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I Did 10,000 Steps so I Earned This Treat: Problematic Smartwatch Use and Exercise Tracking Associations with Compensatory Eating and Sedentary Activity. 我走了1万步,所以我得到了这个奖励:有问题的智能手表使用和运动追踪与补偿性饮食和久坐不动的联系。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-17 DOI: 10.1089/cyber.2024.0204
Aysha Siddika,Morgan E Ellithorpe
Smartwatches are digital devices, similar to smartphones, and come with the possibility of problematic use. Problematic technology use is the experience of psychological distress or reduced daily functioning in response to excessive or addictive technology use. The purpose of this study was to explore whether problematic use of smartwatch devices for exercise tracking influences user's health behaviors such as eating habits and sedentary activity. An online survey was conducted among college-aged smartwatch users (n = 221). Results showed that using smartwatches for exercise tracking has a positive relationship with compensatory eating behavior (i.e., increasing caloric intake after exercise) when the use is higher in problematic use. This study concludes that although smartwatch devices are promoted to aid healthy behaviors, their impact on positive health outcomes may be limited for some users, to the extent that compensatory eating can derail fitness goals and may exacerbate eating behaviors. Future research should aim to develop health messaging for smartwatch users to make them aware of the potential for compensatory eating behavior to undermine their goals in the face of excessive smartwatch use for fitness purposes.
智能手表是一种数字设备,类似于智能手机,使用起来可能会有问题。有问题的技术使用是对过度或成瘾的技术使用的心理困扰或日常功能下降的反应。本研究的目的是探讨是否有问题地使用智能手表设备进行运动跟踪会影响用户的健康行为,如饮食习惯和久坐不动。在大学年龄的智能手表用户中进行了一项在线调查(n = 221)。结果显示,当使用智能手表进行运动跟踪时,在问题使用中使用频率较高时,与代偿性饮食行为(即运动后增加热量摄入)呈正相关。这项研究的结论是,尽管智能手表设备被推广为帮助健康行为,但它们对一些用户的积极健康结果的影响可能有限,在某种程度上,补偿性饮食可能会破坏健身目标,并可能加剧饮食行为。未来的研究应该致力于为智能手表用户开发健康信息,让他们意识到,面对过度使用智能手表健身的目的,代偿性饮食行为可能会破坏他们的目标。
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引用次数: 0
Down the Digital Rabbit Hole: Objectification Increases Problematic Gaming. 数字化兔子洞:物化会增加游戏问题
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-17 DOI: 10.1089/cyber.2024.0362
Jiaxin Shi,Zaixuan Zhang,Zhansheng Chen,Tianhua Wei,Xianyou He
Objectification, being perceived and treated merely as an object with a denial of one's humanness, has been linked to numerous adverse outcomes in daily life. Despite this, its influence on online behaviors, particularly problematic gaming, remains underexplored. The current research (total N = 1,000) extends the literature on objectification by investigating the effect of objectification on problematic gaming. Study 1, with a correlational design (N = 300), established a significant association between objectification and problematic gaming. Subsequent experimental studies (Studies 2 and 3) demonstrated that objectification directly contributes to increased problematic gaming intentions. Study 2, with a measurement-of-mediation design (N = 300), also identified escapism as a mediating factor, suggesting that objectification intensifies the motive to escape from reality, thereby increasing problematic gaming intentions. Furthermore, Study 3, with a moderation design (N = 400), revealed that perceived meaning in life could mitigate the negative impact of objectification on problematic gaming intentions. Collectively, these findings advance our understanding of the detrimental effects of objectification, highlighting its role in problematic gaming and identifying the potential intervention.
物化,即仅仅被视为一种否定人性的客体,与日常生活中的许多不良后果有关。尽管如此,它对在线行为的影响,特别是对问题游戏的影响,仍未得到充分研究。目前的研究(总N = 1000)通过调查客观化对问题游戏的影响,扩展了客观化的文献。研究1采用相关设计(N = 300),确立了物化与问题游戏之间的显著关联。随后的实验研究(研究2和3)表明,物化直接导致问题游戏意图的增加。研究2采用中介测量设计(N = 300),也将逃避主义确定为中介因素,表明物化强化了逃避现实的动机,从而增加了有问题的游戏意图。此外,研究3采用适度设计(N = 400),揭示了生活中的感知意义可以减轻物化对有问题的游戏意图的负面影响。总的来说,这些发现促进了我们对客观化有害影响的理解,突出了它在问题游戏中的作用,并确定了潜在的干预措施。
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引用次数: 0
VEGI GRASP: A Virtual Reality Platform for Integrated Cognitive-Motor Assessment in Frail Older Adults. VEGI GRASP:虚弱老年人认知-运动综合评估的虚拟现实平台。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-16 DOI: 10.1089/cyber.2025.18562.ceu
Sarah Todisco,Alessandra Magrelli,Chiara Stramba-Badiale,Giuseppe Riva
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引用次数: 0
Generations X, Y, Z: The Moderating Role of Self-Reliance in Relationships Between Loneliness, Social Media Addiction, and Life Satisfaction in Men. X、Y、Z世代:自立在男性孤独感、社交媒体成瘾和生活满意度关系中的调节作用
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-14 DOI: 10.1089/cyber.2024.0216
Sabina Lissitsa, Maya Kagan

In today's sociocultural milieu, characterized by pervasive social media and evolving conceptions of masculinity, this study examines the interplay among loneliness, social media addiction, self-reliance, and life satisfaction across Generations (Gen) X, Y, and Z. Employing a comprehensive model, the study explores social media addiction as a mediator between loneliness and life satisfaction, with a focus on the moderating role of the pivotal masculine trait of self-reliance in the loneliness-social media addiction relationship. Based on an online survey of 775 Israeli men aged 18-58, the findings reveal unique generational patterns. For Gen X, social media addiction negatively correlates with life satisfaction, without mediation or moderation effects. In Gen Y, loneliness is directly associated with life satisfaction, and a positive correlation exists between loneliness and social media addiction. Notably, self-reliance moderates the link between loneliness and social media addiction, amplifying this association at lower self-reliance levels. Gen Z replicates the Gen Y findings albeit without the moderation effect. This study contributes nuanced insights into the literature on masculinity, revealing the evolving nature of self-reliance-a crucial masculine trait-across generations. Such evolution, in turn, is associated with responses to loneliness and patterns of engagement with social media.

在当今社会文化背景下,以社交媒体的普及和男子气概观念的演变为特征,本研究考察了X、Y和z世代(Gen)的孤独感、社交媒体成瘾、自力更生和生活满意度之间的相互作用。重点关注自立这一关键男性特质在孤独-社交媒体成瘾关系中的调节作用。该研究对775名年龄在18岁至58岁之间的以色列男性进行了在线调查,结果揭示了独特的代际模式。对于X世代来说,社交媒体成瘾与生活满意度呈负相关,没有中介或调节作用。在Y世代中,孤独与生活满意度直接相关,孤独与社交媒体成瘾之间存在正相关关系。值得注意的是,自力更生缓和了孤独和社交媒体成瘾之间的联系,在较低的自力更生水平上放大了这种联系。Z世代重复了Y世代的发现,尽管没有缓和效应。这项研究为研究男性气质的文献提供了细致入微的见解,揭示了自力更生的进化本质——这是一种至关重要的男性特征——跨越了几代人。这种进化反过来又与对孤独的反应和与社交媒体的接触模式有关。
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引用次数: 0
Gender Differences in the Relationship Between Short-Form Video Addiction and Adolescent Depression: The Mediating Role of Attentional Bias. 短视频成瘾与青少年抑郁关系的性别差异:注意偏见的中介作用。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-08 DOI: 10.1089/cyber.2024.0442
Yu Wu, Youling Bai, Xin Liu, Wenshuang Xu, Yanling Liu

Previous studies have shown that short-form video addiction (SVA) is a significant predictor of adolescent depression. However, little is known about the mediating mechanisms. Guided by the Interaction of Person-Affect-Cognition-Execution model, this study aimed to investigate the relationship between SVA and depression among Chinese adolescents and to examine the mediating role of attentional bias toward positive information (API) and negative information (ANI), including potential gender differences. A total of 4750 Chinese adolescents (Mage = 16.01, SD = 0.76, 62.15 percent male) completed self-reported scales for SVA, API, ANI, and depression. The structural equation modeling results indicated that both API and ANI mediated the relationship between SVA and depression. Moreover, multigroup analyses revealed that the mediating effect of ANI was significantly stronger in female than in male adolescents. These findings enhance our understanding of the relationship between SVA and depression in adolescents and suggest that developing gender-specific interventions could mitigate the detrimental effects of SVA on depression.

先前的研究表明,短视频成瘾(SVA)是青少年抑郁的重要预测因子。然而,对其介导机制知之甚少。本研究以“人-情感-认知-执行”互动模型为指导,探讨中国青少年心理行为倾向与抑郁的关系,并探讨积极信息注意偏向和消极信息注意偏向的中介作用,包括潜在的性别差异。共有4750名中国青少年(Mage = 16.01, SD = 0.76, 62.15%为男性)完成了SVA、API、ANI和抑郁的自我报告量表。结构方程建模结果表明,API和ANI都介导了SVA与抑郁之间的关系。此外,多组分析显示,ANI在女性青少年中的中介作用显著强于男性青少年。这些发现增强了我们对青少年性行为干预与抑郁之间关系的理解,并表明制定针对性别样的干预措施可以减轻性行为干预对抑郁的有害影响。
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引用次数: 0
The Spoilers of Virtual War: Experience and Performance Mediate the Relationship Between Violent Video Games and Hostility. 虚拟战争的剧透者:体验和表现调解暴力电子游戏与敌意之间的关系。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-08 DOI: 10.1089/cyber.2024.0246
Patrick J Ewell, James C Hamilton, Rosanna E Guadagno

A substantial portion of the literature investigating whether playing video games with violent content causes aggressive thoughts, feelings, and behaviors has relied on experimental exposure to video game violence. To date, there is significant evidence suggesting these concepts are positively related, while other experiments demonstrate a null effect. A potential explanation for these contradicting findings is a failure to account for confounding such as video game performance and video game experience. This was examined across two experiments in which dyads played a violent video game and then completed state measures of hostility and positive and negative affects. Players with superior performance and greater gaming experience reported less hostility, less negative affect, and more positive affect. Mediation models showed that experience reduced hostility indirectly through performance. Historically, concern for hostility was greatest for frequent players, however, the current evidence suggests that these two variables should be accounted for prior to drawing conclusions. More broadly, future research might benefit by considering the phenomenology of gameplay in research on the risks and benefits of this hobby.

研究玩带有暴力内容的电子游戏是否会导致攻击性想法、感觉和行为的文献中有相当一部分是基于电子游戏暴力的实验。迄今为止,有重要的证据表明这些概念是积极相关的,而其他实验则证明无效。对于这些相互矛盾的发现,一种可能的解释是未能解释电子游戏性能和电子游戏体验等混淆因素。这是通过两个实验来检验的,在两个实验中,两个人一起玩暴力视频游戏,然后完成敌意、积极和消极影响的状态测量。表现优异和游戏体验丰富的玩家表现出较少的敌意、较少的消极情绪和较多的积极情绪。中介模型显示,经验通过表现间接地减少敌意。从历史上看,经常玩游戏的人最关心的是敌意,然而,目前的证据表明,在得出结论之前,这两个变量应该被考虑在内。更广泛地说,未来的研究可能会受益于在研究这一爱好的风险和收益时考虑到游戏玩法现象学。
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引用次数: 0
Social Capital in Online Gaming Communities: A Systematic Review Examining the Role of Virtual Identities. 网络游戏社区中的社会资本:对虚拟身份作用的系统考察。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-08 DOI: 10.1089/cyber.2024.0375
Tushya Sachan, Dinesh Chhabra, Betina Abraham

The growth of online video-game players has seen a parallel growth in online gaming communities. Membership in these communities has been well known to play a vital role in shaping social connections and fostering social capital. This systematic review explored the role of interacting virtual identities in shaping the relationship between membership in gaming communities and social capital as an outcome. Online databases of Scopus, APA PsycNet, Web of Science, the Digital Game Research Association Digital Library, and the Association for Computing Machinery Digital Library were screened (January 1, 2000-October 23, 2023). From an initial pool of 5,720 studies, 33 were finalized for inclusion after quality assessment. Results highlight that interacting identities affect players' experiences of social support and social capital. The extent to which positive social interactions were experienced and social capital was accumulated depended on (a) the number of interacting salient identities and (b) the degree to which salient identities were marginalized in the respective gaming community. Prevalent identities in different social contexts (the non-virtual world, online gaming communities, and specific virtual worlds) and how their interactions affect social capital have been discussed. This study contributes to theory by demonstrating how intersecting identities influence social capital dynamics in virtual spaces. It also offers insights for community managers on creating inclusive environments that enhance positive social experiences and social capital accumulation.

随着网络游戏玩家的增长,网络游戏社区也在同步增长。众所周知,这些社区的成员在形成社会联系和培育社会资本方面发挥着至关重要的作用。这篇系统综述探讨了互动虚拟身份在塑造游戏社区成员与社会资本之间关系中的作用。筛选了Scopus、APA PsycNet、Web of Science、数字游戏研究协会数字图书馆和计算机械协会数字图书馆的在线数据库(2000年1月1日- 2023年10月23日)。从最初的5720项研究中,33项在质量评估后最终纳入。结果表明,身份交互影响着玩家的社会支持体验和社会资本体验。积极社交互动的体验程度和社会资本的积累取决于(a)互动显著身份的数量,以及(b)显著身份在各自游戏社区中被边缘化的程度。本文讨论了不同社会背景(非虚拟世界、在线游戏社区和特定虚拟世界)中的流行身份,以及它们之间的相互作用如何影响社会资本。本研究通过展示交叉身份如何影响虚拟空间中的社会资本动态,为理论做出了贡献。它还为社区管理者提供了创造包容性环境的见解,以增强积极的社会经验和社会资本积累。
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引用次数: 0
FARE-Food Augmented Reality Exposure. 票价-食品增强现实曝光。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 DOI: 10.1089/cyber.2025.18561.ceu
Luca Chittaro, Fabio Buttussi, Giuseppe Riva
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引用次数: 0
From Cyberspace to Outer Space: How Technology Will Preserve Mental Health in the Final Frontier. 从网络空间到外太空:技术如何在最后的前沿保护心理健康。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 DOI: 10.1089/cyber.2024.0609
Brenda K Wiederhold
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引用次数: 0
Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People. 虚拟现实中的无家可归者:体验社会排斥会改善对无家可归者的态度和行为。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 Epub Date: 2024-11-08 DOI: 10.1089/cyber.2024.0027
Marco Marinucci, Paolo Riva

Virtual reality (VR) interventions are receiving increasing attention from research seeking to promote harmonious intergroup relations. Despite this, the effectiveness of VR methods and the underlying mechanisms for enhancing intergroup relations yield mixed findings. The current research examined if a 360° immersive video where participants embodied an unhoused person could improve attitudes and behavioral intentions toward unhoused people by making participants experience social exclusion and its psychological repercussions. The study (N = 210) adopted a 2 × 2 between-subject design where participants were assigned to embody an unhoused or housed person either watching the video in VR (in 3D using head-mounted devices) or in 2D (on a monitor). The study included a followup after 9 days. Results revealed that embodying the unhoused person (vs. housed control) led to increased experiences of social exclusion, need-threat, and negative emotions. These experiences, in turn, were associated with reduced negative attitudes toward unhoused individuals and heightened intentions to engage in charitable behaviors. Notably, the effects on attitudes and behavioral intentions persisted at the followup, with a stronger impact observed for participants who embodied the unhoused person in 3D compared to 2D. The findings suggest that tailoring VR video interventions to elicit social exclusion by embodying the perspective of marginalized social groups can enhance intergroup attitudes and intentions over time. Overall, this research underscores the prominence of VR-based interventions in improving intergroup harmony compared to less-immersive paradigms.

虚拟现实(VR)干预措施越来越受到旨在促进和谐群体间关系的研究的关注。尽管如此,关于虚拟现实方法的有效性以及促进群体间关系的内在机制的研究结果却不尽相同。目前的研究考察了一个 360° 的沉浸式视频是否能通过让参与者体验社会排斥及其心理影响来改善对无家可归者的态度和行为意向。该研究(N = 210)采用了 2 × 2 的主体间设计,参与者被分配为化身为无房者或有房者,通过 VR(使用头戴式设备观看 3D 视频)或 2D(在显示器上观看)观看视频。研究包括 9 天后的跟踪。结果显示,模拟无住房者(与有住房者对照)会增加社会排斥、需求威胁和负面情绪的体验。反过来,这些体验又与对无家可归者的消极态度的减少和参与慈善行为的意愿增强相关联。值得注意的是,这些体验对态度和行为意向的影响在后续调查中依然存在,与二维体验相比,三维体验对无家可归者的影响更大。研究结果表明,定制 VR 视频干预措施,通过体现边缘化社会群体的视角来引起社会排斥,可以随着时间的推移增强群体间的态度和意愿。总之,这项研究强调,与浸入式范例相比,基于 VR 的干预措施在改善群体间和谐方面具有显著作用。
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引用次数: 0
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Cyberpsychology, behavior and social networking
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