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Detection of Negative Emotions in Short Texts Using Deep Neural Networks. 利用深度神经网络检测短文本中的负面情绪。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-05-07 DOI: 10.1089/cyber.2024.0457
Luis A Camacho-Vázquez,Vanessa A Camacho-Vázquez,Sandra D Orantes-Jiménez,Grigori Sidorov
Emotion detection is crucial in various domains, including psychology, health, social sciences, and marketing. Specifically, in psychology, identifying negative emotions in short Spanish texts, such as tweets, is vital for understanding individuals' emotional states. However, this process is challenging because of factors such as lack of context, cultural nuances, and ambiguous expressions. Although much research on emotion classification in tweets has focused on applications such as crisis analysis, mental health monitoring, and affective computing, most of it has been conducted in English, leaving a significant gap in addressing the emotional needs of Spanish-speaking communities. To address this gap, we used a corpus of 12,000 Spanish tweets tagged with Ekman's negative emotions (sadness, anger, fear, and disgust). Traditional features (n-grams of different types and sizes), syntactic n-grams, and combined features were evaluated. Different deep neural networks, including convolutional neural networks, Bidirectional Encoder Representations of Transformers (BERT), and the robust optimized BERT approach called RoBERTa, were implemented and compared with traditional machine learning methods to identify the most effective method. Extensive testing revealed that BERT achieved the best result, with a macro F1 score of 0.9973. Furthermore, we reported the carbon emissions generated during the training of each implemented method. This study makes a unique contribution by focusing on negative emotions in Spanish, leveraging one of the largest and highest-quality corpora available. It stands out for implementing advanced transformers such as RoBERTa and integrating combined and syntactic n-grams in traditional methods. Furthermore, it highlights how parameters, features, and preprocessing significantly influence performance.
情绪检测在许多领域都是至关重要的,包括心理学、健康、社会科学和市场营销。具体来说,在心理学中,识别西班牙语短文本中的负面情绪,比如推特,对于理解个人的情绪状态至关重要。然而,由于缺乏语境、文化差异和歧义表达等因素,这一过程具有挑战性。尽管很多关于推特情绪分类的研究都集中在危机分析、心理健康监测和情感计算等应用上,但大多数研究都是用英语进行的,这在解决西班牙语社区的情感需求方面留下了很大的空白。为了解决这一差距,我们使用了一个由12000条西班牙语推文组成的语料库,这些推文标记了埃克曼的负面情绪(悲伤、愤怒、恐惧和厌恶)。对传统特征(不同类型和大小的n-gram)、句法n-gram和组合特征进行了评估。实现了不同的深度神经网络,包括卷积神经网络、双向编码器表示的变压器(BERT)和鲁棒优化的BERT方法RoBERTa,并与传统的机器学习方法进行了比较,以确定最有效的方法。大量的测试表明BERT取得了最好的结果,其宏观F1得分为0.9973。此外,我们还报告了每种实施方法在培训过程中产生的碳排放量。本研究利用最大和最高质量的语料库之一,专注于西班牙语中的负面情绪,做出了独特的贡献。它在实现高级转换器(如RoBERTa)以及在传统方法中集成组合和语法n-gram方面表现突出。此外,它还强调了参数、特征和预处理如何显著影响性能。
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引用次数: 0
Cleared for Takeoff: Using Technology to Safeguard Aviation Mental Health. 允许起飞:使用技术保障航空心理健康。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-05-07 DOI: 10.1089/cyber.2025.0154
Brenda K Wiederhold
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引用次数: 0
Problematic Gaming and Self-Control Among Adolescents and Emerging Adults: A Systematic Review and Meta-Analysis. 青少年和初成人的问题游戏和自我控制:系统回顾和荟萃分析。
IF 3.9 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-05-01 Epub Date: 2025-04-21 DOI: 10.1089/cyber.2024.0537
Yuxi Hu, Shiyun Chen, Di Qi, Shimin Zhu

Problematic gaming is becoming increasingly prevalent among young people, often leading to negative developmental consequences. As an essential protective factor against problematic gaming, self-control is the capacity to manage emotions, thoughts, and actions when confronted with temptations and impulses. Previous studies have reported mixed findings regarding the association between problematic gaming and self-control. The current systematic review and meta-analysis synthesized the existing literature on this relationship among adolescents and emerging adults. A systematic search from eight electronic databases (PsycArticles, PsycINFO, EBSCOhost, Web of Science, PubMed, Embase, ProQuest Dissertations & Theses A&I, and China Academic Journal Network Publishing Database) and two additional sources (Google Scholar and reference lists) identified 957 published studies. Of these, 46 articles involving 64,681 participants were included in the review, and 40 provided sample size and Pearson's r for the meta-analysis. The narrative review findings indicated that problematic gaming was negatively correlated with self-control with only two studies suggesting an insignificant relationship. The meta-analytic findings, conducted using a random-effects model in Comprehensive Meta-Analysis Software Version 4.0, revealed a medium effect (r = -0.287, 95% CI = [-0.33, -0.25], p < 0.001), with high heterogeneity (I2 = 96.5%). Publication bias analysis showed a symmetric funnel plot and a nonsignificant Egger's test (p = 0.861), indicating no evidence of publication bias. No significant subgroup difference was found between adolescents and emerging adults. The results reveal that self-control is a critical factor in preventing and intervening problematic gaming. Trial registration: International Prospective Register of Systematic Reviews (PROSPERO); CRD42023451656; registered on 25 September, 2023.

有问题的游戏在年轻人中变得越来越普遍,往往会导致负面的发展后果。作为对抗问题游戏的基本保护因素,自我控制是在面对诱惑和冲动时管理情绪、思想和行动的能力。之前的研究报告了关于问题游戏和自我控制之间关系的复杂发现。当前的系统回顾和荟萃分析综合了现有的关于青少年和初成人之间这种关系的文献。系统检索了8个电子数据库(PsycArticles、PsycINFO、EBSCOhost、Web of Science、PubMed、Embase、ProQuest博士论文与论文A&I和中国学术期刊网络出版数据库)和2个额外来源(谷歌Scholar和参考文献列表),确定了957篇已发表的研究。其中,46篇涉及64,681名参与者的文章被纳入综述,其中40篇提供了用于meta分析的样本量和Pearson’s r。叙述性回顾的结果表明,问题游戏与自我控制呈负相关,只有两项研究表明两者之间的关系不显著。采用综合meta分析软件4.0版本中的随机效应模型进行meta分析,结果显示中等效应(r = -0.287, 95% CI = [-0.33, -0.25], p < 0.001),异质性高(I2 = 96.5%)。发表偏倚分析显示对称漏斗图和不显著的Egger检验(p = 0.861),表明没有发表偏倚的证据。在青少年和初成人之间没有发现显著的亚组差异。结果表明,自我控制是预防和干预问题游戏的关键因素。试验注册:国际前瞻性系统评价注册(PROSPERO);CRD42023451656;于2023年9月25日注册。
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引用次数: 0
Navigating Cyber Intimate Partner Violence and Conflict: Negative Anticipation and Emotions During Text-Based Versus Face-to-Face Conflict Discussions in Young Adult Couples. 浏览网络亲密伴侣暴力和冲突:年轻成年夫妇在基于文本和面对面的冲突讨论中的负面预期和情绪。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-05-01 Epub Date: 2025-04-02 DOI: 10.1089/cyber.2024.0460
Florence Léonard, Sarafina Métellus, Marie-Pier Vaillancourt-Morel, Audrey Brassard, Gayla Margolin, Marie-Ève Daspe

Young adult couples frequently use text messages to discuss conflicts within their relationship. While face-to-face conflicts have been shown to elicit more negative anticipation and negative emotions in victims of traditional, offline forms of intimate partner violence (IPV) (e.g., psychological and physical) compared with nonvictims, no study has examined how victims of cyber IPV (C-IPV) experience conflicts, either text-based or face-to-face. This study investigated, among young adult couples, the interplay between C-IPV and conflict modality (text-based vs. face-to-face) in association with negative anticipation and negative emotions during the discussion. A community sample of 102 young adult couples completed a self-reported questionnaire of C-IPV in the last six months and engaged in two conflictual interactions: one text-based and one face-to-face. Negative anticipation of the upcoming discussion was assessed prior to each interaction, and negative emotions were assessed immediately after. Results suggest that text-based conflicts were associated with higher negative anticipation in partners experiencing average or high levels of C-IPV. In turn, negative anticipation was linked with higher negative emotions. Findings highlight the importance of promoting healthy conflict management through technology-mediated communication, especially among young adult couples experiencing C-IPV.

年轻的成年夫妇经常用短信来讨论他们关系中的冲突。虽然面对面的冲突已被证明在传统的、离线形式的亲密伴侣暴力(IPV)的受害者中(例如,心理和身体)比非受害者中引起更多的负面预期和负面情绪,但没有研究调查过网络IPV (C-IPV)的受害者如何经历冲突,无论是基于文本的还是面对面的。本研究调查了在年轻的成年夫妇中,C-IPV和冲突方式(基于文本vs.面对面)在讨论过程中与负面预期和负面情绪相关的相互作用。一个由102对年轻夫妇组成的社区样本在过去六个月中完成了一份C-IPV自我报告问卷,并参与了两种冲突互动:一种是基于文本的互动,另一种是面对面的互动。对即将到来的讨论的负面预期在每次互动之前进行评估,负面情绪在每次互动之后立即进行评估。结果表明,在经历平均或高水平的C-IPV的伴侣中,基于文本的冲突与更高的负面预期有关。反过来,负面预期与更高的负面情绪有关。研究结果强调了通过技术媒介沟通促进健康冲突管理的重要性,特别是在经历C-IPV的年轻成年夫妇中。
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引用次数: 0
Frequent Media Use, Media Multitasking, and Perceived Cost of Cognitive Effort. 频繁使用媒体、媒体多任务处理与认知努力的感知成本。
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-05-01 Epub Date: 2025-03-27 DOI: 10.1089/cyber.2024.0492
Myoungju Shin, Karen Murphy

People regard cognitive effort as costly and try to conserve such effort whenever possible. This study aimed to examine the relationship between frequent media use and perceived cost for cognitive effort. A sample of 266 participants (mean age = 25.66, 187 females) completed questionnaires of media use, cognitive thinking style, and psychological distress. They also completed a cognitive task and estimated their cognitive effort spent on the task. The results showed that heavier media multitasking was associated with a higher perceived cost of cognitive effort during the task. No such relationship was observed for frequent use of social media, video gaming, or TV/Movies/YouTube. The findings suggest that the way media is engaged in, but not media consumption itself, is a key factor in cognitive effort avoidance. The results further our knowledge of the mechanisms involved in and driving media multitasking.

人们认为认知努力是有成本的,因此会尽可能节省认知努力。本研究旨在探讨频繁使用媒体与认知成本之间的关系。266名参与者(平均年龄25.66岁,187名女性)填写了关于媒体使用、认知思维方式和心理困扰的问卷。他们还完成了一项认知任务,并估算了自己在任务中所花费的认知努力。结果表明,媒体多任务使用越多,认知任务中的认知成本就越高。而频繁使用社交媒体、视频游戏或电视/电影/YouTube 则没有这种关系。研究结果表明,参与媒体的方式,而非媒体消费本身,是导致认知努力回避的关键因素。这些结果进一步加深了我们对媒体多任务参与和驱动机制的认识。
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引用次数: 0
Examining the Changes in Bullying Discourse on Reddit: A Comparative Analysis Before and After the COVID-19 Pandemic. 审视Reddit上欺凌话语的变化:COVID-19大流行前后的比较分析
IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-05-01 Epub Date: 2025-04-02 DOI: 10.1089/cyber.2024.0521
Chunrye Kim, Donghun Kim, Yongjun Zhu, Sou Hyun Jang

Bullying, a type of power abuse, deserves to be addressed, and this study examines bullying-related discussions on Reddit before and after the pandemic to better understand its dynamics during this time. We analyzed 8,720 posts and 21,607 comments from the r/Bullying subreddit using static and dynamic topic modeling (DTM) to understand the major topics discussed in the subreddit. Based on static topic modeling, we discovered that before the COVID-19 pandemic, the topics surrounding bullying focused on bullying in the school context, cyberbullying, and help-seeking, but changed to bullying against minority groups, workplace bullying, relationships and communication, and coping strategies. The long-term impact of bullying has emerged for both periods, implying that more efforts to prevent and combat bullying are needed to reduce the negative impacts throughout an individual's lifecycle. We also discovered that the proportion of cyberbullying/antibullying, negative emotions, and self-esteem increased following the COVID-19 pandemic, according to DTM. Our findings suggest that following the pandemic, victims and places of bullying became more distinct. In addition to the widely studied and disseminated bullying research and policies concerning children at school, more assistance is needed to prevent and assist bullying victims who are racial and religious minorities in various settings.

欺凌是一种权力滥用,值得解决,本研究调查了疫情前后Reddit上与欺凌相关的讨论,以更好地了解疫情期间的动态。我们使用静态和动态主题建模(DTM)分析了来自r/Bullying子reddit的8,720篇帖子和21,607条评论,以了解子reddit中讨论的主要主题。基于静态主题建模,我们发现,在新冠肺炎疫情前,围绕欺凌的主题主要集中在校园欺凌、网络欺凌和求助方面,但已转变为针对少数群体的欺凌、工作场所欺凌、关系与沟通以及应对策略。欺凌的长期影响在这两个时期都出现了,这意味着需要更多的努力来预防和打击欺凌,以减少个人整个生命周期的负面影响。DTM表示,我们还发现,在2019冠状病毒病大流行之后,网络欺凌/反欺凌、负面情绪和自尊的比例有所增加。我们的研究结果表明,在大流行之后,欺凌的受害者和场所变得更加明显。除了广泛研究和传播关于在校儿童的欺凌研究和政策外,还需要更多的援助,以防止和协助在各种环境中属于种族和宗教少数群体的欺凌受害者。
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引用次数: 0
The Psychology of Tilt: Understanding Tilt and Coping Strategies in Video Games. 倾斜心理学:理解电子游戏中的倾斜和应对策略
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-04-28 DOI: 10.1089/cyber.2024.0320
Sarah C Cregan,Adam J Toth,Mark J Campbell
The popularity of video games and esports has increased the demand for scientific research examining the psychological factors associated with video game performance. Tilt, a common term in gaming, is characterized by negative emotion and a decline in performance. The term tilt is commonly used within the gaming community, yet there is a lack of research examining tilt in video games from a psychological perspective. This article focuses on gaining insight from gamers regarding their understanding and experience of tilt in gaming using a qualitative approach. Thematic analysis of gamers responses determined tilt to be multifaceted, incorporating negative emotions and behavior, hindering cognition, and resulting in poor in-game performance. These results provide an important contribution to our conceptual understanding of tilt, illuminating the multitude of emotions involved in tilt, the antecedent factors, and insight regarding gamers strategies to deal with tilt. This study builds upon our understanding of tilt, providing practical information for esports psychologists to identify, understand, and effectively train players in managing tilt and improving performance. This study highlights the need for evidence-based tailored interventions centered upon reducing tilt and improving video game performance.
电子游戏和电子竞技的流行增加了对科学研究的需求,研究与电子游戏表现相关的心理因素。倾斜是游戏中的一个常见术语,其特征是消极情绪和表现下降。“倾斜”一词在游戏社区中被广泛使用,但却缺乏从心理学角度分析电子游戏倾斜的研究。本文主要通过定性方法从玩家那里了解他们对游戏倾斜的理解和体验。对玩家反应的主题分析表明,倾斜是多方面的,包含负面情绪和行为,阻碍认知,导致游戏内表现不佳。这些结果为我们对倾斜的概念理解提供了重要的贡献,阐明了倾斜所涉及的多种情绪,前因性因素,以及关于玩家处理倾斜的策略的见解。本研究建立在我们对倾斜的理解之上,为电子竞技心理学家识别、理解和有效训练玩家管理倾斜和提高表现提供实用信息。这项研究强调了以减少倾斜和提高视频游戏表现为中心的基于证据的量身定制干预措施的必要性。
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引用次数: 0
Young People's Behavior, Confidence, and Safety when Communicating Online about Self-Harm and Suicide: Development and Validation of the #Chatsafe Online Safety Scale. 年轻人在网上交流自我伤害和自杀时的行为、信心和安全:#Chatsafe在线安全量表的开发和验证。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-04-24 DOI: 10.1089/cyber.2024.0558
Bridget Kenny,Louise La Sala,Caroline Gao,Charlie Cooper,Samuel McKay,Amanda Sabo,Jo Robinson
Young people may search for, or be exposed to, self-harm- and suicide-related content on social media, and they sometimes use these platforms to communicate about their own experiences of self-harm and suicide. Preliminary evidence demonstrates exposure to self-harm and suicide-related content online has both protective and harmful effects. However, research in this area has been hindered by the lack of validated measures of young people's behavior, confidence, and safety when communicating online about self-harm and suicide. This study seeks to address this by reporting on the development and validation of the #chatsafe Online Safety Scale in a sample of 535 adolescents and young adults aged 16 to 25 years (M = 21.81, SD = 2.41). Exploratory factor analysis and confirmatory factor analysis were performed to explore the factor structure of the scale and validate the measurement models. Multigroup analyses were performed to assess gender invariance, and Cronbach's alpha was calculated to assess the internal consistency of each subscale. Results indicate that the scale has good factor structure, performs well across genders, and demonstrates good internal consistency. This study provides preliminary validation of the #chatsafe Online Safety Scale and suggests it can be used in studies exploring young people's online experiences and behaviors related to self-harm and suicide, providing a stronger and comparable evidence base to guide policy and practice.
年轻人可能会在社交媒体上搜索或接触到与自残和自杀相关的内容,他们有时会利用这些平台交流自己的自残和自杀经历。初步证据表明,在网上接触自残和自杀相关的内容既有保护作用,也有有害作用。然而,这一领域的研究一直受到阻碍,因为缺乏有效的措施来衡量年轻人在网上交流自残和自杀时的行为、信心和安全。本研究试图通过在535名16至25岁的青少年和年轻人(M = 21.81, SD = 2.41)的样本中报告#chatsafe在线安全量表的开发和验证来解决这一问题。采用探索性因子分析和验证性因子分析探讨量表的因子结构,验证测量模型。采用多组分析来评估性别不变性,并计算Cronbach’s alpha来评估每个子量表的内部一致性。结果表明,量表具有良好的因子结构,跨性别表现良好,具有良好的内部一致性。本研究为#chatsafe在线安全量表提供了初步验证,并建议将其用于探索年轻人与自残和自杀相关的在线体验和行为的研究,为指导政策和实践提供更有力和可比较的证据基础。
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引用次数: 0
Ultra-Processed Futures: How Digital Life and Food Systems Shape Metabolic Health. 超加工的未来:数字生活和食品系统如何塑造代谢健康。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-04-21 DOI: 10.1089/cyber.2025.0115
Brenda K Wiederhold
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引用次数: 0
Effects of Consumers' Belief in a Just World on Artificial Intelligence Recommendations: Mediating Effects of Perceived Benevolence and Selfishness. 消费者公正世界信念对人工智能推荐的影响:感知仁慈和自私的中介作用
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2025-04-21 DOI: 10.1089/cyber.2024.0513
Jungyong Ahn,Eunseo Kim
This study investigated the effect of users' "belief in a just world" (BJW) on the persuasiveness of artificial intelligence (AI) agents' recommendations. Our prediction that users' preferences for human or AI agents vary according to their BJW levels was tested experimentally. The results revealed that individuals with high BJW rated human agents' recommendations more favorably than those of AI agents, whereas those with low BJW preferred AI agents' ones. This interaction was mediated by the perceptions of the agents' benevolence and selfishness, which varied depending on the BJW levels and agent type. High-BJW individuals perceived human agents as more benevolent and less selfish, whereas low-BJW individuals showed the opposite pattern. In contrast, AI agents' benevolence and selfishness perceptions were not influenced by BJW levels. This study provides theoretical insights by identifying BJW as a key factor affecting AI agents' persuasive effects and suggests that perceived benevolence and selfishness are the psychological mechanisms behind these effects. These findings also offer practical guidance for designing more effective AI agent strategies tailored to consumer BJW levels.
本研究调查了用户的 "公正世界信念"(BJW)对人工智能(AI)代理推荐的说服力的影响。我们的预测是,用户对人类或人工智能代理的偏好会随其 "公正世界信念"(BJW)水平的不同而变化。结果表明,BJW 高的人对人类代理的推荐比对人工智能代理的推荐更有好感,而 BJW 低的人则更喜欢人工智能代理的推荐。这种交互作用是由对代理的仁慈和自私的认知所中介的,而这两种认知因 BJW 水平和代理类型的不同而不同。高 BJW 人认为人类代理更仁慈、更不自私,而低 BJW 人则表现出相反的模式。相比之下,人工智能代理的仁慈和自私感知不受 BJW 水平的影响。本研究通过确定 BJW 是影响人工智能代理说服效果的关键因素提供了理论见解,并表明感知到的仁慈和自私是这些效果背后的心理机制。这些发现还为根据消费者的 BJW 水平设计更有效的人工智能代理策略提供了实际指导。
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引用次数: 0
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Cyberpsychology, behavior and social networking
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