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Instagram Stories Unveiled: Exploring Links with Psychological Distress, Personality, and Gender. 揭开 Instagram 故事的面纱:探索与心理困扰、人格和性别的联系。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-04-01 Epub Date: 2024-02-26 DOI: 10.1089/cyber.2023.0316
Davide Marengo, Francesco Quilghini, Giulia Ricci, Michele Settanni

Instagram is one of the most used platforms, and ephemeral stories are proving to be the most used medium for users to share content on the platform. However, there have been few studies examining this type of content in relation to emotional well-being. This study examined the association between the number of published Instagram stories, psychological well-being, personality traits, and gender in a sample of 734 Instagram users from Italy, including 281 men and 453 women, with a mean age of 25.19 years (SD = 7.08). Participants were recruited online and asked to complete an online questionnaire. Differences were found between genders in terms of time spent on Instagram, but not in terms of the number of stories posted in the past week. In the overall sample, a small positive correlation was found between the number of Instagram stories posted and extraversion. When considering gender differences, small effect sizes were observed for emotional dysregulation, agreeableness, and neuroticism, indicating a stronger association with Instagram stories in the female group, and for openness, indicating a stronger association in the male group. Results of multiple regression analyses suggest that among females, psychological variables, including personality and emotional distress, may have a stronger association with Instagram stories. To our knowledge, this is the first study to report these differences. The findings help to clarify how certain characteristics of social media platforms relate to psychological well-being and personality differently in men and women in their journey to using social media.

Instagram 是用户使用最多的平台之一,事实证明,短时故事是用户在该平台上分享内容时使用最多的媒介。然而,很少有研究探讨这类内容与情感幸福的关系。本研究以意大利的 734 名 Instagram 用户为样本,研究了发布 Instagram 故事的数量、心理健康、个性特征和性别之间的关系,其中包括 281 名男性和 453 名女性,平均年龄为 25.19 岁(SD = 7.08)。参与者是通过网络招募的,并被要求填写一份在线问卷。研究发现,两性在 Instagram 上花费的时间存在差异,但在过去一周发布的故事数量上没有差异。在总体样本中,Instagram 上发布的故事数量与外向性之间存在微小的正相关。在考虑性别差异时,情绪失调、宜人性和神经质的效应大小较小,表明女性组与 Instagram 故事的关联性较强,而开放性与 Instagram 故事的关联性较强,表明男性组与 Instagram 故事的关联性较强。多元回归分析的结果表明,在女性中,包括人格和情绪困扰在内的心理变量可能与Instagram故事有更强的关联。据我们所知,这是第一项报告这些差异的研究。研究结果有助于阐明社交媒体平台的某些特征与男性和女性在使用社交媒体过程中的心理健康和人格之间的不同关系。
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引用次数: 0
Nostalgia as Self-Care: Embracing the Kidult Culture. 怀旧是一种自我保健:拥抱儿童文化
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-04-01 Epub Date: 2024-02-15 DOI: 10.1089/cyber.2024.29308.editorial
Brenda K Wiederhold
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引用次数: 0
Social Signal Processing in Affective Virtual Reality: Human-Shaped Agents Increase Electrodermal Activity in an Elicited Negative Environment. 情感虚拟现实中的社会信号处理:人形代理会增加激发消极环境中的电热活动。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-04-01 Epub Date: 2024-02-23 DOI: 10.1089/cyber.2023.0273
Sergio C Torres, Desirée I Gracia Laso, Maria Eleonora Minissi, Luna Maddalon, Irene Alice Chicchi Giglioli, Mariano Alcañiz

Prior research on affect elicitation indicates that stimuli with social content (pictures or videos) are more arousing than nonsocial stimuli. In particular, they elicit stronger physiological arousal as measured by electrodermal activity (EDA; i.e., social EDA effect). However, it is unclear how this effect applies to virtual reality (VR), which enables an enhanced sense of presence (SoP) and ecological validity. The study here approached this question from a social-emotional VR framework. A sample of N = 72 participants (55 percent women) experienced a set of six virtual environments (VEs) in the form of emotional parks specifically designed to elicit positive, negative, or neutral affectivity. Half of these VEs included human-shaped agents (social context) and the other half omitted these agents (nonsocial context). The results supported the social EDA effect, which in addition was amplified by the reported SoP. Importantly, the VE featuring a social negative content qualified this observed social EDA effect. The finding is discussed in the light of a negativity bias reported in affect literature, through which negative stimuli typically mobilize attention and bodily activation as a mechanism linked to stress responses. The study's implications extend to the use of VR in both research and practical applications, emphasizing the role of social content in influencing affective and physiological responses.

先前有关情感激发的研究表明,具有社交内容的刺激物(图片或视频)比非社交刺激物更能激发人的情感。特别是,通过皮电活动(EDA;即社交 EDA 效应)测量,它们会引起更强的生理唤醒。然而,目前还不清楚这种效应如何适用于虚拟现实(VR),因为虚拟现实可以增强临场感(SoP)和生态有效性。本研究从社会情感虚拟现实框架出发,探讨了这一问题。N = 72 名参与者(55% 为女性)体验了一组六种虚拟环境(VE),这些虚拟环境以情感公园的形式出现,专门用于激发积极、消极或中性的情感。其中一半的虚拟环境包含人形代理(社会情境),另一半不包含人形代理(非社会情境)。结果证实了社交 EDA 效应,此外,报告的 SoP 也放大了这种效应。重要的是,以社会负面内容为特征的 VE 可以抑制所观察到的社会 EDA 效应。这一研究结果是根据情感文献中报道的消极偏差进行讨论的,消极刺激通常会调动注意力和身体激活,这是一种与压力反应相关的机制。这项研究的意义延伸到了 VR 在研究和实际应用中的使用,强调了社交内容在影响情感和生理反应中的作用。
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引用次数: 0
Nomophobia and Alcohol, Tobacco, and Cannabis Consumption in Adolescents in Galicia. 加利西亚青少年的仇乡心理与酒精、烟草和大麻消费。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-04-01 Epub Date: 2024-02-19 DOI: 10.1089/cyber.2023.0408
Ainara Díaz-Geada, Lucía Moure-Rodríguez, Narmeen Mallah, Montserrat Corral, María Lydia Platas Ferreiro, Francisco Caamaño-Isorna

This study aimed at exploring the association of nomophobia with alcohol, tobacco, and/or cannabis consumption among high school students. We carried out a cross-sectional study among high school and vocational training students in Galicia, Northwest Spain (N = 3,100). Collected data included nomophobia, sociodemographic variables, and alcohol, tobacco, and cannabis consumption. Nomophobia was measured using the validated Nomophobia Questionnaire. Adjusted odds ratios (ORs) and their 95 percent confidence intervals (CIs) were estimated using generalized linear mixed models. More than a quarter of the adolescents (27.7 percent) had nomophobia. We found an association between nomophobia and a high level of tobacco smoking in the last month in boys (OR = 2.16; 95 percent CI: 1.55-3.03). Nomophobia was also associated with higher odds of binge drinking in both genders (girls: OR = 1.86; 95 percent CI: 1.61-3.52; boys: OR = 2.29; 95 percent CI: 1.68-3.13) and with cannabis consumption in boys (OR = 1.74; 95 percent CI: 1.07-2.81). Our findings highlight the importance of a comprehensive investigation of the factors underlying alcohol, tobacco, and cannabis consumption in the adolescent population.

本研究旨在探讨中学生的恐名症与酒精、烟草和/或大麻消费之间的关系。我们在西班牙西北部加利西亚的高中生和职业培训学生中开展了一项横断面研究(N = 3,100)。收集的数据包括恐名症、社会人口变量以及酒精、烟草和大麻的消费情况。恐惧心理采用经过验证的恐惧心理问卷进行测量。使用广义线性混合模型估算了调整后的几率比(OR)及其 95% 的置信区间(CI)。超过四分之一的青少年(27.7%)有恐慕症。我们发现,恐名症与男孩上个月的吸烟率较高有关(OR = 2.16;95% CI:1.55-3.03)。恐名症还与男女性暴饮暴食的几率较高有关(女孩:OR = 1.86;95% CI:1.55-3.03):女孩:OR = 1.86;95% CI:1.61-3.52;男孩:OR = 2.29;95% CI:1.55-3.03):OR=2.29;95% CI:1.68-3.13),男孩则与大麻消费有关(OR=1.74;95% CI:1.07-2.81)。我们的研究结果凸显了对青少年群体中酒精、烟草和大麻消费的基本因素进行全面调查的重要性。
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引用次数: 0
Use and Interest in Virtual Reality for Mental and Physical Health in a U.S. Population-Based Sample of Low-Income Veterans. 美国低收入退伍军人人口样本对虚拟现实技术促进身心健康的使用和兴趣。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-04-01 Epub Date: 2024-02-15 DOI: 10.1089/cyber.2023.0091
Jack Tsai

Virtual reality (VR) represents a new way to deliver health interventions, but research is needed on experience and interest in using VR for health among important subgroups in the United States. This descriptive study examined these issues among low-income veterans in the United States. Data were analyzed from a nationally representative sample of 1,028 low-income veterans surveyed in late 2022-early 2023. The results showed that while only 10 percent of the sample had ever used a VR headset, 35 percent of veterans reported they would be "somewhat/very willing" to use VR for mental health or substance use problems. Veterans with higher levels of education (adjusted odds ratio [aOR] = 1.25, 95% confidence interval [CI] = 1.07-1.47), lower mental health functioning (aOR = 0.96, 95% CI = 0.94-0.98), and previous VR experience (aOR = 5.30, 95% CI = 2.96-9.48) were significantly more willing to use VR to treat their mental health or substance use problems. These findings suggest many veterans are willing to use VR to improve their mental health, and they could benefit from greater exposure and education about VR-based interventions.

虚拟现实(VR)是提供健康干预的一种新方法,但需要对美国重要亚群体使用 VR 促进健康的经验和兴趣进行研究。这项描述性研究考察了美国低收入退伍军人的这些问题。研究分析了 2022 年底至 2023 年初调查的 1,028 名低收入退伍军人的全国代表性样本数据。结果显示,虽然只有 10% 的样本使用过 VR 头显,但 35% 的退伍军人表示他们 "有点/非常愿意 "使用 VR 来治疗心理健康或药物使用问题。受教育程度较高(调整后的几率比 [aOR] = 1.25,95% 置信区间 [CI] = 1.07-1.47)、心理健康功能较低(aOR = 0.96,95% CI = 0.94-0.98)以及有过 VR 体验(aOR = 5.30,95% CI = 2.96-9.48)的退伍军人明显更愿意使用 VR 来治疗他们的心理健康或药物使用问题。这些研究结果表明,许多退伍军人都愿意使用虚拟现实技术来改善他们的心理健康,而更多地接触和了解基于虚拟现实技术的干预措施将使他们受益匪浅。
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引用次数: 0
Can Media Literacy Intervention Improve Fake News Credibility Assessment? A Meta-Analysis. 媒体素养干预能否改善假新闻可信度评估?一项元分析。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-04-01 Epub Date: 2024-03-14 DOI: 10.1089/cyber.2023.0324
Chang Lu, Bo Hu, Meng-Meng Bao, Chi Wang, Chao Bi, Xing-Da Ju

Fake news impacts individuals' behavior and decision-making while also disrupting political processes, perceptions of medical advice, and societal trends. Improving individuals' ability to accurately assess fake news can reduce its harmful effects. However, previous research on media literacy interventions designed for improving fake news credibility assessments has yielded inconsistent results. We systematically collected 33 independent studies and performed a meta-analysis to examine the effects of media literacy interventions on assessing fake news credibility (n = 36,256). The results showed that media literacy interventions significantly improved fake news credibility assessments (Hedges' g = 0.53, 95% confidence interval [0.29-0.78], p < 0.001). Gaming interventions were the most effective intervention form. Conversely, the intervention channel, outcome measurement, and subject characteristics (age, gender, and country development level) did not influence the intervention effects.

假新闻会影响个人的行为和决策,同时也会扰乱政治进程、对医疗建议的看法以及社会趋势。提高个人准确评估假新闻的能力可以减少其有害影响。然而,以往有关旨在改善假新闻可信度评估的媒体素养干预措施的研究结果并不一致。我们系统地收集了 33 项独立研究,并进行了荟萃分析,以考察媒体素养干预对评估假新闻可信度的影响(n = 36256)。结果表明,媒体素养干预显著改善了假新闻可信度评估(Hedges' g = 0.53,95% 置信区间 [0.29-0.78],p
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引用次数: 0
Parental Phubbing and Adolescent Smartphone Addiction: Depression and Perceived School Climate Matter. 父母溺爱与青少年沉迷智能手机:抑郁和感知到的学校氛围很重要。
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-04-01 Epub Date: 2024-02-26 DOI: 10.1089/cyber.2023.0300
Yuan Tang, Jingyi Xu, Yunxin Zhao, Toshanna Davis, Hui Zhang

This study investigated the association between parental phubbing and adolescents' smartphone addiction, the mediating role of depression, and the moderating role of perceived school climate in the association. Seven hundred forty-two Chinese adolescents (Mage = 12.97, SD = 0.64, 45.55 percent female) were recruited and self-reported questionnaires were administered. Results indicated that parental phubbing was positively associated with adolescents' smartphone addiction. Depression partially mediated the above relation. Further, perceived school climate moderated the relation between parental phubbing and depression, such that the positive association between parental phubbing and depression was stronger among adolescents who perceived their school climate as more negative (vs. positive). The findings deepened our understanding of the relation between parenting behaviors and adolescents' smartphone addiction and implications for interventions and practices were discussed.

本研究探讨了父母溺爱与青少年智能手机成瘾之间的关联、抑郁的中介作用以及感知到的学校氛围在这一关联中的调节作用。研究共招募了742名中国青少年(平均年龄=12.97岁,标准差=0.64,女性占45.55%),并对他们进行了自我报告问卷调查。结果表明,父母的溺爱与青少年的智能手机成瘾呈正相关。抑郁在一定程度上调节了上述关系。此外,学校氛围调节了父母溺爱与抑郁之间的关系,即父母溺爱与抑郁之间的正相关在认为学校氛围更消极(相对于积极)的青少年中更强。研究结果加深了我们对父母教养行为与青少年智能手机成瘾之间关系的理解,并探讨了干预措施和实践的意义。
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引用次数: 0
Stress Inoculation in Police Officers Using Virtual Reality: A Controlled Study. 利用虚拟现实技术对警官进行压力接种:对照研究
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-04-01 Epub Date: 2024-02-19 DOI: 10.1089/cyber.2023.0385
Pedro Gamito, Jorge Oliveira, Jorge Silva, Joana Rosa, Maria L R Mendes, Ricardo Dias, Fábio Dias, Shivani A Mansuklal, Joana Cartaxo, Hélder António, Ágata Salvador

Policing is a highly demanding and stressful profession. Virtual reality (VR) has emerged as a promising tool for enhancing stress management programs, including for police officers. The use of VR in combination with biosensors enables measurement of psychophysiological responses such as peripheral temperature (PT) and skin conductance level (SCL). This study investigated the psychophysiological responses of police officers exposed to a VR scenario simulating a car accident. The study included a total of 63 police officers from the Public Security Police. Participants were divided into three groups based on their police divisions: the Investigation Brigade of Traffic Accidents, the Traffic Surveillance Squad (TSS), and a control group from the Lisbon Metropolitan Command. The results indicated that the VR environment effectively induced psychophysiological arousal, particularly in less experienced officers (TSS), that is, there were significant group differences in mean SCL and PT, showing this group with higher SCL and lower PT during the VR exposure. These results support the potential of VR as a stress inoculation strategy for training police officers and highlight the complex nature of stress responses that are influenced by individual factors and psychopathology.

警务工作是一项要求极高、压力极大的职业。虚拟现实(VR)已成为加强压力管理计划(包括针对警务人员)的一种有前途的工具。将 VR 与生物传感器结合使用,可以测量心理生理反应,如外周温度(PT)和皮肤电导水平(SCL)。本研究调查了警察在模拟车祸的 VR 场景中的心理生理反应。研究对象包括 63 名公安民警。参与者根据其所在警种被分为三组:交通事故调查大队、交通监察大队(TSS)和来自里斯本市政指挥部的对照组。结果表明,VR 环境有效地诱导了心理生理唤醒,尤其是经验较少的警官(TSS),即平均 SCL 和 PT 存在显著的组间差异,显示该组在 VR 暴露期间 SCL 较高,PT 较低。这些结果支持将 VR 作为培训警官的应激接种策略的潜力,并强调了应激反应受个人因素和心理病理学影响的复杂性。
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引用次数: 0
Modern Hieroglyphics and the Generation Gap: Do Emojis Need Their Own Rosetta Stone? 现代象形文字与代沟:表情符号需要自己的罗塞塔石碑吗?
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-03-01 Epub Date: 2023-10-30 DOI: 10.1089/cyber.2023.29298.editorial
Brenda K Wiederhold
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引用次数: 0
Gender Moderates the Relationship Between Avatar Customization and Enjoyment in Popular Video Games. 性别调节流行电子游戏中头像定制与乐趣之间的关系
IF 6.6 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Pub Date : 2024-03-01 Epub Date: 2024-02-09 DOI: 10.1089/cyber.2023.0289
M Marie Devlin, Morgan E Ellithorpe, Erin Oittinen

Using online survey methods (n = 153), this study investigates whether exposure to different levels of customization in games will increase the experiences of enjoyment, both directly and indirectly, through the experience of avatar embodiment, as well as whether these relationships are influenced by gender identity. Results indicate a positive relationship between level of exposure to customization and enjoyment for women-identified participants. These outcomes may provide insight into gendered preference in gaming, potentially providing an avenue by which to make games more inclusive to women gamers.

本研究采用在线调查方法(n = 153),探讨了接触游戏中不同程度的定制化是否会直接或间接地通过化身体验增加游戏乐趣,以及这些关系是否会受到性别认同的影响。结果表明,对于女性参与者来说,接触定制化游戏的程度与享受之间存在正相关关系。这些结果可以让人们深入了解游戏中的性别偏好,从而有可能提供一种途径,使游戏对女性玩家更具包容性。
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引用次数: 0
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Cyberpsychology, behavior and social networking
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