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The Disembodied Disconnect Hypothesis: How Online Interactions Undermine Neurobiological Foundations of Social Cohesion. 非实体断开假说:在线互动如何破坏社会凝聚力的神经生物学基础》(The Disembodied Disconnect Hypothesis: How Online Interactions Undermine Neurobiological Foundations of Social Cohesion.
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 DOI: 10.1089/cyber.2024.0334
Giuseppe Riva, Brenda K Wiederhold, Fabrizia Mantovani
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引用次数: 0
Virtual Awe: Expanding the Horizons of Mental Health Treatment. 虚拟敬畏:拓展心理健康治疗的视野。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 Epub Date: 2024-06-25 DOI: 10.1089/cyber.2024.0314
Brenda K Wiederhold
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引用次数: 0
Beyond Chronic Pain Exploring Body-Brain Interaction to Understand and Treat Chronic Pain Conditions. 超越慢性疼痛,探索身体与大脑的互动,了解和治疗慢性疼痛。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 DOI: 10.1089/Cyber.2024.26824.ceu
Luana Amadini Genovese, Giuseppe Riva, Daniele Di Lernia
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引用次数: 0
From Screen Time to Face Time: Reclaiming Social Connectedness for Health and Longevity. 从屏幕时间到面对面时间:为健康和长寿找回社交联系。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 Epub Date: 2024-06-25 DOI: 10.1089/cyber.2024.0308
Brenda K Wiederhold
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引用次数: 0
The Influence of Online Social and Physical Presence on User Consumption Decisions in TikTok Livestreaming: A Scoping Review. 在线社交和实际存在对 TikTok Livestreaming 用户消费决策的影响:范围审查
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 Epub Date: 2024-05-17 DOI: 10.1089/cyber.2023.0526
KaiGe Bai, Kim Hua Tan

This scoping review aimed to clarify and redefine the concepts of social and physical presence in the context of online livestreaming environments. Physical presence involves technical elements and nonhuman-to-human interaction, factors that inevitably influence social presence, which has human-to-human interactions at its core. Considering one type of presence to the exclusion of the other may not provide sufficiently informed decisions for user consumption. However, most previous studies have only studied either physical or social presence factors; few have systematically examined both to explain their influence. This review examined how the factors under these two presence influenced users' consumption decision-making process in TikTok live-stream retail purchases by synthesizing 60 studies conducted from 2019 to 2023 using Arksey and O'Malley's 5-step framework. Evidence of the specific attributes by which presence affects users' consumption decisions was elicited and reorganized. Using the preferred reporting items for systematic reviews and meta-analyses (PRISMA) framework for scoping review and guided by the joanna briggs institute (JBI) methodological guidelines, the results reveal that out of the 60 studies, 36 were influenced by social presence and 24 by physical presence. When livestreaming online, social presence tends to include the user and anchor perspectives, which prompts users to make consumption decisions. However, online physical presence includes products, technology, and scenes as its main dimensions, and users make consumption decisions through perceptual control. This review clarifies new media livestreaming communication and the key factors influencing users' consumption decision-making systems. It also suggests that integrating online social and physical presence in future research will yield a better understanding of livestreaming purchase decisions.

本次范围界定审查旨在澄清和重新定义在线直播环境中的社会存在和实体存在的概念。物理临场感涉及技术元素和非人与人之间的互动,这些因素不可避免地会影响社会临场感,而社会临场感的核心是人与人之间的互动。只考虑一种临场感而忽略另一种临场感,可能无法为用户消费提供足够的决策依据。然而,以往的大多数研究只研究了物理临场感因素或社交临场感因素;很少有研究系统地研究了这两种因素,以解释它们的影响。本综述采用Arksey和O'Malley的5步框架,综合了2019年至2023年进行的60项研究,考察了这两种存在感下的因素如何影响用户在TikTok直播零售购物中的消费决策过程。对存在感影响用户消费决策的具体属性的证据进行了征集和重组。在乔安娜-布里格斯研究所(JBI)方法指南的指导下,利用系统综述和荟萃分析的首选报告项目(PRISMA)框架进行范围界定,结果显示,在 60 项研究中,有 36 项受到社交存在感的影响,24 项受到物理存在感的影响。在线直播时,社交存在往往包括用户和主播的视角,从而促使用户做出消费决定。然而,在线实体临场感则以产品、技术和场景为主要维度,用户通过感知控制做出消费决策。本综述阐明了新媒体直播传播以及影响用户消费决策系统的关键因素。它还提出,在未来的研究中整合在线社交和实体存在将能更好地理解直播购买决策。
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引用次数: 0
The Importance of Being Consistent: Attribution of Mental States in Strategic Human-Robot Interactions. 保持一致的重要性:战略人机互动中的心理状态归因。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 Epub Date: 2024-05-21 DOI: 10.1089/cyber.2023.0353
Domenico Rossignoli, Federico Manzi, Andrea Gaggioli, Antonella Marchetti, Davide Massaro, Giuseppe Riva, Mario A Maggioni

This article investigates the attribution of mental state (AMS) to an anthropomorphic robot by humans in a strategic interaction. We conducted an experiment in which human subjects are paired with either a human or an anthropomorphic robot to play an iterated Prisoner's Dilemma game, and we tested whether AMS is dependent on the robot "consistency," that is, the correspondence between the robot's verbal reaction and its behavior after a nonoptimal social outcome of the game is obtained. We find that human partners are attributed a higher mental state level than robotic partners, regardless of the partner's consistency between words and actions. Conversely, the level of AMS assigned to the robot is significantly higher when the robot is consistent in its words and actions. This finding is robust to the inclusion of psychological factors such as risk attitude and trust, and it holds regardless of subjects' initial beliefs about the adaptability of the robot. Finally, we find that when the robot apologizes for its behavior and defects in the following stage, the epistemic component of the AMS significantly increases.

本文研究了人类在策略互动中对拟人机器人的心理状态(AMS)归因。我们进行了一项实验,让人类受试者与人类或拟人机器人配对,玩一个迭代的囚徒困境游戏,并测试了 AMS 是否取决于机器人的 "一致性",即机器人的语言反应与其在游戏中获得非最佳社会结果后的行为之间的对应关系。我们发现,与机器人伙伴相比,无论伙伴的言行是否一致,人类伙伴都会被赋予更高的心理状态水平。相反,当机器人言行一致时,分配给机器人的 AMS 水平明显更高。这一结论在加入风险态度和信任等心理因素后也是稳健的,而且与受试者最初对机器人适应性的看法无关。最后,我们发现当机器人在下一阶段为其行为和缺陷道歉时,AMS 的认识部分会显著增加。
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引用次数: 0
Exploring the Relationship Between Avatar Ego Types and Communication: A Comparative Study of South Korea and the United States Based on the Expectation Confirmation Model. 探索阿凡达自我类型与沟通之间的关系:基于期望确认模型的韩国和美国比较研究》。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 Epub Date: 2024-05-22 DOI: 10.1089/cyber.2023.0669
Mi Yeon Choi, Elizabeth Avery Foster, Hyung Seok Lee, Sejin Park

This research explores the significance of avatar communication in the virtual world, where individuals can create new identities and establish relationships beyond real-world limitations. Avatar users engage in virtual interactions to fulfill their desires, enjoy entertainment, and experience surrogate satisfaction. This study integrates the Expectation Confirmation Model (ECM) and Impression Management Theory (IMT) to investigate the impact of various avatar ego types on communication satisfaction and continued intention to use. Two surveys (n = 600) were administered using South Korean and American samples. The results suggest a significant relationship between expectancy confirmation and perceived usefulness. Specifically, high perceived usefulness leads to increased communication satisfaction. Also, when pre-experience expectancy confirmation is low, it positively affects communication satisfaction. In addition, the study highlights differences between Western and Eastern cultural contexts in avatar ego type's expression. This study contributes to the understanding of virtual interactions, offering theoretical insights through the integration of ECM and IMT. Theoretical and practical implications are discussed.

这项研究探讨了虚拟世界中虚拟人交流的意义,在虚拟世界中,个人可以创造新的身份并建立超越现实世界限制的关系。阿凡达用户通过参与虚拟互动来满足自己的欲望、享受娱乐和体验代偿性满足。本研究整合了期望确认模型(ECM)和印象管理理论(IMT),以调查各种阿凡达自我类型对交流满意度和持续使用意向的影响。使用韩国和美国样本进行了两次调查(n = 600)。结果表明,期望确认与感知有用性之间存在重要关系。具体来说,高感知有用性会提高沟通满意度。同时,当体验前的预期确认较低时,也会对沟通满意度产生积极影响。此外,研究还强调了东西方文化背景下虚拟化身自我类型表达的差异。这项研究有助于人们对虚拟互动的理解,通过整合 ECM 和 IMT 提供了理论见解。研究还讨论了理论和实践意义。
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引用次数: 0
Does Embodying a Divine Avatar Influence Moral Decisions? An Immersive Virtual Reality Study. 化身为神的阿凡达会影响道德决定吗?沉浸式虚拟现实研究
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 Epub Date: 2024-06-11 DOI: 10.1089/cyber.2023.0242
Althea Frisanco, Michael Schepisi, Gaetano Tieri, Salvatore Maria Aglioti

The term Proteus effect refers to the changes in attitudes and behavior induced by the characteristics of an embodied virtual agent. Whether the effect can extend to the moral sphere is currently unknown. To deal with this issue, we investigated if embodying virtual agents (i.e., avatars) with different characteristics modulate people's moral standards differentially. Participants were requested to embody an avatar resembling the Christian God in His anthropomorphic appearance or a control human avatar and to perform a text-based version of incidental and instrumental dilemmas in a virtual environment. For each participant, we recorded (1) chosen options (deontological vs. utilitarian), (2) decision times, (3) postdecision feelings, and (4) physiological reactions (skin conductance response and heart rate). We found that embodying God vs. a control avatar did not change the performance in the moral dilemma task, indicating that no strong Proteus effect was at play in our experimental conditions. We interpreted this result by examining the constraints and limitations of our task, reasoning about the necessary conditions for eliciting the Proteus effect, and discussing future developments and advances in the field. Moreover, we presented compelling effects concerning dilemma type, chosen option, personality traits, and religion affiliation, thus supporting and extending literature on decision making in moral dilemmas.

Proteus 效应是指由虚拟代理的特征所引起的态度和行为的变化。这种效应能否延伸到道德领域,目前还不得而知。为了解决这个问题,我们研究了具有不同特征的虚拟代理(即化身)是否会对人们的道德标准产生不同的调节作用。我们要求参与者化身为一个类似基督教上帝拟人化外观的化身或一个对照人类化身,并在虚拟环境中表演基于文本的偶然和工具性困境。我们记录了每位参与者的以下情况:(1) 所选选项(道义与功利);(2) 决策时间;(3) 决策后的感受;(4) 生理反应(皮肤传导反应和心率)。我们发现,化身上帝与对照化身在道德两难任务中的表现并没有发生变化,这表明在我们的实验条件下并没有强烈的普洛特斯效应。我们对这一结果进行了解释,研究了我们任务的约束和限制,推理了激发普罗迪斯效应的必要条件,并讨论了该领域未来的发展和进步。此外,我们还提出了有关困境类型、所选方案、人格特质和宗教信仰的令人信服的效应,从而支持并扩展了有关道德困境决策的文献。
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引用次数: 0
Does Digital Intergroup Contact Reduce Prejudice? A Meta-Analysis. 数字群际接触会减少偏见吗?一项元分析。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 Epub Date: 2024-05-09 DOI: 10.1089/cyber.2023.0591
Leonor Pereira da Costa, Kinga Bierwiaczonek, Mauro Bianchi

With the ubiquity of technology in the modern life, contact between different social groups via different digital means is an everyday reality. Can such a digital intergroup contact reduce prejudice, or does it exacerbate it? In this study, we summarize the present evidence on the links between intergroup digital contact and prejudice in a variety of intergroup contexts. We meta-analyzed experimental and correlational evidence from 88 independent samples (n = 9,385). Digital intergroup contact showed a small but significant effect consistent with prejudice reduction (g = 0.25). Direct digital contact showed larger effect than indirect forms of contact, and contact via computer-mediated communication showed larger effects than contact achieved via other activities such as interacting with nonplayable characters or embodiment. The effects were similar regardless of the type of out-group targeted by prejudice. Overall, meta-analytical results suggest that digital intergroup contact may reduce prejudice.

随着科技在现代生活中无处不在,不同社会群体之间通过不同的数字手段进行接触已成为日常现实。这种数字化的群体间接触会减少偏见,还是会加剧偏见?在本研究中,我们总结了在各种群际背景下群际数字接触与偏见之间联系的现有证据。我们对来自 88 个独立样本(n = 9385)的实验和相关证据进行了元分析。数字群际接触显示出与偏见减少一致的微小但显著的影响(g = 0.25)。与间接形式的接触相比,直接的数字接触显示出更大的效应,而通过以计算机为媒介的通信方式进行的接触比通过其他活动(如与非游戏角色或化身互动)进行的接触显示出更大的效应。无论偏见针对的是哪种外群体,效果都是相似的。总之,元分析结果表明,数字化的群体间接触可以减少偏见。
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引用次数: 0
Association of Phubbing Behavior and Fear of Missing Out: A Systematic Review and Meta-Analysis. 幻觉行为与害怕错过的关系:系统回顾与元分析》。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-07-01 Epub Date: 2024-05-17 DOI: 10.1089/cyber.2023.0761
Sameer Ansari, Ahmad Azeem, Irum Khan, Naved Iqbal

Phubbing, a pervasive social behavior linked to smartphone usage, involves users neglecting their conversation partners to engage with their phones. Despite consistent exploration of its association with the concept of fear of missing out (FOMO), findings in the existing literature exhibit notable inconsistency. To address this gap, this study employs a systematic review and meta-analysis to scrutinize the intricate relationship between phubbing behavior and FOMO. A comprehensive systematic review, spanning up to December 10, 2023, encompassed databases such as PubMed, Scopus, Web of Science, ProQuest, and Google Scholar. The resulting dataset comprised 27 eligible studies, incorporating insights from 20,415 participants across 15 countries. Rigorous evaluation of study quality was executed using the Newcastle Ottawa Scale, while statistical analyses were meticulously conducted using R Studio. Revealing a robust positive association, phubbing behavior was significantly linked to FOMO (effect size[ES] = 0.43, 95% CI: 0.36, 0.49, I2: 97.5%, τ2: 0.05). Correcting for detected publication bias using the Trim and Fill method, an additional 16 studies were included, fortifying the robustness of the findings. Moderation analysis uncovered significant influences of location (p < 0.01), income level (p < 0.01), sampling method (p < 0.01), phubbing scale (p < 0.01), and FOMO scale and type (p < 0.01) on the estimated relationship. Univariate meta-regression highlighted the substantial impact of sample size (R2 = 11.81%, p < 0.01), while multivariate meta-regression illuminated the combined effects of publication year, study quality score, sample size, mean age, and female proportion on the estimated relationship (k = 19, R2 = 52.85%, I2 = 93.78%, p < 0.05). Furthermore, post hoc influential analysis, conducted through the leave-one-out method, offered additional depth to the examination.

Phubbing是一种与智能手机使用相关的普遍社交行为,指的是用户为了使用手机而忽略了与之交谈的伙伴。尽管人们一直在探讨Phubbing与 "害怕错过"(FOMO)这一概念之间的联系,但现有文献的研究结果却表现出明显的不一致性。为了填补这一空白,本研究采用了系统综述和荟萃分析的方法,仔细研究了玩手机行为与 FOMO 之间错综复杂的关系。一项全面的系统性综述涵盖了 PubMed、Scopus、Web of Science、ProQuest 和 Google Scholar 等数据库,时间跨度长达 2023 年 12 月 10 日。最终的数据集包括 27 项符合条件的研究,涵盖了来自 15 个国家 20,415 名参与者的见解。我们使用纽卡斯尔-渥太华量表对研究质量进行了严格评估,并使用 R Studio 进行了细致的统计分析。结果显示,嗜睡行为与 FOMO 有显著的正相关性(效应大小[ES] = 0.43,95% CI:0.36,0.49,I2:97.5%,τ2:0.05)。使用 "修剪和填充 "法对已发现的发表偏倚进行校正后,又纳入了 16 项研究,从而加强了研究结果的稳健性。调节分析发现,地点(p < 0.01)、收入水平(p < 0.01)、抽样方法(p < 0.01)、phubbing 量表(p < 0.01)以及 FOMO 量表和类型(p < 0.01)对估计的关系有重大影响。单变量元回归凸显了样本量的重大影响(R2 = 11.81%,p < 0.01),而多变量元回归揭示了发表年份、研究质量评分、样本量、平均年龄和女性比例对估计关系的综合影响(k = 19,R2 = 52.85%,I2 = 93.78%,p < 0.05)。此外,通过 "leave-one-out "方法进行的事后影响分析为研究提供了更多深度。
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引用次数: 0
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Cyberpsychology, behavior and social networking
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