Current understandings of similarity with media characters often focus on visible attributes including gender and race, yet overlook deep-level characteristics such as personality, attitudes, and experiences. In the present research, we address this limitation and develop and validate the Character Recognizability Scale (CRS), which captures different ways in which audiences can recognize themselves in characters. Based on a previous interview study, we formulated 26 scale items. Subsequently, we conducted two studies. In Study 1, we used a sample of 219 university students in the Netherlands to conduct an exploratory factor analysis. We determined the reliability, as well as criterion and convergent validity of the entire scale and the retained factors. In Study 2, we used a sample of 247 respondents in the United States to conduct a confirmatory factor analysis and replicate the results of the reliability and validity analyses. Based on Study 1, we kept 20 items. In both studies, the overall CRS scale as well as its subscales for Personality Recognizability (CRS-p), Attitudinal Recognizability (CRS-a), and Experiential Recognizability (CRS-e) showed a good internal consistency. They also showed criterion validity through an association with perceived similarity. Finally, the CRS and its subscales correlated positively with media engagement and exposure measures, thus demonstrating convergent validity.
This paper will describe the rationale and findings from a multinational study of online uses and gratifications conducted in the United States, Korea, and the Netherlands in spring 2003. A survey research method of study was conducted using a questionnaire developed in three languages and was presented to approximately 400 respondents in each country via the Web. Web uses and gratifications were analyzed cross-nationally in a comparative fashion and focused on the perceived involvement in different types of on-line communities. Findings indicate that demographic characteristics, cultural values, and Internet connection type emerged as critical factors that explain why the same technology is adopted differently. The analyses identified seven major gratifications sought by users in each country: social support, surveillance & advice, learning, entertainment, escape, fame & aesthetic, and respect. Although the Internet is a global medium, in general, web use is more local and regional. Evidence of media use and cultural values reported by country and online community supports the hypothesis of a technological convergence between societies, not a cultural convergence.
This study explored associations between perceived neighborhood walkability and neighborhood-based physical activity (NB-PA) and assessed possible moderation effects of the amount of time spent in the home neighborhood and individual characteristics (i.e., educational level and health-related problems). In 2016 to 2017, 509 Dutch adults, living in the South Limburg area, were included. Context-specific PA levels were measured using the Actigraph GT3X+ accelerometer and the Qstarz BTQ1000XT GPS-logger. Perceived neighborhood walkability, level of education, work status, and health-related quality of life were measured with validated self-report instruments. Results showed that individuals with a lower level of education or health-related problems spent more time in the home neighborhood. The perceived neighborhood walkability only affected NB-PA for individuals spending a relatively large amount of time in their home neighborhood. PA-facilitating features in the home neighborhood, for example, aesthetics, were only associated with more NB-PA for individuals without health-related problems or with a higher level of education.