Pub Date : 2023-04-01DOI: 10.1089/cyber.2023.29272.editorial
Alice Chirico, Andrea Gaggioli
{"title":"How Real Are Virtual Emotions?","authors":"Alice Chirico, Andrea Gaggioli","doi":"10.1089/cyber.2023.29272.editorial","DOIUrl":"https://doi.org/10.1089/cyber.2023.29272.editorial","url":null,"abstract":"","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 4","pages":"227-228"},"PeriodicalIF":6.6,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9318827","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 : 2023-04-01DOI: 10.1089/cyber.2023.29271.editorial
Brenda K Wiederhold
{"title":"If Technology Is Neutral, Why Aren't We? Emotions in the Metaverse.","authors":"Brenda K Wiederhold","doi":"10.1089/cyber.2023.29271.editorial","DOIUrl":"https://doi.org/10.1089/cyber.2023.29271.editorial","url":null,"abstract":"","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 4","pages":"225-226"},"PeriodicalIF":6.6,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9326494","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}
Anna-Leena Macey, Simo Järvelä, Daniel Fernández Galeote, Juho Hamari
Social performance situations often constitute one of the most challenging communication tasks across different cultures. In today's work environments, giving presentations and performing in front of others are often essential and expected. Therefore, public speaking anxiety can have a serious impact on an individual's job performance, career choice, and prospects. Contemporary consumer virtual reality hardware has made it possible to practice public speaking anywhere in a safe and private virtual reality environment (VRE). As VREs offer the means to practice real-life scenarios, they also make it possible to go beyond what is "real"; to replace simulations with more dynamic and innovative training environments. Furthermore, with occupational life undergoing a significant shift toward technology-mediated working conditions, innovative tools and methods could also be used during virtually implemented real-time social interactions. This research aimed to study the ways in which an illusion of height, that is, perceived tallness versus perceived shortness, without any visible virtual body or representation, influences state speech anxiety and emotional responses of participants during simulation of a stressful speech task. The experiment followed a strictly controlled between-subject procedure, and both self-reported and psychophysiological data were collected. Results indicate that participants perceiving the illusion of tallness felt less anxious and had lower self-reported arousal compared with participants with the illusion of shortness. This implies that even simple, visual, first-person perspective manipulation of the VRE could help individuals to reduce their stress responses during a task-oriented situation.
{"title":"Feeling Small or Standing Tall? Height Manipulation Affects Speech Anxiety and Arousal in Virtual Reality.","authors":"Anna-Leena Macey, Simo Järvelä, Daniel Fernández Galeote, Juho Hamari","doi":"10.1089/cyber.2022.0251","DOIUrl":"https://doi.org/10.1089/cyber.2022.0251","url":null,"abstract":"<p><p>Social performance situations often constitute one of the most challenging communication tasks across different cultures. In today's work environments, giving presentations and performing in front of others are often essential and expected. Therefore, public speaking anxiety can have a serious impact on an individual's job performance, career choice, and prospects. Contemporary consumer virtual reality hardware has made it possible to practice public speaking anywhere in a safe and private virtual reality environment (VRE). As VREs offer the means to practice real-life scenarios, they also make it possible to go beyond what is \"real\"; to replace simulations with more dynamic and innovative training environments. Furthermore, with occupational life undergoing a significant shift toward technology-mediated working conditions, innovative tools and methods could also be used during virtually implemented real-time social interactions. This research aimed to study the ways in which an illusion of height, that is, perceived tallness versus perceived shortness, without any visible virtual body or representation, influences state speech anxiety and emotional responses of participants during simulation of a stressful speech task. The experiment followed a strictly controlled between-subject procedure, and both self-reported and psychophysiological data were collected. Results indicate that participants perceiving the illusion of tallness felt less anxious and had lower self-reported arousal compared with participants with the illusion of shortness. This implies that even simple, visual, first-person perspective manipulation of the VRE could help individuals to reduce their stress responses during a task-oriented situation.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 4","pages":"246-254"},"PeriodicalIF":6.6,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10125395/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9347138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Saskia A Nijman, Wim Veling, Marieke E Timmerman, Gerdina H M Pijnenborg
Meta-analyses have found that social cognition training (SCT) has large effects on the emotion recognition ability of people with a psychotic disorder. Virtual reality (VR) could be a promising tool for delivering SCT. Presently, it is unknown how improvements in emotion recognition develop during (VR-)SCT, which factors impact improvement, and how improvements in VR relate to improvement outside VR. Data were extracted from task logs from a pilot study and randomized controlled trials on VR-SCT (n = 55). Using mixed-effects generalized linear models, we examined the: (a) effect of treatment session (1-5) on VR accuracy and VR response time for correct answers; (b) main effects and moderation of participant and treatment characteristics on VR accuracy; and (c) the association between baseline performance on the Ekman 60 Faces task and accuracy in VR, and the interaction of Ekman 60 Faces change scores (i.e., post-treatment - baseline) with treatment session. Accounting for the task difficulty level and the type of presented emotion, participants became more accurate at the VR task (b = 0.20, p < 0.001) and faster (b = -0.10, p < 0.001) at providing correct answers as treatment sessions progressed. Overall emotion recognition accuracy in VR decreased with age (b = -0.34, p = 0.009); however, no significant interactions between any of the moderator variables and treatment session were found. An association between baseline Ekman 60 Faces and VR accuracy was found (b = 0.04, p = 0.006), but no significant interaction between difference scores and treatment session. Emotion recognition accuracy improved during VR-SCT, but improvements in VR may not generalize to non-VR tasks and daily life.
荟萃分析发现,社会认知训练(SCT)对精神病患者的情绪识别能力有很大的影响。虚拟现实(VR)可能是提供SCT的一个有前途的工具。目前,尚不清楚在(VR-)SCT期间情绪识别的改善是如何发展的,哪些因素影响改善,以及VR的改善如何与VR之外的改善相关联。数据来自一项VR-SCT的先导研究和随机对照试验的任务日志(n = 55)。使用混合效应广义线性模型,我们检验了:(a)治疗时间(1-5)对VR准确性和VR正确答案反应时间的影响;(b)参与者和治疗特征对虚拟现实准确性的主要影响和调节作用;(c) Ekman 60 Faces任务的基线表现与VR中的准确性之间的关联,以及Ekman 60 Faces变化分数(即治疗后-基线)与治疗期间的相互作用。考虑到任务难度和呈现的情绪类型,参与者在VR任务中变得更加准确(b = 0.20, p b = -0.10, p b = -0.34, p = 0.009);然而,没有发现任何调节变量和治疗时间之间有显著的相互作用。基线Ekman 60 Faces与VR准确性之间存在关联(b = 0.04, p = 0.006),但差异评分与治疗时间之间无显著交互作用。在VR- sct期间,情绪识别的准确性有所提高,但VR的改善可能不会推广到非VR任务和日常生活中。
{"title":"Trajectories of Emotion Recognition Training in Virtual Reality and Predictors of Improvement for People with a Psychotic Disorder.","authors":"Saskia A Nijman, Wim Veling, Marieke E Timmerman, Gerdina H M Pijnenborg","doi":"10.1089/cyber.2022.0228","DOIUrl":"https://doi.org/10.1089/cyber.2022.0228","url":null,"abstract":"<p><p>Meta-analyses have found that social cognition training (SCT) has large effects on the emotion recognition ability of people with a psychotic disorder. Virtual reality (VR) could be a promising tool for delivering SCT. Presently, it is unknown how improvements in emotion recognition develop during (VR-)SCT, which factors impact improvement, and how improvements in VR relate to improvement outside VR. Data were extracted from task logs from a pilot study and randomized controlled trials on VR-SCT (<i>n</i> = 55). Using mixed-effects generalized linear models, we examined the: (a) effect of treatment session (1-5) on VR accuracy and VR response time for correct answers; (b) main effects and moderation of participant and treatment characteristics on VR accuracy; and (c) the association between baseline performance on the Ekman 60 Faces task and accuracy in VR, and the interaction of Ekman 60 Faces change scores (i.e., post-treatment - baseline) with treatment session. Accounting for the task difficulty level and the type of presented emotion, participants became more accurate at the VR task (<i>b</i> = 0.20, <i>p</i> < 0.001) and faster (<i>b</i> = -0.10, <i>p</i> < 0.001) at providing correct answers as treatment sessions progressed. Overall emotion recognition accuracy in VR decreased with age (<i>b</i> = -0.34, <i>p</i> = 0.009); however, no significant interactions between any of the moderator variables and treatment session were found. An association between baseline Ekman 60 Faces and VR accuracy was found (<i>b</i> = 0.04, <i>p</i> = 0.006), but no significant interaction between difference scores and treatment session. Emotion recognition accuracy improved during VR-SCT, but improvements in VR may not generalize to non-VR tasks and daily life.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 4","pages":"288-299"},"PeriodicalIF":6.6,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10125400/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9703953","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alice Chirico, Marta Pizzolante, Francesca Borghesi, Sabrina Bartolotta, Eleonora D Sarcinella, Pietro Cipresso, Andrea Gaggioli
Virtual nature exposure has emerged as an effective method for promoting pro-environmental attitudes and behaviors, also due to the increased emotional connection with nature itself. However, the role played by complex emotions elicited by virtual nature, such as awe, needs to be fully elucidated. Awe is an emotion stemming from vast stimuli, including nature, and virtual reality (VR) emerged as an effective medium to elicit it. One hundred nineteen participants were exposed to either one of four VR environments: (a) an awe-inspiring virtual nature, (b) a non-natural awe-inspiring virtual scenario, (c) a non-awe-inspiring virtual nature, (d) a non-natural non-awe-inspiring scenario. Pro-environmental attitudes, intentions, discrete emotions, and affect were measured and compared across the different conditions. Two ad hoc tasks were developed to measure two pro-environmental behaviors after each VR exposure. Participants were invited to sign a real petition against plastic production, consumption, and in favor of plastic recycling (a personally engaging behavior), and to take flyers to spread the word on the petition to friends and acquaintances (a socially engaging behavior). Awe-inspiring virtual nature resulted in a significantly increased number of flyers taken by participants (vs. control). Disposition toward the protection of the environment, positive emotional affect, and condition significantly correlated with the number of flyers taken. These results indicated that awe-inspiring virtual nature can influence socially engaging pro-environmental attitudes and behaviors but not personally engaging ones.
{"title":"\"Standing Up for Earth Rights\": Awe-Inspiring Virtual Nature for Promoting Pro-Environmental Behaviors.","authors":"Alice Chirico, Marta Pizzolante, Francesca Borghesi, Sabrina Bartolotta, Eleonora D Sarcinella, Pietro Cipresso, Andrea Gaggioli","doi":"10.1089/cyber.2022.0260","DOIUrl":"https://doi.org/10.1089/cyber.2022.0260","url":null,"abstract":"<p><p>Virtual nature exposure has emerged as an effective method for promoting pro-environmental attitudes and behaviors, also due to the increased emotional connection with nature itself. However, the role played by complex emotions elicited by virtual nature, such as awe, needs to be fully elucidated. Awe is an emotion stemming from vast stimuli, including nature, and virtual reality (VR) emerged as an effective medium to elicit it. One hundred nineteen participants were exposed to either one of four VR environments: (a) an <i>awe-inspiring virtual nature</i>, (b) a <i>non-natural awe-inspiring virtual scenario</i>, (c) a <i>non-awe-inspiring virtual nature</i>, (d) a <i>non-natural non-awe-inspiring scenario</i>. Pro-environmental attitudes, intentions, discrete emotions, and affect were measured and compared across the different conditions. Two <i>ad hoc</i> tasks were developed to measure two pro-environmental behaviors after each VR exposure. Participants were invited to sign a real petition against plastic production, consumption, and in favor of plastic recycling (a personally engaging behavior), and to take flyers to spread the word on the petition to friends and acquaintances (a socially engaging behavior). Awe-inspiring virtual nature resulted in a significantly increased number of flyers taken by participants (vs. control). Disposition toward the protection of the environment, positive emotional affect, and condition significantly correlated with the number of flyers taken. These results indicated that awe-inspiring virtual nature can influence socially engaging pro-environmental attitudes and behaviors but not personally engaging ones.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 4","pages":"300-308"},"PeriodicalIF":6.6,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9947414","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}
This study conducted a two-condition between-subjects laboratory experiment (N = 147) to examine the effects of textual disaster news combined with a 360° video in different modes (virtual reality [VR] vs. two dimensional screen) on cognitive/affective empathy and fear. Additionally, the mediating role of presence (social and spatial presence) was considered. Results indicated that the news article presented through an immersive VR mode directly led to greater levels of presence and cognitive empathy but not affective empathy and fear. The effects on social presence further resulted in greater cognitive and affective empathy, not fear. Meanwhile, spatial presence enhanced by VR led to greater levels of emotions (affective empathy and fear) but not cognitive empathy. These findings suggest the dynamic mechanisms of how an immersive VR modality can function as a complementary tool for traditional news to improve audience engagement, which centers on emotion-related outcomes in tandem with cognitive responses.
{"title":"The Auxiliary Role of Virtual Reality in Enhancing the Effects of Disaster News on Empathy and Fear: The Mediating Role of Presence.","authors":"Jiyoung Lee, Da-Young Kang, Jihoon Kim","doi":"10.1089/cyber.2022.0243","DOIUrl":"https://doi.org/10.1089/cyber.2022.0243","url":null,"abstract":"<p><p>This study conducted a two-condition between-subjects laboratory experiment (<i>N</i> = 147) to examine the effects of textual disaster news combined with a 360° video in different modes (virtual reality [VR] vs. two dimensional screen) on cognitive/affective empathy and fear. Additionally, the mediating role of presence (social and spatial presence) was considered. Results indicated that the news article presented through an immersive VR mode directly led to greater levels of presence and cognitive empathy but not affective empathy and fear. The effects on social presence further resulted in greater cognitive and affective empathy, not fear. Meanwhile, spatial presence enhanced by VR led to greater levels of emotions (affective empathy and fear) but not cognitive empathy. These findings suggest the dynamic mechanisms of how an immersive VR modality can function as a complementary tool for traditional news to improve audience engagement, which centers on emotion-related outcomes in tandem with cognitive responses.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 4","pages":"273-278"},"PeriodicalIF":6.6,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9326493","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}
Clelia Malighetti, Luca Bernardelli, Elisa Pancini, Giuseppe Riva, Daniela Villani
Mental health problems are very common among university students, and the situation worsened during the COVID-19 pandemic. The closure of universities, the restrictions imposed, and the reduction of social activities led to considerable changes in students' lives, thus posing new mental health and emotional challenges. Within this context, promoting university students' general well-being, in particular emotional and psychological well-being, becomes essential. In addition to the possibility of online interventions aimed at overcoming distance limitations and reaching people at their home, other advanced technologies such as virtual reality (VR) have demonstrated the potential to improve people's well-being, quality of life, and positive experiences. The study reported in this article is aimed at exploring the feasibility and preliminary effectiveness of a self-help VR intervention lasting 3 weeks in promoting emotional well-being in university students. Forty-two university students voluntarily participated in a six-session intervention. In each session, a different virtual scenario was presented: two relaxing experiences and four transformative experiences based on metaphors or metaphoric ones aimed at encouraging students to be aware of their emotions and positive resources. Students were randomly allocated to an experimental group and to a waiting list group that started the intervention after 3 weeks. Before and after the six sessions, participants completed an assessment by completing online questionnaires. Results showed a significant increase in both emotional well-being and psychological well-being in the experimental group compared to the waiting list group. The majority of participants said that they would recommend the experience to other students.
{"title":"Promoting Emotional and Psychological Well-Being During COVID-19 Pandemic: A Self-Help Virtual Reality Intervention for University Students.","authors":"Clelia Malighetti, Luca Bernardelli, Elisa Pancini, Giuseppe Riva, Daniela Villani","doi":"10.1089/cyber.2022.0246","DOIUrl":"https://doi.org/10.1089/cyber.2022.0246","url":null,"abstract":"<p><p>Mental health problems are very common among university students, and the situation worsened during the COVID-19 pandemic. The closure of universities, the restrictions imposed, and the reduction of social activities led to considerable changes in students' lives, thus posing new mental health and emotional challenges. Within this context, promoting university students' general well-being, in particular emotional and psychological well-being, becomes essential. In addition to the possibility of online interventions aimed at overcoming distance limitations and reaching people at their home, other advanced technologies such as virtual reality (VR) have demonstrated the potential to improve people's well-being, quality of life, and positive experiences. The study reported in this article is aimed at exploring the feasibility and preliminary effectiveness of a self-help VR intervention lasting 3 weeks in promoting emotional well-being in university students. Forty-two university students voluntarily participated in a six-session intervention. In each session, a different virtual scenario was presented: two relaxing experiences and four transformative experiences based on metaphors or metaphoric ones aimed at encouraging students to be aware of their emotions and positive resources. Students were randomly allocated to an experimental group and to a waiting list group that started the intervention after 3 weeks. Before and after the six sessions, participants completed an assessment by completing online questionnaires. Results showed a significant increase in both emotional well-being and psychological well-being in the experimental group compared to the waiting list group. The majority of participants said that they would recommend the experience to other students.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 4","pages":"309-317"},"PeriodicalIF":6.6,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9407979","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}
Nowadays, adolescents have extensive access to Information and Communication Technologies, which allow them to engage in social networking activities that may expose them to Online Hate Speech (OHS). While there are few cross-sectional studies about the effects of OHS Exposure on attitudes and aggressive behavior, no study aims to analyze the tendency to Speak Up when exposed to certain content (e.g., reporting, etc.). In addition, no instruments have yet been validated to assess these constructs. The aim of the present study, focused on Online ethnic Hate Speech (OeHS), is double: (a) develop a scale to measure OeHS Exposure and the tendency to Speak Up and analyze its psychometric properties; (b) analyze the longitudinal association between Xenophobia (XEN), OeHS Exposure, and Speaking Up against OeHS, while taking into account gender differences and the nested nature of the data. Six hundred sixty-six Italian high school students (52.7 percent male; MAge = 15[0.64]), nested in 36 ninth grade classes (10 schools), took part in the longitudinal study. The first wave of data collection occurred in early 2020, before the COVID-19 pandemic. The second and third waves took place 12 and 15 months later, respectively. Findings suggest that the OeHS Scale has good psychometric properties. Moreover, according to the findings, while the three variables of interest are always cross-sectionally correlated, a longitudinal negative association have been found between XEN and both Exposure and Speaking Up. Regarding the impact of OeHS Exposure, the good news is related to the absence of a longitudinal association with both XEN and Speaking Up.
{"title":"Exposure to and Speaking Up Against Online Ethnic Hate Speech: The Role of Xenophobia in a Three-Wave Longitudinal Study.","authors":"Federica Stefanelli, Ersilia Menesini, Annalaura Nocentini, Benedetta Emanuela Palladino","doi":"10.1089/cyber.2022.0198","DOIUrl":"https://doi.org/10.1089/cyber.2022.0198","url":null,"abstract":"<p><p>Nowadays, adolescents have extensive access to Information and Communication Technologies, which allow them to engage in social networking activities that may expose them to Online Hate Speech (OHS). While there are few cross-sectional studies about the effects of OHS <i>Exposure</i> on attitudes and aggressive behavior, no study aims to analyze the tendency to <i>Speak Up</i> when exposed to certain content (e.g., reporting, etc.). In addition, no instruments have yet been validated to assess these constructs. The aim of the present study, focused on Online ethnic Hate Speech (OeHS), is double: (a) develop a scale to measure OeHS <i>Exposure</i> and the tendency to <i>Speak Up</i> and analyze its psychometric properties; (b) analyze the longitudinal association between Xenophobia (XEN), OeHS <i>Exposure</i>, and <i>Speaking Up</i> against OeHS, while taking into account gender differences and the nested nature of the data. Six hundred sixty-six <i>Italian</i> high school students (52.7 percent male; <i>M</i><sub>Age</sub> = 15[0.64]), nested in 36 ninth grade classes (10 schools), took part in the longitudinal study. The first wave of data collection occurred in early 2020, before the COVID-19 pandemic. The second and third waves took place 12 and 15 months later, respectively. Findings suggest that the OeHS Scale has good psychometric properties. Moreover, according to the findings, while the three variables of interest are always cross-sectionally correlated, a longitudinal negative association have been found between XEN and both <i>Exposure</i> and <i>Speaking Up</i>. Regarding the impact of OeHS <i>Exposure</i>, the good news is related to the absence of a longitudinal association with both XEN and <i>Speaking Up</i>.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":""},"PeriodicalIF":6.6,"publicationDate":"2023-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9154016","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}
Jéssica Maria Ribeiro Bacha, Guido Augusto Faria Pereira, Izaura Beatriz Araújo Novais Silva, Da Hee Chun Kim, Aline Bertomcini Massaro, Karina Santos Vieira, Camilia Torriani-Pasin, Judith E Deutsch, Roseli de Deus Lopes, José Eduardo Pompeu
The objective of the present study was to compare the feasibility, safety, and satisfaction of an immersive virtual reality system developed specifically for cognitive-sensory-motor training among older adult fallers and nonfallers and adult individuals. This was a cross-sectional observational study, and 20 adults, 20 nonfaller older adults, and 20 faller older adults were assessed. The primary outcome was feasibility assessed with safety and satisfaction measures. Safety outcomes were associated with adverse events occurred during the experience with the immersive virtual reality system (IVRS), assessed through the Simulator Sickness Questionnaire and by registering the falls, pain, or any discomfort reported by the participants. Satisfaction was assessed with a structured questionnaire, answered after 10 minutes of experiencing the IVRS. The dates were assessed with one-way analysis of variance or the Kruskal-Wallis test and Bonferroni post hoc test. The results showed that the IVRS was safe and the participants related good satisfaction with the system. Most of participants related no symptoms (93.6 percent) or light cybersickness symptoms (6.0 percent). There were no occurrences of falls or pain associated with the IVRS. The IVRS was feasible for adults and nonfaller and faller older adults.
{"title":"Immersive Virtual Tasks with Motor and Cognitive Components: A Feasibility Study of Adults and Older Adult Fallers and Nonfallers.","authors":"Jéssica Maria Ribeiro Bacha, Guido Augusto Faria Pereira, Izaura Beatriz Araújo Novais Silva, Da Hee Chun Kim, Aline Bertomcini Massaro, Karina Santos Vieira, Camilia Torriani-Pasin, Judith E Deutsch, Roseli de Deus Lopes, José Eduardo Pompeu","doi":"10.1089/cyber.2022.0025","DOIUrl":"https://doi.org/10.1089/cyber.2022.0025","url":null,"abstract":"<p><p>The objective of the present study was to compare the feasibility, safety, and satisfaction of an immersive virtual reality system developed specifically for cognitive-sensory-motor training among older adult fallers and nonfallers and adult individuals. This was a cross-sectional observational study, and 20 adults, 20 nonfaller older adults, and 20 faller older adults were assessed. The primary outcome was feasibility assessed with safety and satisfaction measures. Safety outcomes were associated with adverse events occurred during the experience with the immersive virtual reality system (IVRS), assessed through the Simulator Sickness Questionnaire and by registering the falls, pain, or any discomfort reported by the participants. Satisfaction was assessed with a structured questionnaire, answered after 10 minutes of experiencing the IVRS. The dates were assessed with one-way analysis of variance or the Kruskal-Wallis test and Bonferroni post hoc test. The results showed that the IVRS was safe and the participants related good satisfaction with the system. Most of participants related no symptoms (93.6 percent) or light cybersickness symptoms (6.0 percent). There were no occurrences of falls or pain associated with the IVRS. The IVRS was feasible for adults and nonfaller and faller older adults.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 3","pages":"169-176"},"PeriodicalIF":6.6,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9074936","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}
Ralf De Wolf, Marijn Martens, Mariek Vanden Abeele, Lieven De Marez
This study contributes to ongoing debates on the protection of teens' privacy on social media. While ample research is focused on teens' privacy management, less is known about their attitude toward data protection. Drawing from cross-sectional survey data, this study examines whether predictors of privacy management, namely privacy literacy, privacy concern, and perceptions of data control, also predict teens' attitude toward data protection. Structural equation modeling indicates that all three factors positively predict this facet of privacy. No significant differences were found in the strength of predictors for boys versus girls for privacy management, although the findings do suggest some gender differences for attitude toward data protection that call for further research.
{"title":"Predicting Teens' Privacy Management and Attitude Toward Data Protection on Social Media.","authors":"Ralf De Wolf, Marijn Martens, Mariek Vanden Abeele, Lieven De Marez","doi":"10.1089/cyber.2021.0338","DOIUrl":"https://doi.org/10.1089/cyber.2021.0338","url":null,"abstract":"<p><p>This study contributes to ongoing debates on the protection of teens' privacy on social media. While ample research is focused on teens' privacy management, less is known about their attitude toward data protection. Drawing from cross-sectional survey data, this study examines whether predictors of privacy management, namely privacy literacy, privacy concern, and perceptions of data control, also predict teens' attitude toward data protection. Structural equation modeling indicates that all three factors positively predict this facet of privacy. No significant differences were found in the strength of predictors for boys versus girls for privacy management, although the findings do suggest some gender differences for attitude toward data protection that call for further research.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 3","pages":"153-160"},"PeriodicalIF":6.6,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9130898","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}