Getting closer and experiencing together: Antecedents and consequences of psychological distance in social media-enhanced real-time streaming video

Seongtaek Lim, Sang Yun Cha, Chala Park, Inseong Lee, Jinwoo Kim

Research output: Contribution to journalArticle

27 Citations (Scopus)

Abstract

Social media services such as YouTube and Flickr have become online necessities for millions of users worldwide. Social media are online services that enable users to share contents, opinions, and perspectives that support communication with other users. Social media places an emphasis on the shared experience between users, which we call co-experience. However, the online characteristics of social media increase psychological distance between users, which, in turn, results in a decrease in the quality of co-experience. Hence, as the goal of this study, we theoretically modeled and empirically verified the antecedents and user experience-based consequences of psychological distance in a social media-enhanced real-time streaming video service. In order to reduce psychological distance, we introduced two system elements: inhabited space (the degree of being situated in context and in a meaningful place) and isomorph effects (the degree of preserving the structure of a user's actions). We constructed a social media-enhanced real-time streaming video service prototype and conducted a field experiment with actual social media users. The prototype, which streamed a live baseball game, enabled users to simultaneously view the game from remote locations and to interact with each other through cheering tools. The results indicate that inhabited space and isomorph effects reduce psychological distance between users, and this, in turn, enhances co-experience. This paper ends with theoretical as well as practical implications of the study.

Original languageEnglish
Pages (from-to)1365-1378
Number of pages14
JournalComputers in Human Behavior
Volume28
Issue number4
DOIs
Publication statusPublished - 2012 Jul 1

All Science Journal Classification (ASJC) codes

  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • Psychology(all)

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