Twitch.TV and Parasocial Interaction: Understanding Twitch’S Social Features Within a Parasocial Framework

Total Page:16

File Type:pdf, Size:1020Kb

Twitch.TV and Parasocial Interaction: Understanding Twitch’S Social Features Within a Parasocial Framework Twitch.TV and Parasocial Interaction: Understanding Twitch’s Social Features Within a Parasocial Framework Maren Zeinstra June 26th, 2017 Supervisor: Dhr. Dr. Markus Stauff Second reader: Dhr. Dr. Toni Pape Television and Cross-Media Culture University of Amsterdam Table of contents Chapter 1. Introduction page 3 Chapter 2. Commentators page 10 Chapter 3. Streamers page 20 Chapter 4. Viewers page 30 Chapter 5. Conclusions page 39 Bibliography page 41 2 1. Introduction 1.1 Introduction Twitchis an online platform founded in 2011 (https://twitch.tv) where users live-stream themselves while playing a video game, displaying gameplay andincluding webcam and microphoneto communicate with their viewers (image 1.1). According to Twitch, the community consists of more than 2 million live-streamers and close to 10 million visitors per day (About Twitch).Besides individual users, organizations broadcast their eSports tournaments where gamers and teams compete for prizes (Edge 34-5). Twitch additionally offers features for social contact between users by following, subscribing, adding friends and sending personal messages. Additionally, all channelshave a chat room right next to the live-stream where userscan communicate in real time (image 1.1). Twitch users can select streams from the list of channels they “follow” at the left side of the screen, or they can browse through all live channels, of both individual streamers and organized tournaments, filtered per game, community or popularity (image 1.2). Besides the heterogeneous gaming content, Twitch introduced a “Creative” section in October 2015, where users stream themselves while cooking, painting, designing, making music, et cetera. (Moorier)(image 1.2). Other than live-streaming content, users can watch previous broadcasts on demand. When doing sousers see a “chat replay”, showing the chat room as it was during the live broadcast, thereby effacing possibilities to participate in real time chat rooms. Image 1.1 Screenshot, 20 June 2017, <http://twitch.tv/grimmmz>. Image 1.2 Screenshot, 20 June 2017, <http://twitch.tv>. Twitch is an especially interesting part of our current media environment, as it integrates multiple media forms into one hybrid platform. Just like traditional broadcasting on television, Twitch broadcasting is based on one-to-many communication, but combined with features that allow for 3 many-to-many communication, similar to those found on social media platforms. These social features are what distinguishes the platform from otherbroadcast media, as is also argued by Sjöblom and Hamari who state Twitch might be considered “yet another form of broadcast entertainment akin to online videos, but for many users it is a more manifold and holistic communication channel than mere video media content, particularly due to the high levels of interaction” (Sjöblom and Hamari 1). Many television broadcasters now also include interactive, online features, allowing for social television where users engage more actively with television content, but Twitch has successfully integrated direct real time communication in live broadcast settings (Wohn and Na). Twitch additionally shows similarities to YouTube, as both platforms allow individuals to film and broadcast themselves towards an audience that can comment on it. The difference with YouTube lies partially in the addressing of a niche by Twitch, focusing on the specific subculture of gamers who beforehand could only communicate within games or on text- based fora. YouTube has recently experienced a growth of game-related videos too, but Twitch is specifically designed for this subculture and its content. Additionally, while live-streaming is optional on YouTube, it is the norm on Twitch which increases immediacy.This emphasis on liveness connects back to television, as liveness is often considered the main mode of television too (White 75-6). A third media form appears as Twitch integrates video games into its platform, making them the content to be consumed. While video games are often considered an individual experience, Twitch uses exactly this solitary content to connect users in a social way (Scully- Blaker et al. 2026). Twitch is thus a unique and hybrid part of our current media environment,showing a combination of live broadcast television, video games and social media platforms. Live, linear broadcasting is combined with the social features of social media and individual interactivity of video games.This combination of different media forms brings with it certain tensions as it affords a great variety of usages and allows for a strange combination of social and non-social behaviours. Twitch has not stopped developing and is constantly integrating new interfaces, applications, browsing options and social features (https://blog.twitch.tv/tagged/new-features). Although it is impossible for researchers to keep up with the continuous developments, these new features are all interesting as they display what elements Twitch considersto need improvement or enhancement. Here, it also becomes visible how Twitch emphasizes its own social features and attempts to enhance the social, communal experience of its users. Its continuous growth over the past six years prove the platform and its community are here to stay, showing Twitch should be taken seriously and is deserving of academic attention. Analyzing Twitch can help understand how there are multiple ways for being social online, even within one hybrid platform, and thereby is an interesting case- study for understanding our entire current media environment. 1.2 Discourse on Twitch Over the past years, Twitch became object of research in a variety of academic fields. A majority of research emerges from computational, technological and mathematical fields. In 2014, Karine Pires and Gwendal Simon proposed implementing new streaming technologies in order to improve user experiences and Albert Haque designed algorithms to detect spam and trolls. These types of researches are focused on technology, designing specific codes or approaching the technical infrastructure of the platform. A second major trend of research focuses on motivations for using Twitch. These are especially interesting as there seems to be no clear consensus on the main motivation, and contradictions appear in the ways researchers approach the platform. Researches in this field are often based on uses and gratifications theories, assuming users are active agents who choose their media content according to their current needs. In 2016 Sjöblom and Hamari employ this theory to explore the motivations of Twitch users in their article “Why Do People Watch Others Play Video Games?”, where they relate escapism, acquiring knowledge, aesthetic pleasure, personal confidence and social motivationsto Twitch usage (6-8). Interestingly, they conclude subscription behaviour is positively correlated to only social motivations (Sjöblom and Hamari 8). This connects to their previous argument Twitch is distinctive especially due to its social features and possibilities for establishing social connections (1). Their results might answer a question raised in “Behind the Game: Exploring the Twitch Streaming Platform” by Deng et al. in 4 2015. They explore how users are distributed across different streams, arguing no stream contains unique content as “the same games are streamed by many different people”, which raises questions on how viewers differentiate and choose between channels (Deng et al. 1). Sjöblom and Hamari’s results suggest that during these selection processes, users pick streamers that are socially attractive to them. Hamilton, Garretson and Kerne also emphasize the social aspects of Twitch in 2014 in “Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media” where they “describe processes through which stream communities form”(1315). They argue social interaction with likeminded individuals and the creation of “participatory online communities” is the main motivation for Twitch users (1319). They continue to argue “streams that draw more than 1.000 viewers” are too massive to gratify those social needs, as conversation breaks down and “meaningful social engagement” is lost (1318, 1320). The chat room becomes “an illegible waterfall of text” in these massive settings due to the great amount of messages, making meaningful interaction impossible (Hamilton, Garretson and Kerne 1321). These abovementioned researchers share an emphasis on Twitch’s social features. However, a second trend of researches shows a different approach. Katyoue et al. investigate Twitch usage in 2012, in “Watch me Playing, I am a Professional: a First Study on Video Game Live Streaming”, showing those massive streams account for 95% of the views (1183). Seemingly, viewers are drawn to these huge streams and do not necessarily switch to smaller streams, despite the alleged loss of meaningful individual interaction. Similarly, Deng et al. suggest viewer distribution on Twitch is extremely skewed, as many streams have no views, while popular streamers and professional events “dominate the views”, forming “predictable flash crowds” (6). This sustains the argument that massive streams form a majority of Twitch usage and are not as problematic for Twitch users as Hamilton, Garretson and Kerne make it seem. Additionally, Georgen, Duncan and Cook approach Twitch in a framework of “participatory spectatorship”, rather than the participatory community as described by Hamilton, Garretson and Kerne (581). Georgen, Duncan
Recommended publications
  • 'Friends' with a Vlogger?
    1 Can You Become ‘Friends’ With a Vlogger? How Multiple Exposures, Addressing Style and Individual Belongingness Needs Affect the Parasocial Relationship Darcy I. Oerlemans SNR 2044244 Master’s Thesis Communication and Information Sciences Specialization Communication and Cognition School of Humanities and Digital Sciences Tilburg University, Tilburg Supervisor: Charlotte Out (MSc) Second Reader: dr. Martijn Goudbeek January 2021 2 Abstract A parasocial relationship is a long-term and one-sided relationship that a viewer can develop towards a media character, such as a vlogger. Although the concept has found favor with researchers, not many studies have yet focused on parasocial relationships with unknown vloggers. Therefore, the present study aimed to identify the role of two key aspects in parasocial relationship strength: repeated exposures to the vlogger and the extent to which the vlogger bodily addresses the viewer, conceptualized as both seeing and hearing the vlogger speak. Moreover, individuals with a high need to belong were expected to develop stronger parasocial relationships. In a 2 (exposure to the vlogger: after first vlog and after second vlog) x 2 (bodily address: yes or no) experiment, participants (N = 122) watched two vlogs with one week in between. A mixed ANOVA indicated no effects of bodily address on parasocial relationship strength. However, regardless of addressing style, the parasocial relationship weakened after two exposures to the vlogger, indicating that parasocial relationships are not limited to positive experiences. Lastly, a MEMORE moderation analysis indicated no moderating role of the need to belong on the development of the parasocial relationship. This study is the first to combine the parasocial relationship with belongingness needs in a vlog context and used a successful manipulation of bodily address in an experiment with two exposures.
    [Show full text]
  • Netflix and Twitch Traffic Characterization
    University of Calgary PRISM: University of Calgary's Digital Repository Graduate Studies The Vault: Electronic Theses and Dissertations 2015-09-30 NetFlix and Twitch Traffic Characterization Laterman, Michel Laterman, M. (2015). NetFlix and Twitch Traffic Characterization (Unpublished master's thesis). University of Calgary, Calgary, AB. doi:10.11575/PRISM/27074 http://hdl.handle.net/11023/2562 master thesis University of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission. Downloaded from PRISM: https://prism.ucalgary.ca UNIVERSITY OF CALGARY NetFlix and Twitch Traffic Characterization by Michel Laterman A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE GRADUATE PROGRAM IN COMPUTER SCIENCE CALGARY, ALBERTA SEPTEMBER, 2015 c Michel Laterman 2015 Abstract Streaming video content is the largest contributor to inbound network traffic at the University of Calgary. Over five months, from December 2014 { April 2015, over 2.7 petabytes of traffic on 49 billion connections was observed. This thesis presents traffic characterizations for two large video streaming services, namely NetFlix and Twitch. These two services contribute a significant portion of inbound bytes. NetFlix provides TV series and movies on demand. Twitch offers live streaming of video game play. These services share many characteristics, including asymmetric connections, content delivery mechanisms, and content popularity patterns.
    [Show full text]
  • Esports Marketer's Training Mode
    ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently.
    [Show full text]
  • GIRL GAMER and the POWER of PERSONA: the EXPERIENCE of VIDEO GAME LIVESTREAMERS by NAOMI BRAUN a THESIS PRESENTED to the GRADUAT
    GIRL GAMER AND THE POWER OF PERSONA: THE EXPERIENCE OF VIDEO GAME LIVESTREAMERS By NAOMI BRAUN A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS UNIVERSITY OF FLORIDA 2016 © 2016 Naomi Braun ACKNOWLEDGMENTS I would like to thank my parents (all three) for encouraging me and allowing me to make my own choices. I would also like to thank all the teachers who have informed those choices along the years. 3 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 3 ABSTRACT ..................................................................................................................... 5 CHAPTER 1 INTRODUCTION .................................................................................................. 6 2 BACKGROUND .................................................................................................... 7 3 LITERATURE REVIEW ...................................................................................... 11 4 METHODOLOGY ............................................................................................... 16 5 ANALYSIS .......................................................................................................... 21 Relationship Building .......................................................................................... 21 Teasing and Insults ...........................................................................................
    [Show full text]
  • Parasocial Interaction
    Endorsement Effectiveness in YouTube Vlogs ANZMAC, 03/12/2018 Hanna Reinikainen*, Juha Munnukka*, Devdeep Maity** & Vilma Luoma-aho* *University of Jyvaskyl̈ ä, **Delaware State University University of Jyväskylä JYU. Since 1863. 15.1.2019 1 Agenda • Vlogs and vloggers • Theoretical approach • Conceptual model • Hypothesis • Study • Results • Implications University of Jyväskylä JYU. Since 1863. 15.1.2019 2 Vlogs • Videos based on vloggers’ own lives, filmed using simple, camera gear (Stefanone and Lackaff, 2009). • Format adds realism to the content, thereby generating massive interest and drawing very large audiences (Lee and Watkins, 2016). • Have become an important focal channel of brand-related information and an integral part of consumers’ decision- making process (Chu & Kamal, 2008; Ho et al., 2015). University of Jyväskylä JYU. Since 1863. 15.1.2019 3 Vloggers = Influencers 81% of US consumers trust information and advice from blogs 61% of US consumers have made a purchase based on recommendation from a blog (Barker et al. 2017). 18–34 year-olds watch more YouTube than cable networks in the US. (YouTube) University of Jyväskylä JYU. Since 1863. 15.1.2019 4 What makes their endorsements so effective? University of Jyväskylä JYU. Since 1863. 15.1.2019 5 Parasocial interaction • Illusionary feeling of reciprocal interaction with a media persona (Horton & Wohl 1956). • Unique and one-sided involvement may range from feelings of friendship to a sense of attraction (Perse & Rubin 1989). • Can draw the audience members back to the content, increase time spent with the content (Quintero Johnson & Patnoe- Woodley 2016) and even translate into an emotional connection with brands the performer uses or recommends (Lueck 2015).
    [Show full text]
  • Na Lcs Coach of the Split - 2016 Summer Split: Voting Results
    NA LCS COACH OF THE SPLIT - 2016 SUMMER SPLIT: VOTING RESULTS NA LCS Coach of the Split Voter Category Affilation First Second Third Aidan "Zirene" Moon Broadcast Shoutcaster, Riot Games Parth Reapered Locodoco Arthur "TheMay0r" Chandra Broadcast Live Broadcast Producer, Riot Games Parth Dylan Reapered David "Phreak" Turley Broadcast Shoutcaster, Riot Games Dylan Reapered Parth Dominic "Dom" Roemer Broadcast Shoutcaster, Riot Games Parth Dylan Zikzlol Isaac "Azael" Cummings-Bentley Broadcast Shoutcaster, Riot Games Parth Reapered Zikzlol James "Dash" Patterson Broadcast Host, Riot Games Parth Reapered Dylan Joshua "Jatt" Leesman Broadcast Shoutcaster, Riot Games Parth Locodoco Reapered Julian "Pastrytime" Carr Broadcast Shoutcaster, Riot Games Parth Reapered Dylan "Optimus" Tom Searfoss Broadcast Stats Coordinator, Riot Games Zikzlol Parth Reapered Rivington Bisland III Broadcast Shoutcaster, Riot Games Reapered Parth Dylan Sam "Kobe" Hartman-Kenzler Broadcast Shoutcaster, Riot Games Parth Locodoco Reapered Alex "Xpecial" Chu Player Rep Apex Reapered Saintvicious Parth Austin "Gate" Yu Player Rep Support, Phoenix1 Reapered Parth Zikzlol Eugene "Pobelter" Park Player Rep Mid, Immortals Dylan Parth Reapered Gyu-min “Ohq” Oh Player Rep ADC, NRG Esports Parth Hermit Zikzlol Henrik "Froggen" Hansen Player Rep Mid, Echo Fox Reapered Parth Saintvicious Jae Hyun "Huhi" Choi Player Rep Mid, Counter Logic Gaming Reapered Zikzlol Dylan Joshua "Dardoch" Hartman Player Rep Jungle, Team Liquid Parth Zikzlol Locodoco Vincent "Biofrost" Wang Player Rep
    [Show full text]
  • In Pursuit of Victory: League of Legends and a Project of the Self
    In Pursuit of Victory: League of Legends and a Project of the Self by Oliver Crosby A Thesis submitted to the Faculty of Graduate and Postdoctoral Affairs In partial fulfillment of the requirements of the degree of Master of Arts in Sociology with Specialization in Digital Humanities Carleton University Ottawa, Ontario ©2016 Oliver Crosby Abstract Video games are often recognized as ephemeral arrangements of signs and symbols, arranged to mimic ‘real’ relationships of domination and subjection. The fear, then, is that the subjects produced by video games are habituated, in a straightforward way, toward certain dispositions. Yet when we look at a competitive game like League of Legends, we see an active player-subject, engaged in an entrepreneurial project of self- improvement. This investigation is aimed at power beyond manipulation, asking how an emplaced self is made true in-and-through the pursuit of victory. My autoethnographic account looks at how we become the object of our own conditional existence through interpellation and reflexivity. League of Legends stands as an example of a particular type of reflexive subjectification, one in which we draw on prescriptive texts, guides, and techniques of self-improvement in order to shape ourselves in response to a discursive provocation; in response to the current of opposition. ii Acknowledgements When I read about military comrades, or close friends forged in hard times, I see my fellow grad students. They were with me the whole time: every stumbling block, every bump, every time I careened down that slope that lead to hopelessness. I lucked out. Our group was organized around struggles, meeting every week or so, we called ourselves ‘Friends Against Research and Thesis Stagnation’.
    [Show full text]
  • Department of Business Administration International Business Program Degree Project, 30 Credits, Spring 2020 Supervisor: Galina Biedenbach
    Department of Business Administration International Business Program Degree Project, 30 Credits, Spring 2020 Supervisor: Galina Biedenbach Contents ABSTRACT ................................................................................................................................................................................. 1 1. Introduction .............................................................................................................................................................................. 2 1.1 Choice of Subject .............................................................................................................................................................. 2 1.2 Problem Background ......................................................................................................................................................... 2 1.3 Twitch.tv ........................................................................................................................................................................... 4 1.4 Research Problem and Gaps ............................................................................................................................................. 6 1.5 Research Question ........................................................................................................................................................... 10 1.6 Purpose ...........................................................................................................................................................................
    [Show full text]
  • Parasocial Interaction: Celebrity Endorsements a Dissertation
    Running head: #PARASOCIAL INTERACTION: CELEBRITY ENDORSEMENTS #Parasocial Interaction: Celebrity Endorsements A dissertation submitted to the Kent State University College Of Communication and Information In partial fulfillment of the requirements For the degree of Doctor of Philosophy By Kristen J. Schroath December 2016 #PARASOCIAL INTERACTION: CELEBRITY ENDORSEMENTS Dissertation written by Kristen J. Schroath B.A., John Carroll University, 2003 MBA, Kent State University, 2006 PhD, Kent State University, 2016 Approved by _________________________________________________ Federico Subervi, PhD., Chair, Doctoral Dissertation Committee _________________________________________________ Jeffery Fruit, MA, Doctoral Dissertation Committee __________________________________________________ David Robins, PhD., Doctoral Dissertation Committee __________________________________________________ Pamela Grimm, PhD., Doctoral Dissertation Committee Approved by _________________________________________________ Danielle Sarver Coombs, PhD., Chair, Doctoral Studies Committee _________________________________________________ Amy Reynolds, PhD., Dean of the College of Communication and Information #PARASOCIAL INTERACTION: CELEBRITY ENDORSEMENTS iii Table of Contents TABLE OF CONTENTS .................................................................................................................................... iii LIST OF FIGURES ..........................................................................................................................................
    [Show full text]
  • E-Sports: More Than Just a Fad Michael Mctee
    Oklahoma Journal of Law and Technology Volume 10 | Number 1 January 2014 E-Sports: More Than Just a Fad Michael McTee Follow this and additional works at: http://digitalcommons.law.ou.edu/okjolt Part of the Entertainment, Arts, and Sports Law Commons Recommended Citation McTee, Michael (2014) "E-Sports: More Than Just a Fad," Oklahoma Journal of Law and Technology: Vol. 10 : No. 1 , Article 3. Available at: http://digitalcommons.law.ou.edu/okjolt/vol10/iss1/3 This Article is brought to you for free and open access by University of Oklahoma College of Law Digital Commons. It has been accepted for inclusion in Oklahoma Journal of Law and Technology by an authorized editor of University of Oklahoma College of Law Digital Commons. For more information, please contact [email protected]. 10 Okla. J.L. & Tech. 70 (2014) www.okjolt.org E-SPORTS: MORE THAN JUST A FAD © 2014 Michael McTee On October 4, 2013 at the Staples Center, home of the Los Angeles Kings, Clippers, and Lakers, Riot Games hosted the Season 3 World Championship Grand Finals for League of Legends.1 There, in front of thousands of fans and thirty-two million watching online, Korea’s SK Telecom T1 swept China’s Royal Club three games to none, securing for themselves the $1 million prize and title of World Champions. 2 The event was the largest gaming contest held in North America to date, easily surpassing the prior year’s event held at the Galen Center.3 The phenomenon known as e-sports is rapidly growing in popularity and gaining support as a legitimate sport.
    [Show full text]
  • Gameplay Livestreaming: Human Agents of Gamespace and Their Parasocial Relationships
    GAMEPLAY LIVESTREAMING: HUMAN AGENTS OF GAMESPACE AND THEIR PARASOCIAL RELATIONSHIPS By Alex P. Leith A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of Media and Information Studies—Doctor of Philosophy 2019 ABSTRACT GAMEPLAY LIVESTREAMING: HUMAN AGENTS OF GAMESPACE AND THEIR PARASOCIAL RELATIONSHIPS By Alex P. Leith Gameplay livestreaming is an increasingly popular form of media, with tens of thousands of people choosing to do it as either a hobby or career. Once each of these individuals creates a Twitch account and starts broadcasting themselves, they become a media figure. This dissertation examined the chats from thousands of partnered Twitch channels. The two key areas of examination are parasocial relationships and gameplay engagement. Parasocial relationshxips state that media users can begin to develop perceived relationships with media figures as they consume content containing that figure. A series of Python bots gathered chat and stream data over a month from 30 Twitch categories (e.g., Hearthstone, League of Legends, Art, and Just Chatting). The bots logged a total of 321,189,309 messages from 6,564,307 senders and 117,943 channels. After cleaning the data for partnership status, stream language, and message count, coding divided the remaining 3,224,942 messages from 1,298,148 senders and 3,127 channels into their appropriate groups (i.e., messages target and stream content). The research hypotheses subdivided the dataset several times. All hypotheses had the messages separated between streamer-specific messages and other-specific messages. Streamer-specific messages are messages which include the at symbol (@) and the channel name, thus signaling message intentionality to the streamer.
    [Show full text]
  • Predicting Mental Health from Followed Accounts Predicting Ment
    Predicting Mental Health from Followed Accounts 1 Running Head: Predicting Mental Health from Followed Accounts Predicting Mental Health from Followed Accounts on Twitter Cory K. Costello, Sanjay Srivastava, Reza Rejaie, & Maureen Zalewski University of Oregon Author note: Cory K. Costello, Sanjay Srivastava, and Maureen Zalewski, University of Oregon, Department of Psychology, 1227 University of Oregon, Eugene, OR, 97403. Reza Rejaie, University of Oregon, Department of Computer and Information Science, 1202 University of Oregon, Eugene, OR, 97403. Correspondence concerning this article should be addressed to Cory K. Costello, who is now at the Department of Psychology, University of Michigan, 530 Church Street, University of Michigan, Ann Arbor, MI 48109, email: [email protected] Study materials, analysis code, and registrations (including pre-registered Stage 1 protocol) can be found at the project site: https://osf.io/54qdm/ This material is based on work supported by the National Institute of Mental Health under Grant # 1 R21 MH106879-01 and the National Science Foundation under NSF GRANT# 1551817. Predicting Mental Health from Followed Accounts 2 Abstract The past decade has seen rapid growth in research linking stable psychological characteristics (i.e., traits) to digital records of online behavior in Online Social Networks (OSNs) like Facebook and Twitter, which has implications for basic and applied behavioral sciences. Findings indicate that a broad range of psychological characteristics can be predicted from various behavioral residue online, including language used in posts on Facebook (Park et al., 2015) and Twitter (Reece et al., 2017), and which pages a person ‘likes’ on Facebook (e.g., Kosinski, Stillwell, & Graepel, 2013).
    [Show full text]