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Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. [1] Developed from the foundations of interpersonal communication and symbolic interactionism, social presence theory was first formally introduced by John Short, Ederyn Williams, and Bruce Christie in The Social Psychology of Telecommunications. [2]
For example, the presence of a strong extrinsic motivation, like a high monetary reward, can decrease intrinsic motivation. Because of this, the individual may be less likely to further engage in the activity if it does not result in an external reward anymore.
The 3H-model of motivation ("3H" stands for the "three components of motivation") was developed by Hugo M. Kehr of UC Berkeley. The 3C-model is an integrative, empirically validated theory of motivation that can be used for systematic motivation diagnosis and intervention.
Ambient awareness (AmA) is a term used by social scientists to describe a form of peripheral social awareness through social media. This awareness is propagated from relatively constant contact with one's friends and colleagues via social networking platforms on the Internet. The term essentially defines the sort of omnipresent knowledge one ...
presence can be a sense of immersion, either through the senses or through the mind; presence can provide users with the sense they are social actors within the medium. No longer passive viewers, users, via presence, gain a sense of interactivity and control; presence can be a sense of the medium as a social actor.
The theory differentiates between various types of motivational states, distinguishes the organizational conditions where extrinsic rewards are more effective than intrinsic rewards, examines individual differences in orientation toward intrinsic versus extrinsic motivation and discusses managerial behavior that can enhance intrinsic motivation.
Incentive salience is a cognitive process that grants a "desire" or "want" attribute, which includes a motivational component to a rewarding stimulus. [1] [2] [3] [9] Reward is the attractive and motivational property of a stimulus that induces appetitive behavior – also known as approach behavior – and consummatory behavior. [3]
The difference in the two ways of thinking could affect motivation in information processing. For example, instead of being motivated by self-affirmation, a collectivist would be motivated by more group-affirming goals. [3] Another theory is that emotions can affect the way a person processes information.