The JMS Digital and Social Media Research Project was
conceived in order to develop a theoretically driven research agenda with the
overarching goal of gaining insights into the processes underlying user
involvement with a wide range of digital and social media genres, as well as
the outcomes from such involvement. To date there have been two rounds of data
collection (2012; 2013/14). The first involved a nationally representative
telephone survey with almost 1500 respondents. Questionnaire items asked about
use of social networking sites, news communities, search engines, and
e-commerce sites. Other items investigated second-screen use. In
2013/14, six follow up surveys were conducted online to collect user responses
about video games, virtual worlds, social networking sites, news
communities, search engines, and second screen use. In the 2015/16 academic
year, experimental work assessing the impact of Facebook on knowledge-gain is
planned, along with social network analysis related to Twitter use. So far the
project has involved only quantitative research, but in order to obtain a rich
understanding of digital and social media all research methodologies are
welcomed and encouraged.
The project has generated numerous presentations at
scholarly conferences - including one at the May 2015 meeting of the International
Communication Association and two given at the August 2015 meeting of the Association
for Education in Journalism & Mass Communication.
Included below are the peer reviewed journal articles originating
from the project thus far:
Barker, V. (2017). User perceptions about self-efficacy, features and credibility as antecedents to flow on social networking sites. Journal of Social Media in Society, 6(1), 110-143.
Barker, V. (2016). The role of attitudes about site features and sense of community in the experience of flow among virtual world visitors. Journal of Virtual Worlds Research, 9(3). Available at:
Hopp, T.M., & Barker, V. (2016). Investigating the influence of age, social capital affinity, and flow on positive outcomes reported by e-commerce site users. Behaviour & Information Technology. Published online: 05 April 2016
Barker, V. (2015). Investigating Antecedents to the Experience of Flow and Reported Learning Among Social Networking Site Users. Journal of Broadcasting and
Electronic Media, 59, 679-697.
Coates-Nee, R. & Dozier, D. M. (In
press). Second screen effects: Linking multiscreen media use to
television engagement and incidental learning. Convergence: The
International Journal of Research into New Media Technologies.
Hopp, T. M., Barker, V., & Schmitz Weiss, A. (2015). Interdependent self-cons
trual, self-efficacy, and community involvement as predictors of perceived knowledge gain among MMORPG players. Cyberpsychology, Behavior and Social
Networking, 18, 468-473.
Dozier, D. M. Schmitz Weiss, A., & Borden, D. L. (2014). Harnessing peer
potency: Predicting positive outcomes from social capital affinity and online
engagement with participatory websites. New Media & Society. Published online before print April 7, 2014, doi:10.1177/1461444814530291
Dozier, D. M. Schmitz Weiss, A., & Borden, D. L. (2013). Facebook
“friends”: Effects of social networking site Intensity, social capital
affinity, and flow on reported knowledge-gain. Journal of Social
Media in Society, 2, 76-97.
For more information: email@example.com.
Office: PSFA 350A, SDSU