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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
Empathy Through Immersion: The Impact of 360-Degree Virtual Reality on Fostering Perspective-Taking and Sense of Oneness in the Embodiment of a Sexual Harassment Victim. 沉浸式移情:360 度虚拟现实对培养性骚扰受害者的视角和一体感的影响。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 Epub Date: 2024-11-26 DOI: 10.1089/cyber.2024.0238
Sara Ventura, Georgina Cardenas, Giuseppe Riva, Rosa Baños

Sexual harassment (SH) against women is one of the most worldwide problems. To mitigate its incidence, various programs, including virtual reality (VR), have been developed for both prevention and treatment. 360-degree video has emerged as a subfield of VR capable of inducing the body swap illusion and facilitating perspective-taking (PT), as well as eliciting related emotions. The present study represents a progression from a previously published work, featuring a within-subjects design approach that showed the superiority of the immersive video to elicit empathy compared to a control condition. The aim is to investigate and validate the feasibility of using 360-degree video to foster empathy, PT, and a sense of oneness, potentially reducing violent attitudes toward a female victim of SH compared with a traditional PT task (control condition) in a between-subjects design. Forty Mexican men were randomly assigned to one of the conditions. Results confirmed the feasibility of the 360-degree video in significantly enhancing PT and a sense of oneness compared with the control condition. However, no significant changes were observed for the variables of empathy and violent attitude. Moreover, the findings supported the potential of the 360-degree video in eliciting a sense of ownership and presence with the virtual character and the immersive environment, with ownership showing a positive correlation with empathy and PT. Lastly, participant body awareness was found to be a positive predictor of ownership. Limitations and future directions are discussed.

对妇女的性骚扰(SH)是最具世界性的问题之一。为了减少其发生率,人们开发了包括虚拟现实(VR)在内的各种方案,用于预防和治疗。360 度视频已成为 VR 的一个子领域,它能够诱发身体交换幻觉,促进透视(PT),并激发相关情绪。本研究是在之前发表的研究成果基础上进行的进一步研究,采用了主体内设计方法,显示出沉浸式视频在诱发移情方面优于对照条件。本研究的目的是调查并验证使用 360 度视频促进共情、PT 和一体感的可行性,与传统的 PT 任务(对照条件)相比,360 度视频有可能在主体间设计中减少对 SH 女性受害者的暴力态度。40 名墨西哥男性被随机分配到其中一个条件中。结果证实,与对照条件相比,360 度视频在显著增强 PT 和一体感方面具有可行性。然而,在移情和暴力态度变量方面没有观察到明显变化。此外,研究结果还支持 360 度视频在激发虚拟角色和沉浸式环境的主人翁感和临场感方面的潜力,主人翁感与移情和临场感呈正相关。最后,研究发现,参与者的身体意识对主人翁感有积极的预测作用。本文讨论了研究的局限性和未来发展方向。
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引用次数: 0
Not All Interventions are Made Equal: Harnessing Design and Messaging to Nudge Bystander Intervention. 并非所有干预措施都是一样的:利用设计和信息传递来推动旁观者干预。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 Epub Date: 2024-11-13 DOI: 10.1089/cyber.2024.0223
Anna Davidovic, Adam Joinson, Catherine Hamilton-Giachritsis, Othman Esoul

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

本研究利用社交媒体模拟,考察了设计 "暗示 "对旁观者干预网络骚扰意愿的影响。利用 2 × 2 实验设计,我们测试了关键设计特征(社区指南和弹出消息)诱发自我效能感(低/高)和个人责任感(低/高)的能力,进而影响干预水平。参与者(n = 206)被邀请对一个新的社交网站(SNS)进行 15 分钟的 "beta 测试"。所有参与者都经历了四次针对受害者的网络骚扰事件。低效能和高责任条件下的旁观者最有可能进行干预,不过这一结果只适用于 "私下"(如直接发送 1-2-1 消息)干预,而不是 "公开"(如在公共馈送上发布消息)干预。总体而言,参与者更喜欢避免公开对抗的 "私下 "干预。定性分析突出表明,人们认为报告选项缺乏透明度,并认为干预措施很少能起到作用,因为 "损害已经造成"。我们讨论了在 SNS 没有提供明确指导和提醒的情况下个人责任扩大的问题。我们建议了在实践中 "设计 "干预的方法,以促进旁观者的干预。
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引用次数: 0
Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions. 屏幕里的我是谁?多人在线电子游戏中虚拟身份的构建及其心理功能。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 Epub Date: 2024-11-06 DOI: 10.1089/cyber.2024.0231
Adrià Gabarnet, Guillem Feixas, Adrián Montesano

Virtual environments like online videogames offer increasingly more people the opportunity to socialize purely within the digital plane. These interactions, often done through customizable avatars, have brought about the concept of the "virtual-self," understood as the multiple identities that can be expressed in virtual environments. This can take many forms and fulfill different psychological roles, from portraying the individual's ideal-self to allowing them to explore what it feels like to be someone completely different. In this study, we used a constructivist perspective to put forward a typology of the different ways in which players construe their virtual identities in online videogames. We administered the repertory grid technique to 202 online videogame players to measure their perceived discrepancies between their actual-self (how they see themselves), ideal-self (how they wish to be), and virtual-self (how they see their main character in a game of their choice). After conducting a cluster analysis, we found three main patterns of virtual-self construal. The projection-type, where players with a high actual-ideal discrepancy created a virtual character resembling their ideal-self; the exploration-type, where players with a lower actual-ideal discrepancy tended to create a character that was different from both their actual and ideal selves; and the proximal-type, where players created characters that were similar to their actual-self. This typology can be a useful resource for any videogame research that wishes to include an identity perspective, as well as in the diagnosis and treatment of internet gaming disorder.

在线电子游戏等虚拟环境为越来越多的人提供了纯粹的数字社交机会。这些互动通常是通过可定制的化身完成的,由此产生了 "虚拟自我 "的概念,即在虚拟环境中可以表达的多重身份。这可以采取多种形式,并发挥不同的心理作用,从描绘个人的理想自我到让他们探索成为一个完全不同的人是什么感觉。在这项研究中,我们从建构主义的角度出发,对玩家在网络电子游戏中构建虚拟身份的不同方式进行了分类。我们对 202 名网络电子游戏玩家采用了再现网格技术,以测量他们对实际自我(他们眼中的自己)、理想自我(他们希望成为的自己)和虚拟自我(他们眼中的游戏主角)之间差异的感知。经过聚类分析,我们发现虚拟自我构建有三种主要模式。投射型,即实际-理想差异较大的玩家创造的虚拟角色与理想自我相似;探索型,即实际-理想差异较小的玩家倾向于创造一个既不同于实际自我也不同于理想自我的角色;近似型,即玩家创造的角色与实际自我相似。这种类型学对于任何希望纳入身份认同视角的电子游戏研究以及网络游戏障碍的诊断和治疗都是一种有用的资源。
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引用次数: 0
Acknowledgment of Reviewers 2024. 审稿人致谢
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 DOI: 10.1089/cyber.2024.70021.revack
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引用次数: 0
Support of the Dimensionality and Internal Consistency of the Generalized Problematic Internet Use Scale-2: Systematic Review and Meta-Analysis. 支持通用问题性互联网使用量表-2 的维度和内部一致性:系统回顾和元分析。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 Epub Date: 2024-11-26 DOI: 10.1089/cyber.2024.0162
Paula Elosua, Francisco J Abad, Ana Hernández

The field of problematic Internet use (PIU) has seen significant academic interest in recent years. In the absence of a universally accepted definition of PIU, a multitude of scales have been developed to evaluate it. Notably, the Generalized Problematic Internet Use Scale 2 (GPIUS-2), formulated on the cognitive-behavioral model by Caplan, emerges as a significant instrument in this domain. This research conducts a systematic review and meta-analysis of the GPIUS-2. The central aim is to assess its internal structure and reliability. This is achieved by a meta-analysis of the Cronbach's alpha and the factorial structure, which is carried out in the framework of the Meta-Analytic Structural Equation Modeling. The results reveal high internal consistency of the GPIUS-2, support the multidimensional nature of the scale, and provide evidence about the presence of a generalized factor supporting the use of a total scale value as indicator of GPIUS. In addition, the study delineates potential areas for future research aimed at further refining the validity of the GPIUS-2.

近年来,学术界对有问题的互联网使用(PIU)领域产生了浓厚的兴趣。由于缺乏普遍接受的 PIU 定义,人们开发了许多量表来评估 PIU。值得注意的是,卡普兰根据认知行为模型制定的 "通用问题性网络使用量表 2"(GPIUS-2)成为了这一领域的重要工具。本研究对 GPIUS-2 进行了系统回顾和荟萃分析。主要目的是评估其内部结构和可靠性。通过在元分析结构方程模型框架内对 Cronbach's alpha 和因子结构进行元分析来实现这一目标。结果表明 GPIUS-2 具有较高的内部一致性,支持量表的多维性,并提供了存在一个广义因子的证据,支持使用总量表值作为 GPIUS 的指标。此外,该研究还为今后进一步完善 GPIUS-2 的有效性划定了潜在的研究领域。
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引用次数: 0
Associations Between Searching and Sending Cyberhate: The Moderating Role of the Need of Online Popularity and Toxic Online Disinhibition. 搜索与发送网络仇恨之间的关联:网络人气需求和有毒网络抑制的调节作用。
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.2024.0305
Olga Jiménez-Díaz, Sebastian Wachs, Rosario Del Rey, Joaquín A Mora-Merchán

Cyberhate, also known as hate speech, has emerged as a significant global concern. Existing research suggests that adolescents are primarily involved in cyberhate as bystanders, mainly unintentionally. However, there is growing evidence that some adolescents intentionally search for such content. Some indications suggest that actively searching for cyberhate may align more closely with sending it than mere exposure, hinting at a potentially risky behavior. Yet, the association between cyberhate searching and sending and the factors that may influence this relation has not been thoroughly explored. Therefore, the present study investigated (1) whether cyberhate searching is associated with sending and (2) whether the need for online popularity and toxic online disinhibition moderate this relation. The sample comprises 2,539 students (49.1 percent boys, 49.2 percent girls, and 1.7 percent others) aged 11-18 years (M = 14.07, SD = 1.39) from 18 middle and high schools in Spain. Self-report questionnaires were administered to assess cyberhate searching and sending, the need for online popularity, and toxic online disinhibition. Results indicated that cyberhate searching is positively associated with sending. Likewise, the high need for online popularity and toxic online disinhibition have strengthened this relation. These findings suggest that searching for cyberhate constitutes a risky behavior and highlight the importance of addressing the need for online popularity and toxic online disinhibition in cyberhate prevention programs.

网络仇恨,又称仇恨言论,已成为全球关注的一个重要问题。现有研究表明,青少年主要是作为旁观者参与网络仇恨,主要是无意的。然而,越来越多的证据表明,一些青少年有意搜索此类内容。一些迹象表明,与单纯的接触相比,主动搜索网络仇恨内容与发送网络仇恨内容的关系可能更加密切,这也暗示了一种潜在的危险行为。然而,网络仇恨搜索与发送之间的关联以及可能影响这种关联的因素尚未得到深入探讨。因此,本研究调查了:(1) 网络仇恨搜索是否与发送相关;(2) 对网络人气的需求和有毒的网络抑制是否会缓和这种关系。样本包括西班牙 18 所初中和高中的 2539 名 11-18 岁学生(男生占 49.1%,女生占 49.2%,其他占 1.7%)(中=14.07,标差=1.39)。研究人员发放了自我报告问卷,以评估网络仇恨的搜索和发送、对网络人气的需求以及有毒的网络抑制。结果表明,网络仇恨搜索与发送呈正相关。同样,对网络受欢迎程度的高需求和有毒的网络抑制也加强了这种关系。这些研究结果表明,搜索网络仇恨是一种危险行为,并强调了在网络仇恨预防计划中解决在线受欢迎度需求和毒性在线抑制的重要性。
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引用次数: 0
Decoding Clickbait: The Impact of Clickbait Types and Structures on Cognitive and Emotional Responses in Online Interactions. 解码点击诱饵:解码点击诱饵:点击诱饵类型和结构对在线互动中认知和情感反应的影响》(The Impact of Clickbait Types and Structures on Cognitive and Emotional Responses in Online Interactions.
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-01-01 Epub Date: 2024-10-22 DOI: 10.1089/cyber.2024.0295
Yikai Wang, Bin Hu, Chaolan Tang, Xian Yang

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

本研究深入探讨了点击诱饵类型(夸张、影射、视觉修辞和谜语)和结构(情感标签和情感词)对网络环境中用户认知和情感反应的影响。通过对 32 名有互联网经验的参与者进行脑电图分析,我们分析了这些不同的点击诱饵配置是如何影响参与和处理过程的。我们的研究结果表明,夸张和视觉修辞等点击诱饵类型能迅速吸引注意力并提高情感参与度,而含沙射影和令人费解的点击诱饵则需要更多的认知努力和更深入的处理。此外,情感词的结构也会对用户反应产生重大影响;充满情感的词会促进更快的认知处理并增强情绪反应,尤其是在涉及负面情绪的语境中。这些见解为内容创作者和营销人员制定合乎道德的点击诱饵使用策略提供了有价值的启示,旨在平衡用户参与和信息完整性。这项研究有助于深入理解内容呈现与用户感知之间的相互作用,为今后探索符合道德规范的数字内容实践奠定了基础。
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引用次数: 0
A Lifeline to Fill the Silence of Homelessness: Person-Centered Analysis of Digital Coping and Links to Mental and Physical Health. 填补无家可归者沉默的生命线:以人为本的数字应对分析以及与身心健康的联系。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-12-01 Epub Date: 2024-10-28 DOI: 10.1089/cyber.2023.0641
Aims Hansen, Kathyn L Modecki

Individuals experiencing homelessness are among the most vulnerable population for mental and physical health disparities. Despite navigating numerous stressors on a day-to-day basis, they are vastly underrepresented within coping research. Using a person-centered approach, this study addresses ways in which technology is leveraged to manage ongoing stressors associated with the experience of homelessness. We employed a two-step and k-means cluster analysis within a sample of unhoused individuals (n = 66). Two distinct clusters emerged, revealing unique patterning of digital coping, stress, self-efficacy, and technology use. Resulting clusters were validated across numerous health outcomes, including mental and physical health problems, as well as digital service use and experience of homelessness. High digital coping/low self-efficacy individuals (65% of sample) reported high levels of digital self-efficacy, yet lower levels of general self-efficacy. In contrast, low digital engagement/high self-efficacy individuals (35% of sample) engaged in relatively lower digital coping and technology use, with lower stress and higher general self-efficacy. High digital coping/low self-efficacy individuals, in turn, reported more mental and physical health problems; whereas low digital engagement/high self-efficacy reported somewhat decreased digital access. Relatively few differences emerged between the clusters on experiences of homelessness. Due to the transient nature of unhoused people, reaching such vulnerable populations via technology to support their digital coping and subsequently enhance well-being outcomes represents a critical next step for digital equity. This population is poised to benefit from digital equity efforts, with critical implications for reduced health disparities.

无家可归者是最容易受到身心健康差异影响的人群之一。尽管他们每天都要承受无数的压力,但他们在应对研究中的代表性却远远不够。本研究采用以人为本的方法,探讨如何利用技术来管理与无家可归经历相关的持续压力。我们对无家可归者样本(n = 66)进行了两步和 K-均值聚类分析。结果发现了两个不同的聚类,揭示了数字应对、压力、自我效能和技术使用的独特模式。由此产生的聚类在许多健康结果中得到了验证,包括心理和生理健康问题,以及数字服务的使用和无家可归的经历。数字参与度高/自我效能感低的个体(占样本的 65%)具有较高的数字自我效能感,但一般自我效能感较低。相比之下,数字参与度低/自我效能感高的人(占样本的 35%)的数字应对和技术使用率相对较低,但压力较小,一般自我效能感较高。反过来,数字参与度高/自我效能感低的人则报告了更多的身心健康问题;而数字参与度低/自我效能感高的人则报告了更少的数字访问。在无家可归的经历方面,不同群组之间的差异相对较小。由于无家可归者的流动性,通过技术来帮助这些弱势群体,支持他们的数字应对,进而提高他们的幸福指数,是数字公平的下一个关键步骤。这部分人群有望从数字公平工作中受益,并对减少健康差异产生重要影响。
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引用次数: 0
Impacts of Racial and Gender Identities on Individuals' Intentions to Seek a Counselor. 种族和性别身份对个人寻求心理咨询师意向的影响。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-12-01 Epub Date: 2024-07-04 DOI: 10.1089/cyber.2023.0521
Romy Rw, Nick Joyce

To understand the theoretical impact of racial and gender identities on counselor selection, an online experiment was conducted with 527 participants in which both the race and gender of a perspective counselor's online profile were manipulated. Results showed that participants had a higher intention to seek counseling when the counselor was from the same racial and/or gender group. These preferences existed above and beyond other identity-based evaluative metrics, such as those tied to group stereotypes (e.g., warmth and competence). The results advocate for the development and evaluation of culturally tailored digital health interventions and underscore the importance of further formative research in this area to enhance the accessibility and effectiveness of healthcare resources for all.

为了从理论上理解种族和性别认同对咨询师选择的影响,我们对 527 名参与者进行了一项在线实验,在实验中对咨询师在线资料的种族和性别进行了操作。结果显示,当咨询师来自同一种族和/或性别群体时,参与者寻求咨询的意愿更高。这些偏好超越了其他基于身份的评价指标,如与群体刻板印象相关的指标(如热情和能力)。研究结果提倡开发和评估针对不同文化背景的数字健康干预措施,并强调了在该领域开展进一步形成性研究的重要性,以提高医疗保健资源对所有人的可及性和有效性。
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引用次数: 0
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Cyberpsychology, behavior and social networking
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