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Skipping to the Good Part: Is Speeding Up Media Good for the Mind? 跳到好的部分:加速媒体对大脑有好处吗?
IF 3.9 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-02-01 Epub Date: 2026-01-13 DOI: 10.1177/21522715251414072
Brenda K Wiederhold
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引用次数: 0
Effects of Creativity in AI Advertising: The Mediating Role of Perceived Uncanniness. 人工智能广告中的创意效应:感知不确定性的中介作用。
IF 3.9 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-02-01 Epub Date: 2025-12-22 DOI: 10.1177/21522715251410335
Yoori Hwang, Se-Hoon Jeong

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

本研究将之前对创造性人工智能的研究扩展到人工智能广告的背景下,研究了人工智能广告中的创造力是否会引起人们对不可思议的感觉,从而对广告结果产生负面影响。基于两个(广告创意:低vs高)由两个(创造者标签:人类vs人工智能)受试者之间的实验设计,本研究表明,广告创意总体上对广告态度(Aad),对品牌态度(Ab)和购买意愿有积极的直接影响。此外,感知创造力通过感知怪诞对Aad和Ab有显著的中介作用,创造者标签调节了这种中介作用。AI-creator-labeled条件,认为创造力有消极的间接影响广告通过感知神秘可怕和Ab型,这样大的创造力导致更大的神秘可怕,进而引起更少的有利的油气地质和Ab。然而,human-creator-labeled的中介效应不存在条件。因此,对于人工智能创作者标记的广告,广告创意的积极影响较小。
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引用次数: 0
Observational Study on Emotional-Affective States in Neuromuscular Patients Using Recreational Virtual Reality. 娱乐性虚拟现实对神经肌肉患者情绪-情感状态的观察研究。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-23 DOI: 10.1177/21522715261416232
Lucia Catherine Greco,Silvia Bolognini,Andrea Lizio,Marta Mondellini,Vera Colombo,Jacopo Casiraghi,Raffaele Pugliese,Stefano Regondi,Valeria Ada Sansone,Elena Carraro
Neuromuscular diseases (NMDs) cause the loss of motor, communicative, and swallowing skills resulting in a decreased quality of life. Among these, rehabilitation plays a crucial role, and virtual reality (VR), with its potential for immersive digital experiences, could significantly contribute to enhancing rehabilitation outcomes. The aim of this observational study was to assess changes in the emotional-affective states of hospitalized patients with NMDs who participated in an immersive VR recreational experience. Patients ≥ 16 years with an NMD clinical and/or genetic diagnosis, underwent a recreational VR experience and completed a set of pre and post questionnaires assessing mood, positive (PA) and negative affects (NA), state anxiety, emotional state, and emotional response. Thirty-eight patients were enrolled. PANAS reported significant changes between pre and post VR: an improvement in PA (Δ: 6.79 ± 6.30, Cohen's d: 1.20, p < 0.0001) and a decrease in NA (Δ: -7.11 ± 6.29, Cohen's d: 1.38, p < 0.0001). No statistically significant difference emerged comparing changes over-time by stratifying for age, gender, education, anxiety and depression levels. Moreover, state anxiety significantly decreased (Δ: -3.95 ± 6.15, Cohen's d: 0.57, p < 0.0001) and emotional state significantly improved after exposure to VR (Δ: 0.63 ± 2.14, Cohen's d: 0.29, p = 0.0004). Finally, Self-Assessment Manikin showed that VR elicited low levels of arousal (3.87 ± 3.46) and high levels of pleasure (8.37 ± 1.81) and dominance (8.37 ± 1.88). This study highlights the potential of VR technology as a valuable tool during the hospitalization of NMD patients.
神经肌肉疾病(nmd)导致运动、交流和吞咽技能的丧失,从而导致生活质量下降。其中,康复发挥着至关重要的作用,而虚拟现实(VR)凭借其沉浸式数字体验的潜力,可以显著有助于提高康复效果。本观察性研究的目的是评估参与沉浸式VR娱乐体验的nmd住院患者情绪情感状态的变化。≥16岁的NMD临床和/或基因诊断患者进行了娱乐性VR体验,并完成了一套评估情绪、积极影响(PA)和消极影响(NA)、状态焦虑、情绪状态和情绪反应的前后问卷。38名患者入组。PANAS报告了VR前后的显著变化:PA改善(Δ: 6.79±6.30,Cohen’s d: 1.20, p < 0.0001), NA降低(Δ: -7.11±6.29,Cohen’s d: 1.38, p < 0.0001)。通过年龄、性别、受教育程度、焦虑和抑郁水平的分层比较,没有统计学上的显著差异。此外,状态焦虑显著降低(Δ: -3.95±6.15,Cohen’s d: 0.57, p < 0.0001),情绪状态显著改善(Δ: 0.63±2.14,Cohen’s d: 0.29, p = 0.0004)。最后,自我评估模型显示,虚拟现实诱发了低唤醒水平(3.87±3.46),高愉悦水平(8.37±1.81)和支配水平(8.37±1.88)。这项研究强调了VR技术在NMD患者住院期间作为一种有价值的工具的潜力。
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引用次数: 0
Social and Organizational Dynamics in Multiplayer Gaming: A Comparative Communication Analysis of Casual and Esports Players' Interactions in "Call of Duty: Warzone". 多人游戏中的社会和组织动态:《使命召唤:战区》中休闲和电子竞技玩家互动的比较交流分析
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-23 DOI: 10.1177/21522715261417553
Arianna Boldi,Marco Viola,Rosalba Rosato,Maurizio Tirassa,Amon Rapp
Multiplayer video games are rich settings for observing complex social and organizational dynamics such as communication, socioemotional exchange, and coordination, yet comparative evidence across player profiles and contexts remains limited. This study aims to quantify and compare in-game communicative functions in Call of Duty: Warzone across player profiles (casual vs. esports) and, within esports, across different contexts (streaming vs. tournament). We conducted a quantitative content analysis of 5,915 utterances from 38 players across 29 gaming sessions. The study results indicate distinct communication styles: Casual players prioritize social interaction and emotional expression, whereas esports players emphasize strategic discourse. In addition, esports players in streaming contexts exhibit greater emotional engagement compared to tournament settings. These results, showing that gaming communication is highly context-sensitive, highlight the psychological impact of competitive play, advancing the understanding of gaming communication dynamics and player behaviors.
多人电子游戏为观察复杂的社会和组织动态(如交流、社会情感交流和协调)提供了丰富的环境,但跨玩家档案和背景的比较证据仍然有限。本研究旨在量化和比较《使命召唤:战区》在不同玩家背景下(休闲vs.电子竞技)以及不同情境下(流媒体vs.锦标赛)的游戏内部交流功能。我们对38名玩家在29次游戏过程中的5915次话语进行了定量内容分析。研究结果表明,休闲玩家优先考虑社交互动和情感表达,而电子竞技玩家则强调战略话语。此外,与比赛环境相比,流媒体环境中的电子竞技玩家表现出更大的情感投入。这些结果表明,游戏交流是高度情境敏感的,突出了竞争性游戏的心理影响,促进了对游戏交流动态和玩家行为的理解。
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引用次数: 0
Factors Associated with Assistance and Baiting in Response to Threat of Suicide in an Online Forum. 在线论坛中自杀威胁的相关协助和诱饵因素。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-23 DOI: 10.1177/21522715261417551
James G Phillips,Priya Thakral,Leon Mann
Online forums for potentially suicidal individuals are intended to provide peer help and support but may also lead to harassment and baiting. Factors associated with assistance (concern, suggesting seeking medication or treatment) and with baiting (taunting, encouraging self-harm) were investigated in an archival study of the Reddit r/sad forum during 2 months in 2023, in which N = 175 posts flagged suicidal ideas and intent. Assistance was offered in 158 cases (but suicide methods were also suggested to 11 cases), and no response proffered to 17 cases. Offers of assistance were more likely when the suicidal individual did not report substance abuse (r = 0.20) and had a larger audience (r = 0.22). Baiting was more likely when a suicidal person indicated a suicide method (r = 0.27), was receiving more audience responses (r = 0.21) and audience downvotes (r = 0.36). While assistance was much greater than baiting, the incidence of baiting (∼5 percent) and the potential for harm is a concern. Even moderated online forums may present a risk for potentially suicidal people.
潜在自杀者的在线论坛旨在提供同伴帮助和支持,但也可能导致骚扰和诱饵。在2023年对Reddit r/sad论坛进行的一项为期2个月的档案研究中,研究人员调查了与帮助(关注、建议寻求药物或治疗)和诱饵(嘲笑、鼓励自残)相关的因素,其中N = 175篇帖子标记了自杀想法和意图。158例提供了帮助(但也向11例建议了自杀方法),17例没有得到回应。当自杀者没有报告药物滥用(r = 0.20)并且有更多的听众(r = 0.22)时,提供帮助的可能性更大。当自杀者表明自杀方式(r = 0.27)、观众反应(r = 0.21)和不赞成(r = 0.36)更多时,诱饵行为更有可能发生。虽然援助比诱饵大得多,但诱饵的发生率(约5%)和潜在危害令人担忧。即使是适度的在线论坛也可能给潜在的自杀者带来风险。
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引用次数: 0
From Bureaucracy to Startups: How Workplace Bullying Is Talked About on Online Employee Communities. 从官僚机构到初创公司:在线员工社区如何谈论职场欺凌。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-22 DOI: 10.1177/21522715261417552
Donghun Kim,Ting Jiang,Yongjun Zhu,Sou Hyun Jang
Workplace bullying is increasingly recognized as a serious social and organizational problem with detrimental effects on employees' well-being and productivity. While previous research has primarily focused on individual-level experiences or legal/policy frameworks, relatively little attention has been paid to how organizational characteristics-such as size and sector-shape the nature and discourse of workplace bullying. This study addresses this gap by analyzing user-generated content on Blind, a widely used anonymous platform for Korean employees. Using topic modeling techniques, we examine bullying-related discourse across four organizational types: public institutions, large companies, midsize companies, and small firms/startups. Our findings indicate that workplace bullying manifests differently across organizational types. In public institutions, it is characterized by hierarchical pressure and institutional rigidity; in large companies, by a sense of systemic helplessness and trauma following reporting; in midsize companies, by structurally embedded abuse rooted in informal power networks; and in small firms, by interpersonal conflict, gendered divisions of labor, and dissatisfaction with broader Korean workplace culture. These findings highlight the structural and cultural dimensions of workplace bullying and demonstrate how anonymous digital platforms can amplify marginalized employee voices. The study offers a more differentiated understanding of organizational variations in bullying discourse and underscores the need for tailored interventions based on workplace context.
职场欺凌越来越被认为是一个严重的社会和组织问题,对员工的福祉和生产力产生不利影响。虽然以前的研究主要集中在个人层面的经验或法律/政策框架上,但相对较少关注组织特征(如规模和部门)如何塑造工作场所欺凌的性质和话语。这项研究通过分析韩国员工广泛使用的匿名平台Blind上的用户生成内容来解决这一差距。使用主题建模技术,我们研究了四种组织类型中与欺凌相关的话语:公共机构、大公司、中型公司和小型公司/初创公司。我们的研究结果表明,职场欺凌在不同的组织类型中表现不同。在公共机构中,它的特点是等级压力和制度僵化;在大公司,报告后的系统性无助感和创伤感;在中型公司,由于植根于非正式权力网络的结构性滥用;在小公司,人际冲突、性别分工以及对更广泛的韩国职场文化的不满。这些发现突出了职场欺凌的结构和文化层面,并展示了匿名数字平台如何放大边缘化员工的声音。该研究对欺凌话语中的组织差异提供了更有区别的理解,并强调了基于工作场所背景的量身定制干预措施的必要性。
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引用次数: 0
Screen Use Measurement Tools: A Mapping of Instruments, Gaps, and Future Directions. 屏幕使用测量工具:仪器、差距和未来方向的映射。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-22 DOI: 10.1177/21522715261417288
Rinanda Shaleha,Nelson Roque,Hailey Andrews,Kristin Calfee,Soomi Lee
Research on screen usage frequently relies on broad measures of "screen time," which fail to differentiate between various types of activities and their effects. To clarify how digital behavior is defined, we conducted a rapid review and methodological mapping of 36 screen use measurement tools. Three independent coders applied a piloted framework to classify measurement constructs, data collection modality (objective logs, self-, or proxy-report), temporal specificity, framing valence, opportunity cost, dyadic/social context, developmental focus, and evidence of reliability and validity. Interrater agreement was high (Fleiss' Kappa; Gwet's AC1). Most instruments used negatively framed item content, emphasizing impairment, dysregulation, or loss of control, focused on adolescents and young adults, and lacked precision in temporal anchoring. Very few assessed opportunity costs, dyadic use, or included validation against device-logged data. No measure emphasized positive or beneficial aspects of screen engagement. These gaps suggest a need for more conceptually balanced tools that integrate objective tracking with context-sensitive self-report items across the lifespan. We propose a blueprint for future development: improve temporal anchoring (e.g., within-day, weekday vs. weekend), broaden age inclusion, assess social and functional context, and report both reliability and validation against behavioral data. Strengthening measurement will advance efforts to identify when, how, and for whom digital behavior supports or undermines well-being.
对屏幕使用情况的研究往往依赖于对“屏幕时间”的广泛衡量,而这未能区分各种类型的活动及其影响。为了澄清数字行为是如何定义的,我们对36个屏幕使用测量工具进行了快速审查和方法映射。三个独立的编码员应用了一个试点框架来分类测量结构、数据收集方式(客观日志、自我或代理报告)、时间特异性、框架效价、机会成本、二元/社会背景、发展焦点以及信度和效度证据。译员间一致性高(Fleiss’Kappa; Gwet’AC1)。大多数工具使用负面框架的项目内容,强调损伤、失调或失去控制,主要针对青少年和年轻人,在时间锚定方面缺乏准确性。很少有人评估机会成本、二元使用或包括对设备记录数据的验证。没有测量强调屏幕接触的积极或有益方面。这些差距表明需要更多概念平衡的工具,将目标跟踪与整个生命周期中上下文敏感的自我报告项目相结合。我们提出了未来发展的蓝图:改善时间锚定(例如,在一天内,工作日与周末),扩大年龄包容性,评估社会和功能背景,并根据行为数据报告可靠性和有效性。加强测量将有助于确定数字行为何时、如何以及为谁支持或破坏福祉。
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引用次数: 0
Mind the Game: Virtual Reality-Based Cognitive Training to Enhance Decision-Making in Football Athletes. 关注比赛:基于虚拟现实的认知训练以提高足球运动员的决策能力。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-22 DOI: 10.1177/21522715261418826
Francesca Celestina Rosanna Gala,Michele Trapletti,Giuseppe Riva,Claudia Repetto
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引用次数: 0
Networks of Digital Addiction Symptoms. 数字成瘾症状网络。
IF 3.9 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-01 Epub Date: 2026-01-10 DOI: 10.1177/21522715251401080
Miaowen Hu, Wei Lyu, Jianxia Lu, Min Wang, Hui Zheng

Digital addictions, such as Internet, game, social media, and smartphone addiction, pose health risks. This cross-sectional online survey of 1,764 participants aged 16-28 (75.7 percent women) identified four addiction subtypes using specific scales. Network analysis revealed significant comorbidity (95.35 percent) among subtypes, with smartphone addiction playing a dominant role, leading to social media, Internet, and potentially game addiction. High comorbidity suggests a shared vulnerability, with smartphone use as a catalyst. Smartphone addiction is a key precursor to other digital addictions.

数字成瘾,如网络、游戏、社交媒体和智能手机成瘾,会带来健康风险。这项对1764名年龄在16-28岁之间的参与者(75.7%为女性)进行的横断面在线调查使用特定的量表确定了四种成瘾亚型。网络分析显示,各亚型之间存在显著的共病性(95.35%),其中智能手机成瘾占主导地位,导致社交媒体、互联网和潜在的游戏成瘾。高共病率表明存在共同的脆弱性,智能手机的使用是催化剂。智能手机成瘾是其他数字成瘾的重要前兆。
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引用次数: 0
Characterizing and Evaluating Mental Health Misinformation on Social Media: A Qualitative and Deep Learning-Based Study. 表征和评估社交媒体上的心理健康错误信息:基于定性和深度学习的研究。
IF 3.9 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2026-01-01 Epub Date: 2025-12-15 DOI: 10.1177/21522715251403844
Xiyuan Yang, Kexin Ba, Jiushu Xie, Yan Wang, Li Kong, Yikang Liu

Social media plays a powerful role in accelerating the spread of misinformation, especially in the mental health domain, where misleading content may even cause disasters. Given the extensive coverage and complexity of social media data, manually moderating online misinformation is infeasible. Therefore, the present study proposes an integrated framework that combines qualitative analysis and deep learning to automatically detect and evaluate mental health misinformation. Guided by expert interviews and grounded theory, in the present study, a 21-level, fine-grained credibility assessment framework covering seven dimensions was developed. Using the framework, in this study, 814 Chinese social media posts were manually annotated, and a high-quality dataset was constructed. On this dataset, we trained and evaluated three deep learning models, that is, Gated Recurrent Unit (GRU), Bidirectional Encoder Representations from Transformers (BERT), and Robustly Optimized BERT Approach (RoBERTa), to automatically assess the credibility of mental health content. The results show that BERT, GRU, and RoBERTa models are effective at leveraging a range of clear sentiment-related cues and surface-level patterns to evaluate mental health misinformation on social media, particularly on dimensions such as Inflammatory Expression and One-sidedness of Expression. However, all three models face challenges in evaluating evidence quality and detecting context-dependent misinformation. When dealing with these challenges, BERT and GRU outperform RoBERTa, particularly in dimensions such as Logical Rigor. This study provides a robust, scalable, and expert-informed approach to improve the credibility of mental health information online.

社交媒体在加速错误信息的传播方面发挥着强大的作用,特别是在心理健康领域,误导性的内容甚至可能造成灾难。考虑到社交媒体数据的广泛覆盖和复杂性,手动调节在线错误信息是不可行的。因此,本研究提出了一个结合定性分析和深度学习的综合框架,以自动检测和评估心理健康错误信息。在专家访谈和扎根理论的指导下,本研究开发了一个涵盖七个维度的21个层次的细粒度可信度评估框架。本研究利用该框架对814篇中文社交媒体帖子进行了人工标注,构建了一个高质量的数据集。在此数据集上,我们训练并评估了三种深度学习模型,即门控循环单元(GRU)、变形器双向编码器表示(BERT)和鲁棒优化BERT方法(RoBERTa),以自动评估心理健康内容的可信度。结果表明,BERT、GRU和RoBERTa模型在利用一系列清晰的情绪相关线索和表面模式来评估社交媒体上的心理健康错误信息方面是有效的,特别是在炎症表达和表达的片面性等方面。然而,这三种模型在评估证据质量和检测上下文相关的错误信息方面都面临挑战。在处理这些挑战时,BERT和GRU的表现优于RoBERTa,特别是在逻辑严谨性等方面。这项研究提供了一个强大的、可扩展的、专家知情的方法来提高在线心理健康信息的可信度。
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引用次数: 0
期刊
Cyberpsychology, behavior and social networking
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