Scott E Caplan
Biographic Data
| ID | 3464824 |
|---|---|
| NAME | Scott E Caplan |
| GIVEN NAMES | Scott E |
| FAMILY NAME | Caplan |
| SIGNATURE | CAPLAN S E |
| AFFILIATIONS | University of Delaware |
| ORCID | 0000-0002-4399-2033 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 76 |
| WORKS AS AUTHOR | 13 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1999 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Development and validation of the support marshaling scale
Research on social support has consistently underscored its importance for well-being, but overlooked that it needs to be accomplished through skillful communication activities transacted between support recipients and providers. The current study sought to develop and validate a support marshaling scale (SMS). Grounded in social contextual theory and the principles of relational sensemaking and network structuring, as well as within prior work e…
The Effect of Social Media Influencer Warranting Cues on Intentions to Use Non-Hormonal Contraception
Young women increasingly get sexual health information from social media influencers, who use persuasive communication and can alter attitudes, intentions, and behaviors. Contraception is a commonly discussed health topic among influencers on social media. Previous research suggests that influencers negatively frame and encourage the discontinuation of hormonal contraception. At the same time, influencers also encourage the uptake of less effecti…
Theory and measurement of generalized problematic Internet use
Online Dating and Conjugal Bereavement
This study examined self-presentation in the online dating profiles of 241 widowed and 280 divorced individuals between 18 and 40 years old. A content analysis of open-ended user-generated profiles assessed the presence or absence of various themes, including the user's marital status, the backstory of their lost relationship, and whether they engaged in sense-making regarding that lost relationship. Results indicated that about one-third of wido…
Problematic Internet use and psychosocial well-being among MMO players
Looking for Gender
Several hypotheses regarding the importance of gender and relationships were tested by combining a large survey dataset with unobtrusive behavioral data from 1 year of play. Consistent with expectations, males played for achievement-oriented reasons and were more aggressive, especially within romantic relationships where both partners played. Female players in such relationships had higher general happiness than their male counterparts. Contrary …
Who plays, how much, and why? Debunking the stereotypical gamer profile
Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) EverQuest 2 were surveyed about their offline characteristics, their motivations and their physical and mental hea…
Relations Among Loneliness, Social Anxiety, and Problematic Internet Use
The model of problematic Internet use advanced and tested in the current study proposes that individuals' psychosocial well-being, along with their beliefs about interpersonal communication (both face-to-face and online) are important cognitive predictors of negative outcomes arising from Internet use. The study examined the extent to which social anxiety explains results previously attributed to loneliness as a predictor of preference for online…
Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within the popular game ''World of Warcraft''), comparing a mix of voice and text with text only. Quantitative results suggest increases in liking and trust due to the addition of voice, as well as insulation from unexpected negative impacts of text-only play. The findings are discusse…
A Social Skill Account of Problematic Internet Use
This study integrates research on social skill and self-presentation into the recently introduced cognitive-behavioral theory of generalized problematic Internet use. The model proposed and tested here predicted that individuals who lack self-presentational skill are especially likely to prefer online social interaction over face-to-face communication. Further, the model predicted that a preference for online social interaction fosters compulsive…
Preference for Online Social Interaction
The model introduced and tested in the current study suggests that lonely and depressed individuals may develop a preference for online social interaction, which, in turn, leads to negative outcomes associated with their Internet use. Participants completed measures of preference for online social interaction, depression, loneliness, problematic Internet use, and negative outcomes resulting from their Internet use.Results indicated that psychosoc…
Problematic Internet use and psychosocial well-being
Acquisition of message‐production skill by younger and older adults
This study investigated the impact of age, task complexity, and practice on adult message‐production‐skill acquisition and performance. Participants (30 older adults and 30 college students) learned a sequence for describing geometric arrays and then employed this organizing sequence in a series of 90 performance trials. Half of the participants learned a six‐step (high task‐complexity) sequence, while the remaining participants learned a three‐s…
Who plays, how much, and why? Debunking the stereotypical gamer profile
Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) EverQuest 2 were surveyed about their offline characteristics, their motivations and their physical and mental hea…
Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within the popular game ''World of Warcraft''), comparing a mix of voice and text with text only. Quantitative results suggest increases in liking and trust due to the addition of voice, as well as insulation from unexpected negative impacts of text-only play. The findings are discusse…
Acquisition of message‐production skill by younger and older adults
This study investigated the impact of age, task complexity, and practice on adult message‐production‐skill acquisition and performance. Participants (30 older adults and 30 college students) learned a sequence for describing geometric arrays and then employed this organizing sequence in a series of 90 performance trials. Half of the participants learned a six‐step (high task‐complexity) sequence, while the remaining participants learned a three‐s…
Acquisition of message‐production skill by younger and older adults
This study investigated the impact of age, task complexity, and practice on adult message‐production‐skill acquisition and performance. Participants (30 older adults and 30 college students) learned a sequence for describing geometric arrays and then employed this organizing sequence in a series of 90 performance trials. Half of the participants learned a six‐step (high task‐complexity) sequence, while the remaining participants learned a three‐s…
Problematic Internet use and psychosocial well-being
Preference for Online Social Interaction
The model introduced and tested in the current study suggests that lonely and depressed individuals may develop a preference for online social interaction, which, in turn, leads to negative outcomes associated with their Internet use. Participants completed measures of preference for online social interaction, depression, loneliness, problematic Internet use, and negative outcomes resulting from their Internet use.Results indicated that psychosoc…
A Social Skill Account of Problematic Internet Use
This study integrates research on social skill and self-presentation into the recently introduced cognitive-behavioral theory of generalized problematic Internet use. The model proposed and tested here predicted that individuals who lack self-presentational skill are especially likely to prefer online social interaction over face-to-face communication. Further, the model predicted that a preference for online social interaction fosters compulsive…
Relations Among Loneliness, Social Anxiety, and Problematic Internet Use
The model of problematic Internet use advanced and tested in the current study proposes that individuals' psychosocial well-being, along with their beliefs about interpersonal communication (both face-to-face and online) are important cognitive predictors of negative outcomes arising from Internet use. The study examined the extent to which social anxiety explains results previously attributed to loneliness as a predictor of preference for online…
Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within the popular game ''World of Warcraft''), comparing a mix of voice and text with text only. Quantitative results suggest increases in liking and trust due to the addition of voice, as well as insulation from unexpected negative impacts of text-only play. The findings are discusse…
Who plays, how much, and why? Debunking the stereotypical gamer profile
Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) EverQuest 2 were surveyed about their offline characteristics, their motivations and their physical and mental hea…
Problematic Internet use and psychosocial well-being among MMO players
Looking for Gender
Several hypotheses regarding the importance of gender and relationships were tested by combining a large survey dataset with unobtrusive behavioral data from 1 year of play. Consistent with expectations, males played for achievement-oriented reasons and were more aggressive, especially within romantic relationships where both partners played. Female players in such relationships had higher general happiness than their male counterparts. Contrary …
Theory and measurement of generalized problematic Internet use
Online Dating and Conjugal Bereavement
This study examined self-presentation in the online dating profiles of 241 widowed and 280 divorced individuals between 18 and 40 years old. A content analysis of open-ended user-generated profiles assessed the presence or absence of various themes, including the user's marital status, the backstory of their lost relationship, and whether they engaged in sense-making regarding that lost relationship. Results indicated that about one-third of wido…
The Effect of Social Media Influencer Warranting Cues on Intentions to Use Non-Hormonal Contraception
Young women increasingly get sexual health information from social media influencers, who use persuasive communication and can alter attitudes, intentions, and behaviors. Contraception is a commonly discussed health topic among influencers on social media. Previous research suggests that influencers negatively frame and encourage the discontinuation of hormonal contraception. At the same time, influencers also encourage the uptake of less effecti…
Development and validation of the support marshaling scale
Research on social support has consistently underscored its importance for well-being, but overlooked that it needs to be accomplished through skillful communication activities transacted between support recipients and providers. The current study sought to develop and validate a support marshaling scale (SMS). Grounded in social contextual theory and the principles of relational sensemaking and network structuring, as well as within prior work e…
Psychology (11 works) · Social Psychology (10 works) · Impact of Technology on Adolescents (8 works) · Developmental psychology (7 works) · Computer Science (6 works) · Social Media and Politics (6 works) · The Internet (6 works) · Clinical Psychology (5 works) · Digital Games and Media (4 works) · Digital Marketing and Social Media (4 works)