Mike Schmierbach
Pennsylvania State University
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Publication
Featured researches published by Mike Schmierbach.
Journalism & Mass Communication Quarterly | 2002
Dhavan V. Shah; Mike Schmierbach; Joshua Hawkins; Rodolfo Espino; Janet Donavan
Although some argue that Internet use may erode involvement in public life, the most common Internet behaviors, social communication and information searching, may actually foster social and civic participation. To examine this possibility, we test a series of non-recursive models using a national survey of nearly 3,400 respondents. Two-stage least squares regressions were performed to simultaneously test the reciprocal relationship between frequency of Internet use (i.e., hours per day) and three sets of community engagement behaviors: informal social interaction, attendance at public events, and participation in civic volunteerism (i.e., annual frequency). Time spent online has a positive relationship with public attendance and civic volunteerism. No evidence of time displacement from frequency of Internet use is observed.
Journalism & Mass Communication Quarterly | 2004
Michael P. Boyle; Mike Schmierbach; Cory L. Armstrong; Douglas M. McLeod; Dhavan V. Shah; Zhongdang Pan
Based on uncertainty reduction theory, this paper argues that individuals were motivated to seek information and learn about the September 11 terrorist attacks to reduce uncertainty about what happened. Results from a panel survey indicate that negative emotional response was a strong predictor of efforts to learn. Analyses also show that relative increases in newspaper, television, and Internet use from Wave 1 to Wave 2 were positively related to efforts to learn about the attacks. The findings extend uncertainty reduction theory to the mass media context thereby contributing to our understanding of uses and gratifications.
Communication Research | 2010
Mike Schmierbach
Although scholars have repeatedly linked video games to aggression, little research has investigated how specific game characteristics might generate such effects. In this study, we consider how game mode—cooperative, competitive, or solo—shapes aggressive cognition. Using experimental data, we find partial support for the idea that cooperative play modes prompt less aggressive cognition. Further analysis of potential mediating variables along with the influence of gender suggests the effect is primarily explained by social learning rather than frustration.
Communication Quarterly | 2012
Mike Schmierbach; Anne Oeldorf-Hirsch
This article investigates how media use of the microblogging tool Twitter affects perceptions of the issue covered and the credibility of the information. In contrast to prior studies showing that ordinary blogs are often judged credible, especially by their users, data from 2 experiments show that Twitter is considered less credible than various forms of stories posted on a newspaper Web site, and fails to convey importance as well as a newspaper or blog.
Cyberpsychology, Behavior, and Social Networking | 2011
Anthony M. Limperos; Mike Schmierbach; Andrew Kegerise; Frank E. Dardis
Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of flow and enjoyment during the game-play experience. Results indicated that participants reported greater feelings of control and enjoyment with a traditional control scheme (Playstation 2) than with the more technologically advanced control scheme (Nintendo Wii). Further mediation analysis showed that enjoyment was driven by the sense of control that participants experienced and not simply by whether they won the game. Theoretical and practical implications are discussed.
Communication Quarterly | 2009
Michael P. Boyle; Mike Schmierbach
Much research has explored the role media use plays in political participation. A limitation of this work is that alternative forms of media (e.g., protest Web sites) and participation (e.g., protests) have largely been ignored. Research shows that news media treat protest activity critically, suggesting mainstream media use might discourage alternative participation. This study employs a Random Digit Dialing survey (N = 476) of a large Midwestern community to examine the role mainstream and alternative media play in influencing both traditional political participation and protest forms of participation. The findings suggest that alternative media are positively related to alternative participation and underscore the emerging importance of Web-based media.
Mass Communication and Society | 2008
Mike Schmierbach; Michael P. Boyle; Douglas M. McLeod
This article addresses whether current methods of measurement are sufficient to reflect all nuances of the third-person effect. We do so by content analyzing all major third-person effect (3PE) articles, assessing measurement and analysis approaches employed by 3PE researchers. We revisit data from two published studies, comparing analytical models that emerged as commonly used by 3PE researchers (i.e., the standard subtractive measure, Whitts Diamond model, first- and third-person estimates entered separately, and the subtractive measure with self-estimates as a control). Ultimately our analysis helps us understand past research and makes suggestions for research approaches in the future. First, researchers need to more carefully explore the role of first- and third-person perceptions in the behavioral hypothesis. Second, using only one analytical model does not tell the complete story. To that end, we propose a multimodel approach to analyses in third-person research be applied to extant and future work in this area.
Cyberpsychology, Behavior, and Social Networking | 2012
Mike Schmierbach; Anthony M. Limperos; Julia K. Woolley
Prior research suggests that video game features that appear natural or that otherwise allow players to identify with their in-game experience will promote enjoyment. Using a 2 × 2 experiment, this study demonstrates the positive effects of a steering-wheel controller and the opportunity to customize the driven vehicle on enjoyment of a console driving game, as mediated by transportation and challenge-skill balance. The role of presence is also probed, with results suggesting no direct link to enjoyment.
Journal of Interactive Advertising | 2012
Frank E. Dardis; Mike Schmierbach; Anthony M. Limperos
ABSTRACT As marketers invest more and more money into in-game brand placements, little research has tested the effects of videogame customization and controller type in relation to advertising effects, even though these factors have demonstrated importance in other areas of gaming research. Results from an experiment show that game customization significantly increases recall of an integral brand placement-one that is central to actual game play-but not of peripheral brands, which simply appear within the game. Regardless of brand type, players using a traditional controller exhibit significantly greater recall than those who use a newer, more naturally mapping controller. An interaction effect indicates that the influence of controller type disappears when customization is allowed; this effect is not specific to either type of brand. These results are interpreted through models of processing fluency and the limited capacity model of motivated mediated message processing. The article concludes with marketing implications regarding technological videogame advances.
Communication Methods and Measures | 2009
Mike Schmierbach
A handful of recent content analyses have explored video games to date, focusing primarily on violence and gender issues. Further work in this area is needed, but several methodological challenges must be addressed. In particular, scholars need to consider the problems of effectively unitizing and sampling interactive content, accounting for nonindependence. In addition, they need to improve coder training and take steps to mitigate potential bias in favor of hypothesized patterns. Existing work in the field is used to illustrate both problems and potential solutions involving these issues.