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Autistic Traits and Cyberbullying Involvement Mediated by Psychopathologies and School Functions in a Nationally Representative Child Sample. 自闭症特征和网络欺凌参与受精神病理和学校功能的影响。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2022.0309
Hai-Ti Lin, Yueh-Ming Tai, Susan Shur-Fen Gau

Cyberbullying has become an international concern among youth with autistic traits in the digital age. It draws the attention of professionals in mental health and education due to its potentially severe psychosocial and academic impacts. However, there is limited knowledge about the mediators for these associations. This study investigated whether school dysfunction and comorbid psychopathologies mediated the link between autistic traits and cyberbullying. We used a nationally representative sample of 9,483 students (9-14 years of age). The instruments included the Social Responsiveness Scale for autistic traits; the Cyberbullying Experiences Questionnaire for cyberbullying victimization and perpetration; the Swanson, Nolan, and Pelham, version IV for inattention, hyperactivity/impulsivity, and oppositional behaviors; the Child Behavior Checklist for anxiety/depression; and the Social Adjustment Inventory for Children and Adolescents for impaired school functions. Multiple mediation models were used for statistical analyses. The results showed that the 1-year prevalence rates of pure victims, pure perpetrators, and bully-victims of cyberbullying were 7.9 percent, 2.4 percent, and 5.7 percent, respectively. Cyberbullying victimization and perpetration were positively associated with autistic traits, school dysfunction, and comorbid psychopathologies. The associations between autistic traits and cyberbullying victims and bully-victims were significantly mediated by school dysfunction and hyperactivity/impulsivity (only for bully-victims), independent of sex and age. Our results suggest that early identification and intervention of these difficulties may mitigate the risks of cyberbullying. ClinicalTrials.gov ID: NCT02707848.

在数字时代,网络欺凌已经成为具有自闭症特征的青少年关注的国际问题。由于其潜在的严重社会心理和学术影响,它引起了精神卫生和教育专业人员的注意。然而,对这些关联的介质了解有限。本研究探讨了学校功能障碍和共病精神病理是否介导了自闭症特征与网络欺凌之间的联系。我们使用了9483名学生(9-14岁)的全国代表性样本。这些工具包括自闭症特征的社会反应量表;网络欺凌受害与施暴者网络欺凌经历问卷;斯旺森,诺兰和佩勒姆,第四版的注意力不集中,多动/冲动,和对立行为;儿童焦虑/抑郁行为检查表;以及针对学校功能受损的儿童和青少年的社会适应量表。采用多种中介模型进行统计分析。结果显示,网络欺凌的纯受害者、纯施暴者和欺凌受害者的1年患病率分别为7.9%、2.4%和5.7%。网络欺凌的受害和施暴者与自闭症特征、学校功能障碍和共病精神病理呈正相关。自闭症特征与网络欺凌受害者和欺凌受害者之间的关联被学校功能障碍和多动/冲动显著介导(仅适用于欺凌受害者),独立于性别和年龄。我们的研究结果表明,早期识别和干预这些困难可能会减轻网络欺凌的风险。ClinicalTrials.gov ID: NCT02707848。
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引用次数: 0
Guest Editorial: Special Issue on Digital Travel. 嘉宾评论:数字旅游特刊。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2023.29291.editorial
John A Waterworth, Ingvar Tjostheim
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引用次数: 0
VRBodyMem: A Virtual Full-Body Illusion for the Study of Episodic Memory. VRBodyMem:用于情景记忆研究的虚拟全身错觉。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2023.29287.ceu
Cosimo Tuena, Ling Zeng, Maria Hashmi, Giuseppe Riva
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引用次数: 0
An Odyssey in Pixels: The Transformation of Travel in the Mixed Reality Era. 像素的奥德赛:混合现实时代旅行的转变。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2023.29288.editorial
Brenda K Wiederhold
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引用次数: 0
Haptics: Making the Metaverse a Touching Experience. 触觉学:让虚拟世界成为触摸体验。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2023.29278.editorial
Brenda K Wiederhold
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引用次数: 1
Mental Health Help-Seeking Behavior of Male Video Game Players: An Online Survey. 男性电子游戏玩家心理健康求助行为的在线调查
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2023.0035
Emma L van der Schyff, Krestina L Amon, Brad Ridout, Rowena Forsyth, Andrew J Campbell

Video gaming is a popular pastime for young males, having been shown to have both positive and negative effects on players' mental health. The aim of the current study was to ascertain the rate that male video gamers may seek mental health support for mental ill-health generally. The secondary aims were to (a) identify the most prolific barriers to seeking help; (b) determine how confident this group is to seek help; and (c) whether the variance in help-seeking efficacy be explained, in part, by age, hours gamed, self-esteem, and social capital. The survey included sections on demographic information, standardized measures of self-esteem (The Rosenberg Self-Esteem Scale), social capital (The Social Capital in Gaming Scale), help-seeking efficacy (Self-Efficacy to Seek Mental Health Care Scale), and non-standardized measures of help-seeking behavior and help-seeking barriers. The survey of 2,515 participants had a mean age of 21.37 years. The analysis identified that most participants had not sought mental health support for themselves. The most prolific barriers for this cohort to seek help were cost, confidentiality, and trust. Confidence to seek help was rated the lowest for overcoming embarrassment, understanding information, and coping with others' reactions. Help-seeking efficacy was found to be significantly predicted by age, hours spent gaming, self-esteem, and social capital. Low rates of seeking help, coupled with identifying the significant barriers of this group to seek help, may inform researchers aiming to develop targeted interventions for male youth interested in gaming and who are exhibiting mental ill-health to gain initial access, or engage more often, with mental health services when needed. Further research is recommended for investigating male gamers' insights in determining how to overcome the identified barriers for this cohort to improve mental health seeking behavior rather than avoidant behavior. From this, stigma reduction and ease of access to digital mental health services could be improved.

电子游戏是年轻男性的一种流行的消遣方式,已经被证明对玩家的心理健康既有积极的影响,也有消极的影响。当前研究的目的是确定男性电子游戏玩家在精神疾病中寻求心理健康支持的比率。次要目的是(a)确定寻求帮助的最常见障碍;(b)确定这个群体寻求帮助的信心;(c)求助效率的差异是否可以部分地用年龄、游戏时间、自尊和社会资本来解释。调查内容包括人口统计信息、自尊的标准化测量(罗森伯格自尊量表)、社会资本(游戏中的社会资本量表)、寻求帮助效能(寻求心理健康保健的自我效能量表)以及寻求帮助行为和寻求帮助障碍的非标准化测量。这项调查共有2515名参与者,平均年龄为21.37岁。分析发现,大多数参与者没有为自己寻求心理健康支持。这群人寻求帮助的最大障碍是成本、保密和信任。在克服尴尬、理解信息和应对他人反应方面,寻求帮助的信心被评为最低。研究发现,年龄、游戏时间、自尊和社会资本显著地预测了寻求帮助的有效性。寻求帮助的比率较低,再加上确定这一群体寻求帮助的重大障碍,可能会告诉研究人员,他们的目标是为对游戏感兴趣并表现出精神疾病的男性青年开发有针对性的干预措施,以便在需要时获得初步的机会,或者更频繁地参与心理健康服务。建议进一步研究男性游戏玩家的见解,以确定如何克服已确定的障碍,以改善这一群体的心理健康寻求行为,而不是回避行为。由此,可以改善减少耻辱感和获得数字精神卫生服务的便利性。
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引用次数: 0
A Message from the Editor-in-Chief. 总编辑留言。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-09-01 DOI: 10.1089/cyber.2023.29293.editorial
Brenda K Wiederhold
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引用次数: 0
Examining the Prevailing Negative Sentiments Surrounding Measles Vaccination: Unsupervised Deep Learning of Twitter Posts from 2017 to 2022. 研究围绕麻疹疫苗接种的普遍负面情绪:2017年至2022年Twitter帖子的无监督深度学习。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-08-01 DOI: 10.1089/cyber.2023.0025
Qin Xiang Ng, Yu Qing Jolene Teo, Chee Yu Kiew, Bryant Po-Yuen Lim, Yu Liang Lim, Tau Ming Liew

Despite the proven safety and clinical efficacy of the Measles vaccine, many countries are seeing new heights of vaccine hesitancy or refusal, and are experiencing a resurgence of measles infections as a consequence. With the use of novel machine learning tools, we investigated the prevailing negative sentiments related to Measles vaccination through an analysis of public Twitter posts over a 5-year period. We extracted original tweets using the search terms related to "measles" and "vaccine," and posted in English from January 1, 2017, to December 15, 2022. Of these, 155,363 tweets were identified to be negative sentiment tweets from unique individuals, through the use of Bidirectional Encoder Representations from Transformers (BERT) Named Entity Recognition and SieBERT, a pretrained sentiment in English analysis model. This was followed by topic modeling and qualitative thematic analysis performed inductively by the study investigators. A total of 11 topics were generated after applying BERTopic. To facilitate a global discussion of results, the topics were grouped into four different themes through iterative thematic analysis. These include (a) the rejection of "anti-vaxxers" or antivaccine sentiments, (b) misbeliefs and misinformation regarding Measles vaccination, (c) negative transference due to COVID-19 related policies, and (d) public reactions to contemporary Measles outbreaks. Theme 1 highlights that the current public discourse may further alienate those who are vaccine hesitant because of the disparaging language often used, while Themes 2 and 3 highlight the typology of misperceptions and misinformation underlying the negative sentiments related to Measles vaccination and the psychological tendency of disconfirmation bias. Nonetheless, the analysis was based solely on Twitter and only tweets in English were included; hence, the findings may not necessarily generalize to non-Western communities. It is important to further understand the thinking and feeling of those who are vaccine hesitant to address the issues at hand.

尽管麻疹疫苗的安全性和临床有效性已得到证实,但许多国家对疫苗的犹豫或拒绝达到了新的高度,因此麻疹感染正在重新出现。通过使用新型机器学习工具,我们通过分析5年期间的公共推特帖子,调查了与麻疹疫苗接种相关的普遍负面情绪。我们使用与“麻疹”和“疫苗”相关的搜索词提取原始推文,并在2017年1月1日至2022年12月15日期间发布英文推文。其中,通过使用变形金刚(BERT)命名实体识别的双向编码器表示和SieBERT(一种预训练的英语情感分析模型),155,363条推文被识别为来自独特个体的负面情绪推文。随后由研究人员进行主题建模和定性主题分析。应用BERTopic后共生成了11个主题。为了促进对结果的全球讨论,通过反复的主题分析,将这些主题分为四个不同的主题。这些因素包括(a)拒绝“反疫苗者”或反疫苗情绪,(b)对麻疹疫苗接种的误解和错误信息,(c)与COVID-19相关政策造成的负面转移,以及(d)公众对当代麻疹疫情的反应。主题1强调,由于经常使用贬低性的语言,目前的公共话语可能进一步疏远那些对疫苗犹豫不决的人,而主题2和主题3强调了误解和错误信息的类型,这些误解和错误信息是与麻疹疫苗接种有关的负面情绪和不确认偏见的心理倾向的基础。尽管如此,该分析仅基于Twitter,且仅包括英文推文;因此,研究结果不一定适用于非西方社会。重要的是要进一步了解那些对解决手头问题犹豫不决的人的想法和感受。
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引用次数: 0
The Role of Personality, Self-Disclosure, and Envy in Maladaptive Social Media Engagement. 人格、自我表露和嫉妒在不适应社交媒体参与中的作用。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-08-01 DOI: 10.1089/cyber.2022.0272
Doreen E Shanahan, Cristel A Russell, Jillian Alderman

Through online social networks (OSNs), individuals establish and maintain social connections to satisfy their need to belong. Recent research suggests that taken too far, one's need to belong can increase envy and lead to maladaptive social media behavior aligned with obsessive-compulsive disorder (OCD). This study examines the role of two personality traits, one's intrinsic need to belong and trait reactance, on feelings of envy and the self-disclosure processes that lead to OCD on social networks. A sample of 354 U.S. adult users of Facebook completed a survey measuring individuals' need to belong, trait reactance, envy, self-disclosure, and OSN-OCD. Regression analyses reveal that need to belong and trait reactance both independently and interactively relate to envy, and that self-disclosure mediates the relationship between envy and OCD on social networks. Those with low trait reactance appear at the lowest risk of OSN-OCD no matter their need to belong. The highest risk profile for online OCD is found in those with both high trait reactance and high need to belong. Overall, our findings support further exploration of one's intrinsic need to belong and trait reactance as personality indicators of risk for OSN-OCD.

个人通过在线社交网络(online social network, OSNs)建立和维持社会联系,满足归属感需求。最近的研究表明,过度的归属需求会增加嫉妒,导致与强迫症(OCD)相一致的社交媒体适应不良行为。本研究考察了两种人格特质——内在归属需求和特质抗拒——在嫉妒感和导致社交网络强迫症的自我表露过程中所起的作用。354名美国Facebook成年用户完成了一项调查,测量了个人的归属需求、特质抗拒、嫉妒、自我表露和OSN-OCD。回归分析表明,归属需求和特质抗拒与嫉妒存在独立和交互关系,自我表露在嫉妒与强迫症的关系中起中介作用。无论他们是否需要归属感,那些低特质抗拒的人患OSN-OCD的风险最低。在线强迫症的风险最高的是那些同时具有高特质抗拒和高归属需求的人。总的来说,我们的研究结果支持进一步探索一个人的内在归属需求和特质抗拒作为OSN-OCD风险的人格指标。
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引用次数: 0
Finding Intimacy Online: A Machine Learning Analysis of Predictors of Success. 在线寻找亲密关系:成功预测因素的机器学习分析。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2023-08-01 DOI: 10.1089/cyber.2022.0367
Germano Vera Cruz, Elias Aboujaoude, Lucien Rochat, Francesco Bianchi-Demichelli, Yasser Khazaal

While an extensive scientific literature now exists on the use of online dating services, there are very few studies on user satisfaction with dating apps and with the resulting offline dates. This study aimed to assess the level of satisfaction with Tinder use (STU) and the level of satisfaction with Tinder offline dates (STOD) in a sample of adult users of the app. The study also aimed to examine, among 28 variables, those that are the most important in predicting STU and STOD. Overall, 1,387 Tinder users completed an online questionnaire. A machine learning model was used to rank order predictors from most to least important. On a 4-point scale, participants' mean STU score was 2.39, and, on a 5-point scale, mean STOD score was 3.05. The results indicate that satisfaction with dating apps and with resulting offline dates is strongly predicted by participants' age and by their motives for using Tinder (enhancement, emotional coping, socialization, finding "true love," or casual sexual partners), whereas the variables negatively associated with satisfaction were those related to psychopathology. Interestingly, 65.3 percent of app users were married or "in a relationship," and only 50.3 percent of app users were using it to meet someone offline. Generally, participants who engage with the app to cope with personal difficulties seem more likely to report higher levels of dissatisfaction, suggesting that dating apps are a poor coping mechanism and highlighting the need to address underlying problems or pathologies that may be driving their use.

虽然现在有大量关于在线约会服务使用的科学文献,但关于约会应用程序和由此产生的线下约会的用户满意度的研究却很少。本研究旨在评估Tinder使用满意度(STU)和Tinder离线约会满意度(STOD)在该应用程序的成年用户样本中的水平。该研究还旨在检查,在28个变量中,那些对预测STU和STOD最重要的变量。总共有1387名Tinder用户完成了一份在线问卷。使用机器学习模型对预测因子从最重要到最不重要进行排序。在4分制量表上,参与者的平均STU得分为2.39,在5分制量表上,平均STOD得分为3.05。结果表明,参与者的年龄和他们使用Tinder的动机(增强、情绪应对、社交、寻找“真爱”或随意性伴侣)强烈地预测了他们对约会应用程序和由此产生的线下约会的满意度,而与满意度负相关的变量是那些与精神病理相关的变量。有趣的是,65.3%的应用程序用户已婚或“有关系”,只有50.3%的应用程序用户使用它来与线下的人见面。一般来说,使用约会应用来解决个人困难的参与者似乎更有可能报告更高程度的不满,这表明约会应用是一种糟糕的应对机制,并突出了解决潜在问题或病态的必要性,这些问题或病态可能促使他们使用约会应用。
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引用次数: 0
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Cyberpsychology, behavior and social networking
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