In this paper we propose a dynamical interpretation of the sociological distinction between large and small groups of interacting individuals. In the former case individual behaviors are largely dominated by the group effect, while in the latter mutual relationships do matter. Numerical and analytical tools are combined to substantiate our claims.
The COVID-19 pandemic has brought important changes to how we engage in relationships of any kind. To combat the spread of the virus, schools resorted to remote-learning, and teenagers had to rely on various technologies to meet many of the needs that they used to satisfy offline (e.g., social, informational, and recreational/leisure purposes). This article was written to investigate the changes that the students at an Italian high school went through in terms of use of technologies, loneliness, and sense of community, through a survey focusing on their retrospective perceptions. The study was carried out on 917 students. In general, we have found that the COVID-19 pandemic has greatly increased the perception of loneliness in teenagers (especially in female respondents), as well as their use of technologies for social, informational, and leisure purposes. However, maybe thanks to the opportunities provided by ICTs and remote learning, the sense of community in Italian teenagers was only marginally impacted.
Social media (SM) are the new standard for social interaction and people with OCD use such platforms like everyone else. However, the research on these individuals provides limited, sporadic, and difficult-to-generalize data outside of social-media evidence for one specific context concerning how SM is experienced by people with OCD. Our cross-sectional study involved 660 participants (71.4% females, 28.6% males) with 22% of the sample surpassing the 90° percentile threshold to be identified as high-level OCD-symptomatic individuals. Our work highlighted that roughly all OCD types are affected by social media in terms of mood and that these individuals appeared to give SM more importance than non-OCD individuals. The evidence presented, although very narrow, can be conceived as the first building blocks to encourage future research considering how individuals with OCD experience social media, since they appear to be affected more by them compared to non-OCD individuals.
Reputation systems" are widely used in a high number of web-based services to enhance cooperation among users, as well as to ensure they function well. However, the acquired reputation within such systems does not always reflect people's actual behavior. Consequently, this bias can reduce the effectiveness and robustness of a web-based system. The present study investigates the mechanisms with which reputation is built in an online multiplayer game. The reputation, once acquired, seems to be maintained over time (i.e., reputation inertia effect) despite the actual behavior of its owner. Moreover, if the players are asked to pay to suggest to the other players, the reputation inertia effect decreases. Nevertheless, even if reduced in frequency, "reputation inertia" persists under this condition.
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