This study examined the effects of fact-checking news type and online comment type on people’s responses to fake news, through an online experiment. A 2 (news type: supporting vs. refuting fake news) by 2 (comment type: supporting vs. refuting fake news) design was used and a total of 272 participants took part in the experiment. The results confirmed that: 1) fact-checking news type exerted significant effects on news readers’ credibility on and degree of consent to fake news, 2) online comments exercised a significant effect on COVID19-related behavioral intention, and finally, 3) both independent variables significantly affected perceived usefulness of fake news and fear of COVID19. The practical and theoretical implications of these findings were discussed, along with the limitations of the current investigation.
This study is an attempt to find the role of the media in coping with the health crisis in the community by exploring the use of the frame. Using the concept of ‘collective action frame’ in Social movement theory, this study investigates text and visual information covering Emerging Infectious Diseases(EIDs) news of Korean daily newspapers. The results show that the Korean media emphasized the most on the diagnosis frame that conveys the status quotes such as spread the virus and confirmed cases of EIDs. Information related to the prevention, that is the prognosis frame and motivational frame for inducing participation, cooperation, and support of the public were minimal. These results point out that the coverage of the Korean newspapers in response to the outbreak of EIDs tends to be conveyed only simple information. Besides, the results of observation whether the media differ in the composition of social meaning through frames according to the stages in which EIDs spreads socially were not different. In the conclusion, the study proposes the future use of collective action frame.
This study explored stigma effects on people with gaming disorder when gaming disorder is included to ICD-11(International Classification Diseases-11). Using general samples, the roles of self-esteem, self-efficacy, and cultural dimensions on stigma perceptions are investigated. The findings of this study showed that female and older people reacted more sensitively on stigma perceptions. Self-esteem is negatively related to Impossibility to recover and Incompetence. For cultural orientation, power distance and masculinity positively influenced dangerousness and impossibility to recover. Distinguishability and incompetence are influenced by power distance, masculinity, and collectivism. People who agree to the inclusion of gaming disorder to ICD-11 positively perceived dangerousness, distinguishability, and incompetence. Relationship with impossibility to recover showed limited significance. These results could provide implications that inclusion of gaming disorder to ICD-11 could evoke stigma effects on people with gaming disorder.