that mass media messages have a greater effect on others than on themselves, based on personal biases. The third-person effect manifests itself through an individual's overestimation of the effect of a mass communicated message on the generalized other, or an ...

  8. Zeigarnik effect - Wikipedia

    en.wikipedia.org/wiki/Zeigarnik_effect

    In psychology, the Zeigarnik effect, named after Lithuanian-Soviet psychologist Bluma Zeigarnik, occurs when an activity that has been interrupted may be more readily recalled. It postulates that people remember unfinished or interrupted tasks better than completed tasks.

  9. Dunning–Kruger effect - Wikipedia

    en.wikipedia.org/wiki/Dunning–Kruger_effect

    The Dunning–Kruger effect, on the other hand, focuses on how this type of misjudgment happens for poor performers. [38] [2] [4] When the better-than-average effect is paired with regression toward the mean, it shows a similar tendency. This way, it can explain both that unskilled people greatly overestimate their competence and that the ...