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Observational Study on Emotional-Affective States in Neuromuscular Patients Using Recreational Virtual Reality. 娱乐性虚拟现实对神经肌肉患者情绪-情感状态的观察研究。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-23 DOI: 10.1177/21522715261416232
Lucia Catherine Greco,Silvia Bolognini,Andrea Lizio,Marta Mondellini,Vera Colombo,Jacopo Casiraghi,Raffaele Pugliese,Stefano Regondi,Valeria Ada Sansone,Elena Carraro
Neuromuscular diseases (NMDs) cause the loss of motor, communicative, and swallowing skills resulting in a decreased quality of life. Among these, rehabilitation plays a crucial role, and virtual reality (VR), with its potential for immersive digital experiences, could significantly contribute to enhancing rehabilitation outcomes. The aim of this observational study was to assess changes in the emotional-affective states of hospitalized patients with NMDs who participated in an immersive VR recreational experience. Patients ≥ 16 years with an NMD clinical and/or genetic diagnosis, underwent a recreational VR experience and completed a set of pre and post questionnaires assessing mood, positive (PA) and negative affects (NA), state anxiety, emotional state, and emotional response. Thirty-eight patients were enrolled. PANAS reported significant changes between pre and post VR: an improvement in PA (Δ: 6.79 ± 6.30, Cohen's d: 1.20, p < 0.0001) and a decrease in NA (Δ: -7.11 ± 6.29, Cohen's d: 1.38, p < 0.0001). No statistically significant difference emerged comparing changes over-time by stratifying for age, gender, education, anxiety and depression levels. Moreover, state anxiety significantly decreased (Δ: -3.95 ± 6.15, Cohen's d: 0.57, p < 0.0001) and emotional state significantly improved after exposure to VR (Δ: 0.63 ± 2.14, Cohen's d: 0.29, p = 0.0004). Finally, Self-Assessment Manikin showed that VR elicited low levels of arousal (3.87 ± 3.46) and high levels of pleasure (8.37 ± 1.81) and dominance (8.37 ± 1.88). This study highlights the potential of VR technology as a valuable tool during the hospitalization of NMD patients.
神经肌肉疾病(nmd)导致运动、交流和吞咽技能的丧失,从而导致生活质量下降。其中,康复发挥着至关重要的作用,而虚拟现实(VR)凭借其沉浸式数字体验的潜力,可以显著有助于提高康复效果。本观察性研究的目的是评估参与沉浸式VR娱乐体验的nmd住院患者情绪情感状态的变化。≥16岁的NMD临床和/或基因诊断患者进行了娱乐性VR体验,并完成了一套评估情绪、积极影响(PA)和消极影响(NA)、状态焦虑、情绪状态和情绪反应的前后问卷。38名患者入组。PANAS报告了VR前后的显著变化:PA改善(Δ: 6.79±6.30,Cohen’s d: 1.20, p < 0.0001), NA降低(Δ: -7.11±6.29,Cohen’s d: 1.38, p < 0.0001)。通过年龄、性别、受教育程度、焦虑和抑郁水平的分层比较,没有统计学上的显著差异。此外,状态焦虑显著降低(Δ: -3.95±6.15,Cohen’s d: 0.57, p < 0.0001),情绪状态显著改善(Δ: 0.63±2.14,Cohen’s d: 0.29, p = 0.0004)。最后,自我评估模型显示,虚拟现实诱发了低唤醒水平(3.87±3.46),高愉悦水平(8.37±1.81)和支配水平(8.37±1.88)。这项研究强调了VR技术在NMD患者住院期间作为一种有价值的工具的潜力。
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引用次数: 0
Social and Organizational Dynamics in Multiplayer Gaming: A Comparative Communication Analysis of Casual and Esports Players' Interactions in "Call of Duty: Warzone". 多人游戏中的社会和组织动态:《使命召唤:战区》中休闲和电子竞技玩家互动的比较交流分析
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-23 DOI: 10.1177/21522715261417553
Arianna Boldi,Marco Viola,Rosalba Rosato,Maurizio Tirassa,Amon Rapp
Multiplayer video games are rich settings for observing complex social and organizational dynamics such as communication, socioemotional exchange, and coordination, yet comparative evidence across player profiles and contexts remains limited. This study aims to quantify and compare in-game communicative functions in Call of Duty: Warzone across player profiles (casual vs. esports) and, within esports, across different contexts (streaming vs. tournament). We conducted a quantitative content analysis of 5,915 utterances from 38 players across 29 gaming sessions. The study results indicate distinct communication styles: Casual players prioritize social interaction and emotional expression, whereas esports players emphasize strategic discourse. In addition, esports players in streaming contexts exhibit greater emotional engagement compared to tournament settings. These results, showing that gaming communication is highly context-sensitive, highlight the psychological impact of competitive play, advancing the understanding of gaming communication dynamics and player behaviors.
多人电子游戏为观察复杂的社会和组织动态(如交流、社会情感交流和协调)提供了丰富的环境,但跨玩家档案和背景的比较证据仍然有限。本研究旨在量化和比较《使命召唤:战区》在不同玩家背景下(休闲vs.电子竞技)以及不同情境下(流媒体vs.锦标赛)的游戏内部交流功能。我们对38名玩家在29次游戏过程中的5915次话语进行了定量内容分析。研究结果表明,休闲玩家优先考虑社交互动和情感表达,而电子竞技玩家则强调战略话语。此外,与比赛环境相比,流媒体环境中的电子竞技玩家表现出更大的情感投入。这些结果表明,游戏交流是高度情境敏感的,突出了竞争性游戏的心理影响,促进了对游戏交流动态和玩家行为的理解。
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引用次数: 0
Factors Associated with Assistance and Baiting in Response to Threat of Suicide in an Online Forum. 在线论坛中自杀威胁的相关协助和诱饵因素。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-23 DOI: 10.1177/21522715261417551
James G Phillips,Priya Thakral,Leon Mann
Online forums for potentially suicidal individuals are intended to provide peer help and support but may also lead to harassment and baiting. Factors associated with assistance (concern, suggesting seeking medication or treatment) and with baiting (taunting, encouraging self-harm) were investigated in an archival study of the Reddit r/sad forum during 2 months in 2023, in which N = 175 posts flagged suicidal ideas and intent. Assistance was offered in 158 cases (but suicide methods were also suggested to 11 cases), and no response proffered to 17 cases. Offers of assistance were more likely when the suicidal individual did not report substance abuse (r = 0.20) and had a larger audience (r = 0.22). Baiting was more likely when a suicidal person indicated a suicide method (r = 0.27), was receiving more audience responses (r = 0.21) and audience downvotes (r = 0.36). While assistance was much greater than baiting, the incidence of baiting (∼5 percent) and the potential for harm is a concern. Even moderated online forums may present a risk for potentially suicidal people.
潜在自杀者的在线论坛旨在提供同伴帮助和支持,但也可能导致骚扰和诱饵。在2023年对Reddit r/sad论坛进行的一项为期2个月的档案研究中,研究人员调查了与帮助(关注、建议寻求药物或治疗)和诱饵(嘲笑、鼓励自残)相关的因素,其中N = 175篇帖子标记了自杀想法和意图。158例提供了帮助(但也向11例建议了自杀方法),17例没有得到回应。当自杀者没有报告药物滥用(r = 0.20)并且有更多的听众(r = 0.22)时,提供帮助的可能性更大。当自杀者表明自杀方式(r = 0.27)、观众反应(r = 0.21)和不赞成(r = 0.36)更多时,诱饵行为更有可能发生。虽然援助比诱饵大得多,但诱饵的发生率(约5%)和潜在危害令人担忧。即使是适度的在线论坛也可能给潜在的自杀者带来风险。
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引用次数: 0
From Bureaucracy to Startups: How Workplace Bullying Is Talked About on Online Employee Communities. 从官僚机构到初创公司:在线员工社区如何谈论职场欺凌。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-22 DOI: 10.1177/21522715261417552
Donghun Kim,Ting Jiang,Yongjun Zhu,Sou Hyun Jang
Workplace bullying is increasingly recognized as a serious social and organizational problem with detrimental effects on employees' well-being and productivity. While previous research has primarily focused on individual-level experiences or legal/policy frameworks, relatively little attention has been paid to how organizational characteristics-such as size and sector-shape the nature and discourse of workplace bullying. This study addresses this gap by analyzing user-generated content on Blind, a widely used anonymous platform for Korean employees. Using topic modeling techniques, we examine bullying-related discourse across four organizational types: public institutions, large companies, midsize companies, and small firms/startups. Our findings indicate that workplace bullying manifests differently across organizational types. In public institutions, it is characterized by hierarchical pressure and institutional rigidity; in large companies, by a sense of systemic helplessness and trauma following reporting; in midsize companies, by structurally embedded abuse rooted in informal power networks; and in small firms, by interpersonal conflict, gendered divisions of labor, and dissatisfaction with broader Korean workplace culture. These findings highlight the structural and cultural dimensions of workplace bullying and demonstrate how anonymous digital platforms can amplify marginalized employee voices. The study offers a more differentiated understanding of organizational variations in bullying discourse and underscores the need for tailored interventions based on workplace context.
职场欺凌越来越被认为是一个严重的社会和组织问题,对员工的福祉和生产力产生不利影响。虽然以前的研究主要集中在个人层面的经验或法律/政策框架上,但相对较少关注组织特征(如规模和部门)如何塑造工作场所欺凌的性质和话语。这项研究通过分析韩国员工广泛使用的匿名平台Blind上的用户生成内容来解决这一差距。使用主题建模技术,我们研究了四种组织类型中与欺凌相关的话语:公共机构、大公司、中型公司和小型公司/初创公司。我们的研究结果表明,职场欺凌在不同的组织类型中表现不同。在公共机构中,它的特点是等级压力和制度僵化;在大公司,报告后的系统性无助感和创伤感;在中型公司,由于植根于非正式权力网络的结构性滥用;在小公司,人际冲突、性别分工以及对更广泛的韩国职场文化的不满。这些发现突出了职场欺凌的结构和文化层面,并展示了匿名数字平台如何放大边缘化员工的声音。该研究对欺凌话语中的组织差异提供了更有区别的理解,并强调了基于工作场所背景的量身定制干预措施的必要性。
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引用次数: 0
Screen Use Measurement Tools: A Mapping of Instruments, Gaps, and Future Directions. 屏幕使用测量工具:仪器、差距和未来方向的映射。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-22 DOI: 10.1177/21522715261417288
Rinanda Shaleha,Nelson Roque,Hailey Andrews,Kristin Calfee,Soomi Lee
Research on screen usage frequently relies on broad measures of "screen time," which fail to differentiate between various types of activities and their effects. To clarify how digital behavior is defined, we conducted a rapid review and methodological mapping of 36 screen use measurement tools. Three independent coders applied a piloted framework to classify measurement constructs, data collection modality (objective logs, self-, or proxy-report), temporal specificity, framing valence, opportunity cost, dyadic/social context, developmental focus, and evidence of reliability and validity. Interrater agreement was high (Fleiss' Kappa; Gwet's AC1). Most instruments used negatively framed item content, emphasizing impairment, dysregulation, or loss of control, focused on adolescents and young adults, and lacked precision in temporal anchoring. Very few assessed opportunity costs, dyadic use, or included validation against device-logged data. No measure emphasized positive or beneficial aspects of screen engagement. These gaps suggest a need for more conceptually balanced tools that integrate objective tracking with context-sensitive self-report items across the lifespan. We propose a blueprint for future development: improve temporal anchoring (e.g., within-day, weekday vs. weekend), broaden age inclusion, assess social and functional context, and report both reliability and validation against behavioral data. Strengthening measurement will advance efforts to identify when, how, and for whom digital behavior supports or undermines well-being.
对屏幕使用情况的研究往往依赖于对“屏幕时间”的广泛衡量,而这未能区分各种类型的活动及其影响。为了澄清数字行为是如何定义的,我们对36个屏幕使用测量工具进行了快速审查和方法映射。三个独立的编码员应用了一个试点框架来分类测量结构、数据收集方式(客观日志、自我或代理报告)、时间特异性、框架效价、机会成本、二元/社会背景、发展焦点以及信度和效度证据。译员间一致性高(Fleiss’Kappa; Gwet’AC1)。大多数工具使用负面框架的项目内容,强调损伤、失调或失去控制,主要针对青少年和年轻人,在时间锚定方面缺乏准确性。很少有人评估机会成本、二元使用或包括对设备记录数据的验证。没有测量强调屏幕接触的积极或有益方面。这些差距表明需要更多概念平衡的工具,将目标跟踪与整个生命周期中上下文敏感的自我报告项目相结合。我们提出了未来发展的蓝图:改善时间锚定(例如,在一天内,工作日与周末),扩大年龄包容性,评估社会和功能背景,并根据行为数据报告可靠性和有效性。加强测量将有助于确定数字行为何时、如何以及为谁支持或破坏福祉。
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引用次数: 0
Mind the Game: Virtual Reality-Based Cognitive Training to Enhance Decision-Making in Football Athletes. 关注比赛:基于虚拟现实的认知训练以提高足球运动员的决策能力。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-22 DOI: 10.1177/21522715261418826
Francesca Celestina Rosanna Gala,Michele Trapletti,Giuseppe Riva,Claudia Repetto
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引用次数: 0
Immersive Extended Reality and Affective-Behavioral Outcomes in Nursing Students: A Systematic Review and Meta-Analysis of Randomized Studies. 沉浸式扩展现实和护理学生的情感行为结果:随机研究的系统回顾和荟萃分析。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-12-22 DOI: 10.1177/21522715251401335
Lihong Ou,Timothy McMahan,Thomas D Parsons
Extended reality (XR) technologies, including virtual, augmented, and mixed reality, are increasingly used in nursing education to enhance experiential learning and emotional engagement. However, their effectiveness across learning domains remains uncertain. This systematic review and meta-analysis synthesized evidence from 32 randomized studies (n = 1,578) to evaluate XR's impact on cognitive, psychomotor, and affective outcomes in nursing students. Five databases were searched (2012-2024). Meta-analyses were conducted using Review Manager 5.4 and R 4.3.3, and study quality was assessed with the Joanna Briggs Institute checklist. Certainty of evidence was rated using the Grading of Recommendations Assessment, Development and Evaluation approach, and subgroup sensitivity analyses explored heterogeneity. XR interventions produced significant effects on learner satisfaction (standardized mean difference [SMD] = 0.50, p = 0.02) and psychomotor performance (SMD = 0.46, p = 0.01). Effects on confidence (SMD = 0.45, p = 0.06) and cognitive outcomes (SMD = 0.24, p = 0.26) were smaller and inconsistent. Limited effects were found for attitudes and values. Subgroup analyses suggested that XR showed benefits for psychomotor outcomes relative to mannequin-based simulations and for satisfaction compared with video comparators, while value over lecture-based controls was limited. Removing outliers improved estimates and reduced heterogeneity. Findings suggest that XR may enhance skill acquisition and foster emotional engagement, although evidence for cognitive gains and attitudinal change remains limited. Results highlight XR's potential to influence learner motivation, presence, and self-efficacy. Future studies should explore long-term outcomes, mixed reality, and adaptive XR systems. Broad integration should consider technical skills and affective and behavioral mechanisms essential to professional development.
扩展现实(XR)技术,包括虚拟、增强和混合现实,越来越多地用于护理教育,以增强体验式学习和情感参与。然而,它们在学习领域的有效性仍然不确定。本系统综述和荟萃分析综合了32项随机研究(n = 1578)的证据,以评估XR对护生认知、精神运动和情感结局的影响。检索了5个数据库(2012-2024)。使用Review Manager 5.4和R 4.3.3进行meta分析,并使用Joanna Briggs Institute检查表评估研究质量。证据的确定性采用建议分级评估、发展和评价方法进行评级,亚组敏感性分析探讨异质性。XR干预对学习者满意度(标准化平均差异[SMD] = 0.50, p = 0.02)和精神运动表现(SMD = 0.46, p = 0.01)有显著影响。对信心(SMD = 0.45, p = 0.06)和认知结果(SMD = 0.24, p = 0.26)的影响较小且不一致。对态度和价值观的影响有限。亚组分析表明,与基于人体模型的模拟相比,XR在精神运动结果方面表现出优势,与视频比较器相比,XR在满意度方面表现出优势,而与基于讲座的对照相比,XR的价值有限。去除异常值改善了估计并减少了异质性。研究结果表明,尽管认知收益和态度改变的证据仍然有限,但XR可能会提高技能习得和促进情感投入。研究结果强调了XR对学习者动机、存在感和自我效能感的潜在影响。未来的研究应该探索长期结果、混合现实和适应性XR系统。广泛的整合应该考虑专业发展所必需的技术技能和情感和行为机制。
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引用次数: 0
Effects of Creativity in AI Advertising: The Mediating Role of Perceived Uncanniness. 人工智能广告中的创意效应:感知不确定性的中介作用。
IF 3.9 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-12-22 DOI: 10.1177/21522715251410335
Yoori Hwang, Se-Hoon Jeong

Extending previous research on creative AI to the context of AI advertising, the present study examined whether creativity in AI advertising could evoke perceptions of uncanniness and consequently have a negative impact on ad outcomes. Based on a two (ad creativity: low vs. high) by two (creator label: human vs. AI) between-subjects experimental design, the present study showed that ad creativity in general had a positive direct impact on attitude toward the ad (Aad), attitude toward the brand (Ab), and purchase intentions. In addition, there were significant mediation effects of perceived creativity on Aad and Ab via perceived uncanniness, which was moderated by creator label. For the AI-creator-labeled condition, perceived creativity had negative indirect effects on Aad and Ab via perceived uncanniness, such that greater perceived creativity led to greater perceived uncanniness, which in turn induced less favorable Aad and Ab. However, the mediation effect was not found for the human-creator-labeled condition. Thus, the positive effect of ad creativity was smaller for the AI-creator-labeled ad.

本研究将之前对创造性人工智能的研究扩展到人工智能广告的背景下,研究了人工智能广告中的创造力是否会引起人们对不可思议的感觉,从而对广告结果产生负面影响。基于两个(广告创意:低vs高)由两个(创造者标签:人类vs人工智能)受试者之间的实验设计,本研究表明,广告创意总体上对广告态度(Aad),对品牌态度(Ab)和购买意愿有积极的直接影响。此外,感知创造力通过感知怪诞对Aad和Ab有显著的中介作用,创造者标签调节了这种中介作用。AI-creator-labeled条件,认为创造力有消极的间接影响广告通过感知神秘可怕和Ab型,这样大的创造力导致更大的神秘可怕,进而引起更少的有利的油气地质和Ab。然而,human-creator-labeled的中介效应不存在条件。因此,对于人工智能创作者标记的广告,广告创意的积极影响较小。
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引用次数: 0
BookTok as Cultural Infrastructure: Emotion, Influence, and the Future of Reading. 作为文化基础设施的BookTok:情感、影响和阅读的未来。
IF 3.9 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-12-18 DOI: 10.1177/21522715251408721
Brenda K Wiederhold
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引用次数: 0
Does Using Mobile Phones Make You Less Attractive? Phubbing and Perceptions of Warmth, Competence, and Social Attractiveness. 使用手机会降低你的吸引力吗?低头与温暖、能力和社会吸引力的感知。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-12-15 DOI: 10.1177/21522715251405791
SoJin Lee,Eunseo Kim,Jaeyeon Bang,Jiyeon Park,Yejoo Lee,Taeyeon Kim
Phubbing has become a prominent phenomenon in today's digital landscape, with detrimental effects on relational well-being. Beyond its negative impact on various types of relationships, scholarly interest has been paid to the influence of phubbing on impression formation. Drawing on the Stereotype Content Model, which highlights the roles of warmth and competence in social perception and evaluation, this study examined how phubbing affects these dimensions and subsequently influences social attractiveness, likability, and interaction intentions. Two experiments were conducted. Study 1 found that phubbing significantly reduced perceptions of warmth and competence, which led to lower social attractiveness, likability, and interaction intentions. Serial mediation analysis confirmed the mediating roles of warmth, competence, and social attractiveness. In Study 2, moderated mediation analyses demonstrated that contextual information significantly moderated these effects. These findings offer important theoretical and practical implications by clarifying the psychological mechanisms through which phubbing harms social evaluations and undermines relational well-being.
低头症已经成为当今数字环境中的一个突出现象,对人际关系的健康产生了有害影响。除了对各种类型的人际关系产生负面影响外,学术界对低头对印象形成的影响也很感兴趣。刻板印象内容模型强调了温暖和能力在社会感知和评价中的作用,本研究利用该模型考察了低头如何影响这些维度,进而影响社会吸引力、亲和力和互动意图。进行了两个实验。研究1发现,低头症显著降低了对温暖和能力的感知,从而导致社交吸引力、亲和力和互动意愿降低。序列中介分析证实了温暖、能力和社会吸引力的中介作用。在研究2中,有调节的中介分析表明,语境信息显著调节了这些影响。这些发现通过阐明低头损害社会评价和破坏关系幸福的心理机制,提供了重要的理论和实践意义。
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引用次数: 0
期刊
Cyberpsychology, behavior and social networking
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