Experimental studies on the short-term effects of digital media usage

Introduction

About the working group

This working group investigates the short-term effects of contemporary digital media on subjective experiences of these media as well as on well-being of children, adolescents, and adults. Our research integrates theories from psychology, media studies, and communication studies. These perspectives direct our attention to (inter)individual characteristics, the specifics of online communication and interaction processes, and the importance of affordances across diverse online environments. We therefore aim to capture how socio-psychological characteristics of users and online cues shape the effects of media-related experiences.

Our core methodological approach centers on experimental designs. We employ traditional procedures, such as manipulating stimuli that represent online environments and specific incidents (e.g., cyberaggression), and complement them with newer approaches, especially eye-tracking technology and augmented and virtual reality. We also use qualitative methods to contextualize our findings. This triangulation of approaches is intended to generate rich, complex data.

Our experiments are based on carefully developed designs with strong theoretical grounding and high internal validity, strengthened through cognitive pilot testing. Studies are preceded by power analyses aligned with pre-specified analytical plans and preregistration.

 

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Who we are

WORKING GROUP LEADER

Interested in: online aggression, cyberbullying, online communities, self-disclosure online, credibility of online information, online civic engagement

Interested in: social media and body image, body positivity, development of measuring scales, digital media and well-being

Interested in: cross-cultural research, statistics and psychometrics, video games and video streaming research

Interested in: online and offline aggression, memory recall accuracy

Interested in: media multitasking, cognitive & affective factors in online interaction, online aggression, online research methods, well-being

Interested in: validation of cross-cultural scales; cross-cultural perception and cognition; eye-tracking

Interested in: video games; measurement of gaming experience; online video streaming

Interested in: statistics and psychometrics; data management

Interested in: statistics and psychometrics; civic engagement; political socialization

Interested in: ICTs and adolescent well-being; literature review and theory synthesis

What we do

Our focus

Our experiments follow several topical areas related to digital media use and effects on users’ experience of these media and well-being. Currently, we focus on several topical areas:

  • Cyberaggression, such as peer-to-peer aggression, cyberhate, violent content, or ostracism online
  • Appearance social media content, such as portrayals of idealized bodies and body positivity posts, and their effects on users’ body image
  • In relation to health, we investigate the assessment of credibility of health-related online information.
  • The effect of anonymity online (e.g., on aggression, social attractiveness, attitudes formation)
  • Trust in digital environments – specificity of virtual reality 
  • Gaming – the role of intense gaming experiences and game-related aspects, such as the role of aggressive streamers. In addition to the standard methods, we now explore the use of objective data (both physiological and digital traces of various kinds).
  • Multitasking – the effect of media multitasking on prosocial and antisocial behavior

Published studies

Pre-registered studies

Studies in preparation

  • H. Machackova: Contextual factors affecting assessment of online peer aggression
  • E. Dufkova: The perception of cyberaggression in adolescence: An eye-tracking study
  • N. Kvardova & H. Machackova (2026): Ambivalent messaging within body positivity social media content and self-perceived effects on body image
  • F. Kyslik: Players' cognitive fatigue development during prolonged video game sessions

Cyber aggression

Body image

Anonymity

Credibility of online information

Virtual reality

Gaming

Multitasking

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