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Not All Interventions are Made Equal: Harnessing Design and Messaging to Nudge Bystander Intervention. 并非所有干预措施都是一样的:利用设计和信息传递来推动旁观者干预。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-11-13 DOI: 10.1089/cyber.2024.0223
Anna Davidovic, Adam Joinson, Catherine Hamilton-Giachritsis, Othman Esoul

This study examined the influence of design "nudges" on bystanders' willingness to intervene in online harassment using a social media simulation. Utilizing a 2 × 2 experimental design, we tested the ability of key design features (community guidelines and pop-up messaging) to induce a sense of self-efficacy (low/high) and personal responsibility (low/high) and thence to influence intervention levels. Participants (n = 206) were invited to "beta test" a new social networking site (SNS) for 15 minutes. All participants were exposed to four instances of online harassment against a victim. Bystanders in the low efficacy and high responsibility condition were most likely to intervene, although this finding only applied to "private" (e.g., direct, 1-2-1 messaging) rather than "public" (e.g., posting on a public feed) interventions. Overall, participants preferred "private" interventions that avoided public confrontation. Qualitative insights highlight a perceived lack of transparency in reporting options and a belief that interventions rarely made a difference as the "damage had been done." Results are discussed in relation to the amplification of personal responsibility when the SNS does not provide clear guidelines and reminders. We recommend ways of "designing in" nudges in practice, to facilitate bystander intervention.

本研究利用社交媒体模拟,考察了设计 "暗示 "对旁观者干预网络骚扰意愿的影响。利用 2 × 2 实验设计,我们测试了关键设计特征(社区指南和弹出消息)诱发自我效能感(低/高)和个人责任感(低/高)的能力,进而影响干预水平。参与者(n = 206)被邀请对一个新的社交网站(SNS)进行 15 分钟的 "beta 测试"。所有参与者都经历了四次针对受害者的网络骚扰事件。低效能和高责任条件下的旁观者最有可能进行干预,不过这一结果只适用于 "私下"(如直接发送 1-2-1 消息)干预,而不是 "公开"(如在公共馈送上发布消息)干预。总体而言,参与者更喜欢避免公开对抗的 "私下 "干预。定性分析突出表明,人们认为报告选项缺乏透明度,并认为干预措施很少能起到作用,因为 "损害已经造成"。我们讨论了在 SNS 没有提供明确指导和提醒的情况下个人责任扩大的问题。我们建议了在实践中 "设计 "干预的方法,以促进旁观者的干预。
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引用次数: 0
Decoding Clickbait: The Impact of Clickbait Types and Structures on Cognitive and Emotional Responses in Online Interactions. 解码点击诱饵:解码点击诱饵:点击诱饵类型和结构对在线互动中认知和情感反应的影响》(The Impact of Clickbait Types and Structures on Cognitive and Emotional Responses in Online Interactions.
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-10-22 DOI: 10.1089/cyber.2024.0295
Yikai Wang, Bin Hu, Chaolan Tang, Xian Yang

This study delves into the influence of clickbait types (hyperbole, insinuation, visual rhetoric, and puzzle) and structures (emotion-label and emotion-laden words) on user cognitive and emotional responses in an online environment. Using electroencephalography with 32 internet-experienced participants, we analyzed how these different clickbait configurations affect engagement and processing. Our findings highlight that clickbait types such as hyperbole and visual rhetoric swiftly capture attention and enhance emotional engagement, whereas insinuative and puzzling clickbait demand more cognitive effort and deeper processing. In addition, the structure of emotional words significantly influences user responses; emotion-laden words facilitate quicker cognitive processing and enhance emotional reactions, particularly in contexts involving negative emotions. These insights offer valuable implications for content creators and marketers in strategizing ethical clickbait usage, aiming to balance user engagement with information integrity. This research contributes to a nuanced understanding of the interplay between content presentation and user perception, providing a foundation for future explorations into ethical digital content practices.

本研究深入探讨了点击诱饵类型(夸张、影射、视觉修辞和谜语)和结构(情感标签和情感词)对网络环境中用户认知和情感反应的影响。通过对 32 名有互联网经验的参与者进行脑电图分析,我们分析了这些不同的点击诱饵配置是如何影响参与和处理过程的。我们的研究结果表明,夸张和视觉修辞等点击诱饵类型能迅速吸引注意力并提高情感参与度,而含沙射影和令人费解的点击诱饵则需要更多的认知努力和更深入的处理。此外,情感词的结构也会对用户反应产生重大影响;充满情感的词会促进更快的认知处理并增强情绪反应,尤其是在涉及负面情绪的语境中。这些见解为内容创作者和营销人员制定合乎道德的点击诱饵使用策略提供了有价值的启示,旨在平衡用户参与和信息完整性。这项研究有助于深入理解内容呈现与用户感知之间的相互作用,为今后探索符合道德规范的数字内容实践奠定了基础。
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引用次数: 0
Searching for the Metaverse: Neuroscience of Physical and Digital Communities. 寻找虚拟世界:物理和数字社区的神经科学。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-01-01 Epub Date: 2023-04-13 DOI: 10.1089/cyber.2023.0040
Giuseppe Riva, Brenda K Wiederhold, Fabrizia Mantovani

What distinguishes real-world communities from their online counterparts? Social and cognitive neuroscience research on social networks and collective intentionality will be used in the article to answer this question. Physical communities are born in places. And places engage "we-mode" neurobiological and cognitive processes as behavioral synchrony, shared attention, deliberate attunement, interbrain synchronization, and so on, which create coherent social networks of very different individuals who are supported by a "wisdom of crowd." Digital technologies remove physical boundaries, giving people more freedom to choose their activities and groups. At the same time, however, the lack of physical co-presence of community members significantly reduces their possibility of activating "we-mode" cognitive processes and social motivation. Because of this, unlike physical communities that allow interaction between people from varied origins and stories, digital communities are always made up of people who have the same interests and knowledge (communities of practice). This new situation disrupts the "wisdom of crowd," making the community more radical and less accurate (polarization effect), allowing influential users to wield disproportionate influence over the group's beliefs, and producing inequalities in the distribution of social capital. However, a new emergent technology-the Metaverse-has the potential to reverse this trend. Several studies have revealed that virtual and augmented reality-the major technologies underlying the Metaverse-can engage the same neurobiological and cognitive "we-mode" processes as real-world environments. If the many flaws in this technology are fixed, it might encourage people to engage in more meaningful and constructive interactions in online communities.

现实世界的社区与网络社区的区别是什么?关于社会网络和集体意向性的社会和认知神经科学研究将在文章中用于回答这个问题。物质社区在某些地方诞生。这些地方参与了“我们模式”的神经生物学和认知过程,如行为同步、共享注意力、刻意协调、脑间同步等等,这些都创造了由“群体智慧”支持的不同个体组成的连贯的社会网络。数字技术消除了物理界限,使人们能够更自由地选择自己的活动和群体。然而,与此同时,缺乏社区成员的物理共同存在显著降低了他们激活“自模式”认知过程和社会动机的可能性。正因为如此,与实体社区不同,实体社区允许来自不同背景和故事的人进行互动,数字社区总是由具有相同兴趣和知识的人组成(实践社区)。这种新情况扰乱了“群体智慧”,使社区变得更加激进和不准确(两极分化效应),使有影响力的用户对群体的信仰施加不成比例的影响,并造成社会资本分配的不平等。然而,一种新的新兴技术——超宇宙——有可能扭转这一趋势。几项研究表明,虚拟现实和增强现实——虚拟世界的主要技术基础——可以参与与现实世界环境相同的神经生物学和认知“我们模式”过程。如果这项技术的许多缺陷得到修复,它可能会鼓励人们在在线社区中进行更有意义和建设性的互动。
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引用次数: 0
In the Mood for Music: Listening to Music and Other Smartphone Uses Improve Adolescent Mood. 听音乐的心情:听音乐和使用其他智能手机可以改善青少年的情绪。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-11-01 Epub Date: 2023-07-10 DOI: 10.1089/cyber.2022.0344
Matt Minich, Qianqian Zhao, Jens Eickhoff, Megan A Moreno

Rates of adolescent mood disorders and adolescent smartphone use have risen in parallel, leading some to suggest that smartphone use might have detrimental effects on adolescents' moods. Alternatively, it is possible that adolescents turn to smartphone use when experiencing negative mood. Past experimental study suggests that certain smartphone activities can reduce adolescents' negative moods or induce more positive moods, but little is known about the effects of real-world smartphone use, which can involve many different activities. A sample of N = 253 adolescents participated in an Ecological Momentary Assessment (EMA) procedure, which assessed which smartphone activities they were engaged in at random moments throughout the day. This procedure also prompted adolescents to rate their moods before and during smartphone use. Adolescents reported mood improvements during almost all smartphone activities and did not report that moods became more negative during any smartphone activity. Mood improvements were the largest when adolescents said they were listening to music, podcasts, or audiobooks. This may suggest some adolescent smartphone use is driven by a desire to alleviate negative mood.

青少年情绪障碍和青少年使用智能手机的比例同时上升,导致一些人认为智能手机的使用可能对青少年的情绪产生有害影响。另一种可能是,青少年在经历负面情绪时转向使用智能手机。过去的实验研究表明,某些智能手机活动可以减少青少年的消极情绪或诱发更多的积极情绪,但对现实世界中智能手机使用的影响知之甚少,这可能涉及许多不同的活动。N = 253名青少年参与了生态瞬间评估(EMA)程序,该程序评估了他们在一天中的随机时刻从事的智能手机活动。这一过程还促使青少年在使用智能手机之前和期间评估自己的情绪。青少年在几乎所有的智能手机活动中都报告了情绪的改善,而没有报告说在任何智能手机活动中情绪变得更消极。当青少年说他们在听音乐、播客或有声读物时,情绪的改善是最大的。这可能表明,一些青少年使用智能手机是出于缓解负面情绪的愿望。
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引用次数: 0
Well-Being Implications of Digital Social Multitasking in Adolescent Friendship: A Latent Profile Analysis. 青少年友谊中数字社交多任务的幸福含义:一个潜在的侧面分析。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-10-01 Epub Date: 2023-09-13 DOI: 10.1089/cyber.2023.0049
Chia-Chen Yang, Thomas Pham, Jati Ariati, Christina Smith

Adolescents' phone use during face-to-face interactions (i.e., digital social multitasking [DSMT]) has gained increasing attention because of its prevalence as well as implications for well-being. However, most studies have focused on only one dimension of the behavior and relied on variable-centered approaches. Informed by the DSMT framework, we adopted a person-centered approach to identify different groups of adolescents based on their levels, perceptions, and motives of phone use during face-to-face interactions with friends. We also examined how these groups differed in five well-being variables (loneliness, depressive symptoms, digital stress, friendship quality, and satisfaction of basic psychological needs). A total of 517 adolescents (Mage = 14.83, standard deviation [SD] = 1.93; 50 percent female) completed an online survey. Three profiles were identified: the Intentional (low levels, quite positive perceptions, motivated for clear goals), the Embracers (high levels, highly positive perceptions, strong motives), and the Unimpressed (low levels, low positive perceptions, low motives). The Embracers scored the highest on both positive and negative indicators of well-being, whereas the Unimpressed scored the lowest on all well-being scales. The Intentional appeared to be the most adaptive group. Implications are discussed.

青少年在面对面互动(即数字社交多任务处理[DSMT])中使用手机的行为因其普遍性以及对幸福感的影响而越来越受到关注。然而,大多数研究只关注行为的一个维度,并依赖于以变量为中心的方法。在DSMT框架的指导下,我们采用了以人为中心的方法,根据青少年在与朋友面对面互动中使用电话的水平、感知和动机来识别不同的青少年群体。我们还研究了这些群体在五个幸福变量(孤独、抑郁症状、数字压力、友谊质量和基本心理需求满意度)方面的差异。共有517名青少年(法师 = 14.83,标准偏差[SD] = 1.93;50%的女性)完成了一项在线调查。确定了三种情况:意向性(低水平,相当积极的感知,有明确目标的动机)、拥抱者(高水平,高度积极的感知、强烈的动机)和未被压迫者(低水平、低积极的感知和低动机)。拥抱者在幸福感的积极和消极指标上得分最高,而未被压迫者在所有幸福感量表上得分最低。意向性似乎是最具适应性的群体。讨论了影响。
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引用次数: 0
The Virtual Patient and You: How AI Can Enhance Both Sides of the Therapeutic Relationship. 虚拟患者和你:人工智能如何增强治疗关系的两面性。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-10-01 Epub Date: 2023-08-22 DOI: 10.1089/cyber.2023.29292.editorial
Brenda K Wiederhold
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引用次数: 0
Fear of Missing Out, Reflective Smartphone Disengagement, and Loneliness in Late Adolescents. 对错过的恐惧、反思性的智能手机脱离和青少年晚期的孤独。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-10-01 Epub Date: 2023-08-14 DOI: 10.1089/cyber.2023.0014
Jörg Matthes, Anja Stevic, Kevin Koban, Marina F Thomas, Michaela Forrai, Kathrin Karsay

Reflective smartphone disengagement (i.e., deliberate actions to self-regulate when and how one should use one's smartphone) has become a necessary skill in our ever-connected lives, contributing to a healthy balance of related benefits and harms. However, disengaging from one's smartphone might compete with impulsive psychosocial motivators such as fear of missing out (FoMO) on others' rewarding experiences or feelings of loneliness. To shed light into these competitive processes, the present paper disentangles the reciprocal, over-time relationships between reflective smartphone disengagement, FoMO, and loneliness using data from a two-wave panel study among emerging adults (16-21 years of age). Measurement-invariant structural equation modeling suggests that FoMO and reflective smartphone disengagement negatively predict each other over time, indicating a possible spiraling process. In addition, reflective smartphone disengagement was also negatively related to feelings of loneliness. Together, these findings underline (a) how young people's impulsive and reflective system compete with each other over control of their smartphone usage, where (b) psychosocial benefits of reflective smartphone disengagement were validated among emerging adults, potentially helping them to strengthen the benefits and limit the harms of permanent interactions with and through technology.

反思性的智能手机脱离(即,有意识地采取行动,自我调节何时以及如何使用智能手机)已成为我们不断联系的生活中的一项必要技能,有助于相关利益和危害的健康平衡。然而,脱离智能手机可能会与冲动的心理社会激励因素竞争,比如害怕错过他人的有益经历或孤独感。为了阐明这些竞争过程,本文利用一项针对新兴成年人(16-21岁)的两波小组研究的数据,解开了反思性智能手机脱离、FoMO和孤独之间的相互关系。测量不变的结构方程模型表明,随着时间的推移,FoMO和反射智能手机的脱离会相互产生负面预测,这表明可能存在螺旋过程。此外,反思性的智能手机脱离也与孤独感呈负相关。总之,这些发现强调了(a)年轻人的冲动和反思系统如何在控制智能手机使用方面相互竞争,其中(b)反思性智能手机脱离的心理社会益处在新兴成年人中得到了验证,可能有助于他们加强与技术和通过技术进行永久互动的益处并限制其危害。
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引用次数: 0
360° Digital Travel to Improve Emotional State and Well-Being During the COVID-19 Pandemic: The Role of Presence and Sense of Place. 2019冠状病毒病大流行期间360°数字旅行改善情绪状态和幸福感:在场感和地方感的作用
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2022.0248
Ze-Min Liu, Cheng-Ye Liu, Chuang-Qi Chen, Xin-Dong Ye

The continuation of the COVID-19 pandemic has caused a decline in people's subjective well-being and emotional states. Digital travel based on 360° videos provides an alternate way for people to improve their mental health at home during this specific period. Yet, how to construct effective digital travel content that improves emotions remains an issue. This investigation assessed the impact of people's perceived presence and sense of place (SOP) on emotional improvement during a 360° digital travel experience. A total of 156 undergraduate students volunteered to participate, and anxiety, emotion levels, and life satisfaction were measured before and after the digital travel experience; presence and SOP ratings were also collected after the experience. A Latent Change Score model was then developed, and the results indicated that the greater presence and SOP individuals experienced during their digital travel, the better their digital travel experience and emotional improvement. Furthermore, the current data highlight that SOP has a greater impact on emotional improvement than presence. This result provides a novel understanding that how SOP is generated may be more critical to digital travel than presence. This new understanding should help improve relevant applications in the field of digital travel, such as the possibility of providing meaningful narrative context in a virtual environment to induce SOP more effectively, and improve the digital travel experience. Overall, the findings of this study expand our understanding of the digital travel experience and lay the groundwork for future research on SOP and digital travel.

COVID-19大流行的持续,导致人们的主观幸福感和情绪状态下降。基于360°视频的数字旅行为人们在这一特定时期在家改善心理健康提供了另一种方式。然而,如何构建有效的数字旅游内容来改善情感仍然是一个问题。这项调查评估了人们在360度数字旅行体验中感知存在感和地方感(SOP)对情绪改善的影响。共有156名大学生自愿参与,并测量了数字旅行体验前后的焦虑、情绪水平和生活满意度;体验结束后还收集了出席率和SOP评分。结果表明,个体在数字旅行过程中体验的存在感和SOP越高,其数字旅行体验和情绪改善越好。此外,目前的数据强调SOP对情绪改善的影响大于在场。这一结果提供了一种新的理解,即SOP的生成方式对数字旅行来说可能比存在更重要。这一新的认识将有助于改进数字旅行领域的相关应用,例如在虚拟环境中提供有意义的叙事背景以更有效地诱导SOP的可能性,以及改善数字旅行体验。总体而言,本研究的发现扩展了我们对数字旅游体验的理解,并为未来SOP和数字旅游的研究奠定了基础。
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引用次数: 0
The Effects of Nature-Based Travel in Virtual Reality: The Role of Spatial Presence and Narrative Engagement. 虚拟现实中基于自然的旅行的影响:空间存在和叙事参与的作用。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 Epub Date: 2023-06-13 DOI: 10.1089/cyber.2022.0240
Christopher Ball

The benefits of nature tourism, or nature-based travel, are plentiful. For example, participation in nature tours has positively impacted environmental attitudes and behaviors. Unfortunately, while psychologically beneficial, nature-based tourism can hurt the environment through a myriad of factors. Therefore, we must continue to explore ways to make the benefits of nature-based travel more sustainable and impactful. Research suggests that nature-based travel in virtual reality (VR) may impart numerous travel benefits, such as improving conservational behavior and interconnectedness with nature. While these early findings are promising, questions remain regarding the theoretical mechanisms underlying the effects of nature-based VR travel. Therefore, this study explores how VR may provide an avenue to make nature tourism more environmentally friendly while simultaneously making people more environmentally connected and conscious. Furthermore, a theoretical framework is posited that combines concepts from the spatial presence and narrative persuasion literature to help explain the effects. To accomplish these goals, an experiment was conducted using a two-condition (VR travel vs. TV control) between-subjects factorial design with random assignment. The participants were 66 college students from a large Midwestern University in the United States. Results indicated that there wasn't a statistically significant difference between the VR travel condition and the television (TV) control condition regarding the environmental outcome variables. However, while the nature-based VR travel experience did not appear to influence the environmental outcome variables directly, it did indirectly affect them through the mediating roles of spatial presence and narrative engagement.

自然旅游,或基于自然的旅行,有着丰富的好处。例如,参加自然之旅对环境态度和行为产生了积极影响。不幸的是,以自然为基础的旅游业虽然在心理上有益,但会通过多种因素对环境造成损害。因此,我们必须继续探索如何使基于自然的旅行带来的好处更具可持续性和影响力。研究表明,虚拟现实中基于自然的旅行可能会带来许多旅行好处,例如改善自然保护行为和与自然的联系。虽然这些早期发现很有希望,但基于自然的虚拟现实旅行影响的理论机制仍然存在问题。因此,本研究探讨了虚拟现实如何提供一种途径,使自然旅游更加环保,同时使人们更加环保。此外,还提出了一个理论框架,将空间存在和叙事说服文学的概念相结合,以帮助解释效果。为了实现这些目标,在受试者之间使用两种条件(VR旅行与电视控制)进行了一项实验,采用随机分配的析因设计。参与者是来自美国中西部一所大型大学的66名大学生。结果表明,在环境结果变量方面,VR旅行条件和电视(TV)控制条件之间没有统计学上的显著差异。然而,尽管基于自然的VR旅行体验似乎没有直接影响环境结果变量,但它确实通过空间存在和叙事参与的中介作用间接影响了环境结果变量。
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引用次数: 1
How Do Level of Novelty and Camera Angle of Tourism-Themed Short Videos on Douyin Influence Potential Travelers' Behavioral Intentions? 抖音旅游主题短视频的新鲜度和拍摄角度如何影响潜在旅行者的行为意向?
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2022.0108
Zeqing Mao, Zepeng Guan, Xiao Gu

The advent of short video apps like Douyin has greatly popularized the practice of sharing travel experiences in the form of live-streaming or prerecorded videos. With the breakout of COVID-19, the feasibility and appeal of physical travel were substantially undermined such that people now become increasingly dependent on watching short videos as a means of consuming travel-related content. This revolutionary change in the landscape of destination marketing is reshaping the tourism industry, which calls for research efforts of both scholars and practitioners. Our study aimed to investigate how two major characteristics of tourism-themed short videos, namely, level of novelty and camera angle, influence viewers' behavioral intentions toward actually visiting the places, with the incorporation of several relevant psychological mediators, including immersion, positive surprise, spatial presence, and perceptual realism. A 2 (low- vs. high-level novelty) × 2 (first- vs. third-person view) factorial experiment was designed and conducted. Statistical analysis based on a sample of 480 participants suggested that the perception of positive surprise increased with the level of novelty contained in the videos, which was positively associated with viewers' visit intentions in an indirect manner. Moreover, compared to the third-person view, employing the first-person view to film sites and scenes produced a greater sense of immersion, which in turn stimulated interest in taking a tour. This study contributes to the growing body of research in digital travel and telepresence.

抖音等短视频应用的出现,极大地普及了以直播或预先录制视频的形式分享旅行经历的做法。随着新冠肺炎疫情的爆发,实体旅行的可行性和吸引力大大削弱,人们越来越依赖于观看短视频作为消费旅游相关内容的手段。目的地营销格局的这种革命性变化正在重塑旅游业,这需要学者和实践者的研究努力。本研究旨在探讨旅游主题短视频的两个主要特征,即新奇程度和镜头角度,如何影响观众对实际参观地点的行为意图,并结合几个相关的心理中介,包括沉浸感、积极惊喜、空间存在和感知现实主义。设计并进行了一个2(低新颖性vs.高新颖性)× 2(第一视角vs.第三人视角)的析因实验。基于480名参与者样本的统计分析表明,积极惊喜的感知随着视频中包含的新颖性水平的增加而增加,这以间接的方式与观众的访问意图呈正相关。此外,与第三人称视角相比,使用第一人称视角拍摄电影场地和场景会产生更大的沉浸感,从而激发游客的旅游兴趣。这项研究为数字旅游和远程呈现领域不断增长的研究做出了贡献。
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引用次数: 0
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Cyberpsychology, behavior and social networking
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