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。
{"title":"Observational Study on Emotional-Affective States in Neuromuscular Patients Using Recreational Virtual Reality.","authors":"Lucia Catherine Greco,Silvia Bolognini,Andrea Lizio,Marta Mondellini,Vera Colombo,Jacopo Casiraghi,Raffaele Pugliese,Stefano Regondi,Valeria Ada Sansone,Elena Carraro","doi":"10.1177/21522715261416232","DOIUrl":"https://doi.org/10.1177/21522715261416232","url":null,"abstract":"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.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"6 1","pages":"21522715261416232"},"PeriodicalIF":6.6,"publicationDate":"2026-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146021773","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Social and Organizational Dynamics in Multiplayer Gaming: A Comparative Communication Analysis of Casual and Esports Players' Interactions in \"Call of Duty: Warzone\".","authors":"Arianna Boldi,Marco Viola,Rosalba Rosato,Maurizio Tirassa,Amon Rapp","doi":"10.1177/21522715261417553","DOIUrl":"https://doi.org/10.1177/21522715261417553","url":null,"abstract":"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.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"75 1","pages":"21522715261417553"},"PeriodicalIF":6.6,"publicationDate":"2026-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146033841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-23DOI: 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.
{"title":"Factors Associated with Assistance and Baiting in Response to Threat of Suicide in an Online Forum.","authors":"James G Phillips,Priya Thakral,Leon Mann","doi":"10.1177/21522715261417551","DOIUrl":"https://doi.org/10.1177/21522715261417551","url":null,"abstract":"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.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"10 1","pages":"21522715261417551"},"PeriodicalIF":6.6,"publicationDate":"2026-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146033842","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-22DOI: 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.
{"title":"From Bureaucracy to Startups: How Workplace Bullying Is Talked About on Online Employee Communities.","authors":"Donghun Kim,Ting Jiang,Yongjun Zhu,Sou Hyun Jang","doi":"10.1177/21522715261417552","DOIUrl":"https://doi.org/10.1177/21522715261417552","url":null,"abstract":"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.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"32 1","pages":"21522715261417552"},"PeriodicalIF":6.6,"publicationDate":"2026-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146021774","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-22DOI: 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.
{"title":"Screen Use Measurement Tools: A Mapping of Instruments, Gaps, and Future Directions.","authors":"Rinanda Shaleha,Nelson Roque,Hailey Andrews,Kristin Calfee,Soomi Lee","doi":"10.1177/21522715261417288","DOIUrl":"https://doi.org/10.1177/21522715261417288","url":null,"abstract":"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.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"29 1","pages":"21522715261417288"},"PeriodicalIF":6.6,"publicationDate":"2026-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146021772","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mind the Game: Virtual Reality-Based Cognitive Training to Enhance Decision-Making in Football Athletes.","authors":"Francesca Celestina Rosanna Gala,Michele Trapletti,Giuseppe Riva,Claudia Repetto","doi":"10.1177/21522715261418826","DOIUrl":"https://doi.org/10.1177/21522715261418826","url":null,"abstract":"","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"35 1","pages":"21522715261418826"},"PeriodicalIF":6.6,"publicationDate":"2026-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146021360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-22DOI: 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。
{"title":"Immersive Extended Reality and Affective-Behavioral Outcomes in Nursing Students: A Systematic Review and Meta-Analysis of Randomized Studies.","authors":"Lihong Ou,Timothy McMahan,Thomas D Parsons","doi":"10.1177/21522715251401335","DOIUrl":"https://doi.org/10.1177/21522715251401335","url":null,"abstract":"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.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"37 1","pages":""},"PeriodicalIF":6.6,"publicationDate":"2025-12-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145830351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-22DOI: 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.
{"title":"Effects of Creativity in AI Advertising: The Mediating Role of Perceived Uncanniness.","authors":"Yoori Hwang, Se-Hoon Jeong","doi":"10.1177/21522715251410335","DOIUrl":"https://doi.org/10.1177/21522715251410335","url":null,"abstract":"<p><p>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 (A<sub>ad</sub>), attitude toward the brand (A<sub>b</sub>), and purchase intentions. In addition, there were significant mediation effects of perceived creativity on A<sub>ad</sub> and A<sub>b</sub> via perceived uncanniness, which was moderated by creator label. For the AI-creator-labeled condition, perceived creativity had negative indirect effects on A<sub>ad</sub> and A<sub>b</sub> via perceived uncanniness, such that greater perceived creativity led to greater perceived uncanniness, which in turn induced less favorable A<sub>ad</sub> and A<sub>b</sub>. 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.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":""},"PeriodicalIF":3.9,"publicationDate":"2025-12-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145854872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-18DOI: 10.1177/21522715251408721
Brenda K Wiederhold
{"title":"BookTok as Cultural Infrastructure: Emotion, Influence, and the Future of Reading.","authors":"Brenda K Wiederhold","doi":"10.1177/21522715251408721","DOIUrl":"https://doi.org/10.1177/21522715251408721","url":null,"abstract":"","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":""},"PeriodicalIF":3.9,"publicationDate":"2025-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145854933","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-15DOI: 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.
{"title":"Does Using Mobile Phones Make You Less Attractive? Phubbing and Perceptions of Warmth, Competence, and Social Attractiveness.","authors":"SoJin Lee,Eunseo Kim,Jaeyeon Bang,Jiyeon Park,Yejoo Lee,Taeyeon Kim","doi":"10.1177/21522715251405791","DOIUrl":"https://doi.org/10.1177/21522715251405791","url":null,"abstract":"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.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"1 1","pages":""},"PeriodicalIF":6.6,"publicationDate":"2025-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145813551","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}