İbrahim Bozan, Hilmi Demirkaya, Ülkü Tuğçe Çal Pektaş, Hüseyin Duygu
Although the benefits of incorporating Scratch in educational settings have been widely recognized, limited research has explored the perspectives of gifted students on their use in science education. Scratch is a block-based tool designed to teach coding to elementary school students. With increasing emphasis on coding across various disciplines, scratches have emerged as one of the most widely used coding tools. This study is aimed at understanding students’ opinions on engaging in science activities using the Scratch program. Utilizing a qualitative research approach, specifically a case study design, the researchers conducted interviews with 20 gifted students enrolled in the fourth grade at a science and art center in a Mediterranean coastal city in Turkey. Semistructured interviews were used to conduct a content analysis, which provided insights into the collected data. The analysis revealed that students found the Scratch program to be an engaging and valuable resource that aided their comprehension of the science course material. By participating in coding activities related to the subject matter, students achieved success and developed a deeper interest in the science lessons. The Scratch program emerged as a captivating tool that motivated students to learn coding effectively while fostering the development of various skills.
{"title":"Investigation of Gifted Students’ Views on the Use of Scratch Activities in Science Education","authors":"İbrahim Bozan, Hilmi Demirkaya, Ülkü Tuğçe Çal Pektaş, Hüseyin Duygu","doi":"10.1155/hbe2/9822787","DOIUrl":"https://doi.org/10.1155/hbe2/9822787","url":null,"abstract":"<p>Although the benefits of incorporating Scratch in educational settings have been widely recognized, limited research has explored the perspectives of gifted students on their use in science education. Scratch is a block-based tool designed to teach coding to elementary school students. With increasing emphasis on coding across various disciplines, scratches have emerged as one of the most widely used coding tools. This study is aimed at understanding students’ opinions on engaging in science activities using the Scratch program. Utilizing a qualitative research approach, specifically a case study design, the researchers conducted interviews with 20 gifted students enrolled in the fourth grade at a science and art center in a Mediterranean coastal city in Turkey. Semistructured interviews were used to conduct a content analysis, which provided insights into the collected data. The analysis revealed that students found the Scratch program to be an engaging and valuable resource that aided their comprehension of the science course material. By participating in coding activities related to the subject matter, students achieved success and developed a deeper interest in the science lessons. The Scratch program emerged as a captivating tool that motivated students to learn coding effectively while fostering the development of various skills.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/9822787","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143826760","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hee Jung Cho, Sue Lim, Monique Mitchell Turner, Gary Bente, Ralf Schmälzle
The causal chain from message exposure to reception to effects is widely accepted as the basic explanatory model for communication and message effects. However, the chain’s links were often studied in isolation, leaving measurement gaps that compromise the ecological validity and practical utility of experimental research. Here, we introduce a VR-based paradigm that encompasses a realistic message reception context, that is, a simulated car ride on a highway flanked by billboards. We varied emotional salience as the core message factor as well as contextual distractions. VR-integrated eye trackers were used to capture participants’ incidental and self-determined message exposure dependent on their actual gaze behavior. Consistent with our predictions, results show that (1) exposure gates all subsequent effects, (2) distraction impacts the likelihood of exposure, and (3) both the manipulation of emotional content and distraction affect retention. This comprehensive research ecosystem for assaying the exposure–reception–retention chain can be broadly applied to a variety of message reception contexts.
{"title":"Eyes on VR: Unpacking the Causal Chain Between Exposure, Reception, and Retention for Emotional Billboard Messages","authors":"Hee Jung Cho, Sue Lim, Monique Mitchell Turner, Gary Bente, Ralf Schmälzle","doi":"10.1155/hbe2/3619411","DOIUrl":"https://doi.org/10.1155/hbe2/3619411","url":null,"abstract":"<p>The causal chain from message exposure to reception to effects is widely accepted as the basic explanatory model for communication and message effects. However, the chain’s links were often studied in isolation, leaving measurement gaps that compromise the ecological validity and practical utility of experimental research. Here, we introduce a VR-based paradigm that encompasses a realistic message reception context, that is, a simulated car ride on a highway flanked by billboards. We varied emotional salience as the core message factor as well as contextual distractions. VR-integrated eye trackers were used to capture participants’ incidental and self-determined message exposure dependent on their actual gaze behavior. Consistent with our predictions, results show that (1) exposure gates all subsequent effects, (2) distraction impacts the likelihood of exposure, and (3) both the manipulation of emotional content and distraction affect retention. This comprehensive research ecosystem for assaying the exposure–reception–retention chain can be broadly applied to a variety of message reception contexts.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/3619411","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143826782","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this era of technology, electronic word-of-mouth (eWOM) is an influential factor that can impact tourists’ behavior and decision-making. This study is aimed at exploring the influence of eWOM on promoting sustainable tourism in Bangladesh. A mixed-method approach is used in the study, considering both qualitative and quantitative data analysis. Ten independent variables related to eWOM, including online reviews, source credibility, sentiment, and social media influencers, were identified through in-depth qualitative interviews and an analysis of the literature, with the promotion of sustainable tourism in Bangladesh maintained as the dependent variable. A questionnaire was constructed to gather information and insights from the respondents through a quantitative survey method using non-probability judgment sampling. A total of 350 individuals were approached with an online questionnaire, and 307 individuals responded with great interest, resulting in a response rate of 87.7%. The data collected from the survey was thoroughly analyzed using SPSS 25, which confirmed the validity and significance of the findings. Participants acknowledged the impact of online reviews and recommendations on their travel decision-making. The research highlighted the value of reviews from verified users, social media influencers, digital platforms, and visual material to improve the credibility of information. The results showed strong support for the use of incentives to stimulate travelers’ eWOM and highlighted the need for government regulatory support. In addition, there was a substantial desire found among the participants to engage in different online forums devoted to sustainable tourism. This research shows how eWOM greatly helps to create awareness and encourage sustainable tourism practices in Bangladesh. It suggests spreading the power of eWOM via strategic partnerships with social media influencers. Additionally, it emphasizes boosting the accessibility of information on sustainable tourism to fully utilize the potential impact of eWOM.
{"title":"The Influence of Electronic Word-of-Mouth (eWOM) on Promoting Sustainable Tourism in Bangladesh","authors":"Mitanur Rahman, Md. Nasir Mia","doi":"10.1155/hbe2/6650724","DOIUrl":"https://doi.org/10.1155/hbe2/6650724","url":null,"abstract":"<p>In this era of technology, electronic word-of-mouth (eWOM) is an influential factor that can impact tourists’ behavior and decision-making. This study is aimed at exploring the influence of eWOM on promoting sustainable tourism in Bangladesh. A mixed-method approach is used in the study, considering both qualitative and quantitative data analysis. Ten independent variables related to eWOM, including online reviews, source credibility, sentiment, and social media influencers, were identified through in-depth qualitative interviews and an analysis of the literature, with the promotion of sustainable tourism in Bangladesh maintained as the dependent variable. A questionnaire was constructed to gather information and insights from the respondents through a quantitative survey method using non-probability judgment sampling. A total of 350 individuals were approached with an online questionnaire, and 307 individuals responded with great interest, resulting in a response rate of 87.7%. The data collected from the survey was thoroughly analyzed using SPSS 25, which confirmed the validity and significance of the findings. Participants acknowledged the impact of online reviews and recommendations on their travel decision-making. The research highlighted the value of reviews from verified users, social media influencers, digital platforms, and visual material to improve the credibility of information. The results showed strong support for the use of incentives to stimulate travelers’ eWOM and highlighted the need for government regulatory support. In addition, there was a substantial desire found among the participants to engage in different online forums devoted to sustainable tourism. This research shows how eWOM greatly helps to create awareness and encourage sustainable tourism practices in Bangladesh. It suggests spreading the power of eWOM via strategic partnerships with social media influencers. Additionally, it emphasizes boosting the accessibility of information on sustainable tourism to fully utilize the potential impact of eWOM.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6650724","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143822076","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Internet gaming is a popular pastime, which has surged in popularity in light of COVID-19. While positive outcomes are common, some gamers experience problems associated with their gaming. For this reason, understanding how factors can influence healthy versus unhealthy internet gaming outcomes is crucial. This study developed gamer typologies based on boredom proneness, escapism, and coping style. Typologies were compared on problematic gaming outcomes, gaming behaviours, engagement, and health and wellbeing–related variables. Cluster analysis of a diverse international sample (N = 913) identified three distinct profiles: immersed, balanced, and detached gamers. Detached gamers reported the highest boredom proneness, escapism, and disengaged coping. They also had worse health and wellbeing–related outcomes than other clusters, despite engaging in similar gaming behaviours to immersed gamers. These novel findings emphasise the importance of an engaged coping style and highlight the risk of using solely addiction-based measures to identify problematic internet gaming, which may overlook potentially adaptive behaviours.
{"title":"Gamers in Real Life: Internet Gamer Typologies and Their Association With Problematic Gaming and Health Outcomes","authors":"Lorelle Bowditch, Janine Chapman, Tania Signal, Anjum Naweed","doi":"10.1155/hbe2/2368683","DOIUrl":"https://doi.org/10.1155/hbe2/2368683","url":null,"abstract":"<p>Internet gaming is a popular pastime, which has surged in popularity in light of COVID-19. While positive outcomes are common, some gamers experience problems associated with their gaming. For this reason, understanding how factors can influence healthy versus unhealthy internet gaming outcomes is crucial. This study developed gamer typologies based on boredom proneness, escapism, and coping style. Typologies were compared on problematic gaming outcomes, gaming behaviours, engagement, and health and wellbeing–related variables. Cluster analysis of a diverse international sample (<i>N</i> = 913) identified three distinct profiles: immersed, balanced, and detached gamers. Detached gamers reported the highest boredom proneness, escapism, and disengaged coping. They also had worse health and wellbeing–related outcomes than other clusters, despite engaging in similar gaming behaviours to immersed gamers. These novel findings emphasise the importance of an engaged coping style and highlight the risk of using solely addiction-based measures to identify problematic internet gaming, which may overlook potentially adaptive behaviours.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/2368683","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143801702","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wang Guangju, Faria Batool, Safdar Hussain, Manahil Jabeen, Majid Ali, Alia Afzal
This study examined the relationship between Industry 4.0 and 5.0 technologies along with circular economy practices; their impact on energy production, economic performance, and environmental peace; and how these factors collectively affect sustainable firm performance. This pioneering study investigates the transformative impact of Industry 4.0 and 5.0 technologies on circular economy practices and sustainable performance in food chains. The objective of this study assesses the impact of Industry 4.0 and Industry 5.0 technologies on the circular economy to find the mediating role of circular economy strategies on the sustainable performance of food chains. The circular economy has been proven to be the best alternative to overcome the scarcity of resources by introducing the idea of recycling, reusing, and remanufacturing. Based on this concept, we used diffusion of infusion theory to analyze these technologies’ impact on society and firms’ sustainable performance. The study data were collected through a survey of 388 food chains from specific areas of Pakistan using a purposive approach. A hybrid partial least squares structural equation modeling and an artificial neural network approach were used to analyze the data. Our research contributes to the existing literature by including hybrid PLS-SEM and ANN approaches in modeling complex relationships which reveals significant implications for policymakers, practitioners, and researchers, highlighting the importance of these technologies. Food chains can implement these practices to save time, costs, waste of resources, and pollution which will eventually create environmental peace, economic growth, and good food quality products.
{"title":"Impact of Industry 4.0 and 5.0 Technologies on Circular Economy and Sustainable Performance Using Hybrid PLS-SEM and ANN Approach","authors":"Wang Guangju, Faria Batool, Safdar Hussain, Manahil Jabeen, Majid Ali, Alia Afzal","doi":"10.1155/hbe2/9920983","DOIUrl":"https://doi.org/10.1155/hbe2/9920983","url":null,"abstract":"<p>This study examined the relationship between Industry 4.0 and 5.0 technologies along with circular economy practices; their impact on energy production, economic performance, and environmental peace; and how these factors collectively affect sustainable firm performance. This pioneering study investigates the transformative impact of Industry 4.0 and 5.0 technologies on circular economy practices and sustainable performance in food chains. The objective of this study assesses the impact of Industry 4.0 and Industry 5.0 technologies on the circular economy to find the mediating role of circular economy strategies on the sustainable performance of food chains. The circular economy has been proven to be the best alternative to overcome the scarcity of resources by introducing the idea of recycling, reusing, and remanufacturing. Based on this concept, we used diffusion of infusion theory to analyze these technologies’ impact on society and firms’ sustainable performance. The study data were collected through a survey of 388 food chains from specific areas of Pakistan using a purposive approach. A hybrid partial least squares structural equation modeling and an artificial neural network approach were used to analyze the data. Our research contributes to the existing literature by including hybrid PLS-SEM and ANN approaches in modeling complex relationships which reveals significant implications for policymakers, practitioners, and researchers, highlighting the importance of these technologies. Food chains can implement these practices to save time, costs, waste of resources, and pollution which will eventually create environmental peace, economic growth, and good food quality products.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/9920983","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143801703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The Indonesian government has implemented an ICT-based training to improve the innovative behavior of junior high school teachers. This study evaluates whether psychological aspects such as happiness at work play a role in shaping these behaviors. This study aims to examine the theoretical model of happiness at work as a mediator for the influence of proactive personality and perception of the school climate on teachers’ innovative behavior in digitalization and also compares whether ICT-based training implemented by the government increases happiness at work models on ICT and non-ICT teachers. This study uses the concurrent embedded design mixed methods; quantitative methods are used as the main focus of the study, while qualitative methods are used to strengthen quantitative data. The quantitative method uses four measuring instruments to prove the research model using SEM and a comparative analysis of ICT-based training implementation using multigroup SEM. The qualitative method is an exploratory approach with content analysis of open-ended questions to explore teachers in digitalization. The sample was 960 ICT teachers and 958 non-ICT teachers. The results of this research model proved that happiness at work is a mediator for proactive personality and perceived school climate in teachers’ innovative behavior in digitalization. In addition, the ICT-based training has been proven to strengthen the happiness at work model on ICT teachers. The results of this study have implications, namely, that schools are expected to be able to optimize happiness in the workplace and teacher recruitment selection involves proactive personality assessment.
{"title":"Enhancing Innovative Behavior of Indonesian Secondary School Teachers Through Happiness at Work: An Implementation of ICT-Based Training","authors":"Anggun Resdasari Prasetyo, Anissa Lestari Kadiyono, Marina Sulastiana, Zainal Abidin","doi":"10.1155/hbe2/6602366","DOIUrl":"https://doi.org/10.1155/hbe2/6602366","url":null,"abstract":"<p>The Indonesian government has implemented an ICT-based training to improve the innovative behavior of junior high school teachers. This study evaluates whether psychological aspects such as happiness at work play a role in shaping these behaviors. This study aims to examine the theoretical model of happiness at work as a mediator for the influence of proactive personality and perception of the school climate on teachers’ innovative behavior in digitalization and also compares whether ICT-based training implemented by the government increases happiness at work models on ICT and non-ICT teachers. This study uses the concurrent embedded design mixed methods; quantitative methods are used as the main focus of the study, while qualitative methods are used to strengthen quantitative data. The quantitative method uses four measuring instruments to prove the research model using SEM and a comparative analysis of ICT-based training implementation using multigroup SEM. The qualitative method is an exploratory approach with content analysis of open-ended questions to explore teachers in digitalization. The sample was 960 ICT teachers and 958 non-ICT teachers. The results of this research model proved that happiness at work is a mediator for proactive personality and perceived school climate in teachers’ innovative behavior in digitalization. In addition, the ICT-based training has been proven to strengthen the happiness at work model on ICT teachers. The results of this study have implications, namely, that schools are expected to be able to optimize happiness in the workplace and teacher recruitment selection involves proactive personality assessment.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6602366","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143786640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Celebrities as live streamers generate dozens of times more revenue than noncelebrity live streamers. This is an opportunity for companies or other live streamers to adopt the characteristics of celebrities to increase sales and profits. This research discusses live streaming in the Shopee application, Indonesia’s top e-commerce application with the highest number of users. Therefore, this research focuses on exploring the perspectives of Shopee users regarding the influence of celebrity characteristics as live streamers and supporting technological features. Data was collected using a deductive qualitative method through interviews with users who have shopped on Shopee Live, broadcast by celebrities at least once in Indonesia. This study adopts the stimulus–organism–response theory (SOR), social presence theory (SPT), and theory of reasoned action (TRA) to explain the interplay of influencing factors on impulsive buying. Data analysis was performed through thematic analysis involving open, axial, and selective coding. The research concludes that celebrity characteristics such as credibility, interactivity, attractiveness, professionalism, reputation, and social presence positively impact individuals’ impulse buying behavior. This study confirms previous research findings and provides an extended SOR, SPT, and TRA model. The results of this research can also serve as recommendations for companies to find suitable celebrities for promotional strategies and noncelebrity live streamers to enhance their sales performance.
{"title":"How Do Celebrity Characteristics as Streamers in Live-Streaming Commerce Influence Impulsive Buying? A Case Study of Shopee Live","authors":"Nandhita Zefania Maharani, Imairi Eitiveni, Betty Purwandari, Erisva Hakiki Purwaningsih","doi":"10.1155/hbe2/6977436","DOIUrl":"https://doi.org/10.1155/hbe2/6977436","url":null,"abstract":"<p>Celebrities as live streamers generate dozens of times more revenue than noncelebrity live streamers. This is an opportunity for companies or other live streamers to adopt the characteristics of celebrities to increase sales and profits. This research discusses live streaming in the Shopee application, Indonesia’s top e-commerce application with the highest number of users. Therefore, this research focuses on exploring the perspectives of Shopee users regarding the influence of celebrity characteristics as live streamers and supporting technological features. Data was collected using a deductive qualitative method through interviews with users who have shopped on Shopee Live, broadcast by celebrities at least once in Indonesia. This study adopts the stimulus–organism–response theory (SOR), social presence theory (SPT), and theory of reasoned action (TRA) to explain the interplay of influencing factors on impulsive buying. Data analysis was performed through thematic analysis involving open, axial, and selective coding. The research concludes that celebrity characteristics such as credibility, interactivity, attractiveness, professionalism, reputation, and social presence positively impact individuals’ impulse buying behavior. This study confirms previous research findings and provides an extended SOR, SPT, and TRA model. The results of this research can also serve as recommendations for companies to find suitable celebrities for promotional strategies and noncelebrity live streamers to enhance their sales performance.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6977436","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143762230","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mirko Duradoni, Giulia Colombini, Virginia Battistoni, Veronica Zagaglia, Andrea Guazzini
Today’s widespread and increasing access to the Internet and new technologies not only offers great opportunities but also risks for problematic use, whose psychological dynamics need to be understood in depth. This study examines how technology addiction may differentially affect well-being (i.e., psychological, eudaimonic, and cognitive hedonic) and digital life balance depending on people’s reported levels of online social capital. Seven hundred and eleven participants (75.70% female; Mage = 28.33 years, SD = 12.30) took part in the data collection. Drawing on the Psychology of Harmony and Harmonization framework, the study found that people with high levels of addiction and high levels of online social capital showed higher well-being scores, as indicated by higher perceptions of life satisfaction and feelings of personal and social success, compared to people with high addiction patterns and low levels of online social capital. In addition, the results also highlighted a better digital life balance in the former group. Overall, the findings point to online social capital as a key factor in unraveling the different dynamics of social media and Internet addiction, showing how it can contribute to ensuring the satisfaction of driving social needs, maintaining better well-being even in the face of maladaptive behaviors, and ultimately challenging a monolithic concept of new forms of addiction. Indeed, the results suggest the potential existence of distinct types or shades of technological addiction that impact well-being differently and reflect varying levels of psychological distress, depending on underlying social needs and behaviors.
{"title":"Exploring the Role of Online Social Capital in Differentiating Technology Addiction Effect on Well-Being","authors":"Mirko Duradoni, Giulia Colombini, Virginia Battistoni, Veronica Zagaglia, Andrea Guazzini","doi":"10.1155/hbe2/6211572","DOIUrl":"https://doi.org/10.1155/hbe2/6211572","url":null,"abstract":"<p>Today’s widespread and increasing access to the Internet and new technologies not only offers great opportunities but also risks for problematic use, whose psychological dynamics need to be understood in depth. This study examines how technology addiction may differentially affect well-being (i.e., psychological, eudaimonic, and cognitive hedonic) and digital life balance depending on people’s reported levels of online social capital. Seven hundred and eleven participants (75.70% female; Mage = 28.33 years, SD = 12.30) took part in the data collection. Drawing on the Psychology of Harmony and Harmonization framework, the study found that people with high levels of addiction and high levels of online social capital showed higher well-being scores, as indicated by higher perceptions of life satisfaction and feelings of personal and social success, compared to people with high addiction patterns and low levels of online social capital. In addition, the results also highlighted a better digital life balance in the former group. Overall, the findings point to online social capital as a key factor in unraveling the different dynamics of social media and Internet addiction, showing how it can contribute to ensuring the satisfaction of driving social needs, maintaining better well-being even in the face of maladaptive behaviors, and ultimately challenging a monolithic concept of new forms of addiction. Indeed, the results suggest the potential existence of distinct types or shades of technological addiction that impact well-being differently and reflect varying levels of psychological distress, depending on underlying social needs and behaviors.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6211572","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143749350","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Digital out-of-home media continues to attract consumers due to its dynamic and interactive characteristics. Despite the growing interest in the uses and gratifications of contemporary digital media, scholarly inquiry into digital out-of-home media remains limited. This study investigated how digital out-of-home media’s uses and gratifications correlated with user experience and the mediating role of interaction. Employing a quantitative approach, data were collected from 450 shoppers via a structured questionnaire and analysed using Hayes PROCESS macro to test for mediation. Results show that convenient information and entertainment gratification factors significantly influence user experience, with interaction playing a pivotal role. Moreover, interaction statistically mediates the relationship between motivational factors and user experience. However, no statistically significant correlation between process gratifications and affordances was found. These findings highlight the importance of understanding user engagement in digital out-of-home media contexts and offer insights for marketers and researchers in the digital media landscape.
{"title":"Content and Process as Motivational Factors in Digital Out-of-Home Media: The Mediating Role of Interaction in User Experience","authors":"Zwanga Sonia Mposi, Therese Roux, Dion van Zyl","doi":"10.1155/hbe2/8820265","DOIUrl":"https://doi.org/10.1155/hbe2/8820265","url":null,"abstract":"<p>Digital out-of-home media continues to attract consumers due to its dynamic and interactive characteristics. Despite the growing interest in the uses and gratifications of contemporary digital media, scholarly inquiry into digital out-of-home media remains limited. This study investigated how digital out-of-home media’s uses and gratifications correlated with user experience and the mediating role of interaction. Employing a quantitative approach, data were collected from 450 shoppers via a structured questionnaire and analysed using Hayes PROCESS macro to test for mediation. Results show that convenient information and entertainment gratification factors significantly influence user experience, with interaction playing a pivotal role. Moreover, interaction statistically mediates the relationship between motivational factors and user experience. However, no statistically significant correlation between process gratifications and affordances was found. These findings highlight the importance of understanding user engagement in digital out-of-home media contexts and offer insights for marketers and researchers in the digital media landscape.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8820265","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143717222","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yang Tian, Tak Jie Chan, Tze Wei Liew, Ming Hui Chen, Huan Na Liu
China’s digital payment landscape is dominated by WeChat (WC), a multifunction social networking platform imbued with a third-party payment application. This study explores the factors that drive the intention to continuously use WC Pay. We propose a framework underpinned by the stimulus-organism-response (S-O-R) model to examine how WC interactivity and consumer-to-consumer interaction influence WC-enabled behavioral engagement and subsequent continuance use intention through perceived value and perceived risk dimensions. Additionally, the study examines personal innovativeness and anxiety as potential moderating factors influencing the link between WC-enabled behavioral engagement and its precursors. Data from 407 Malaysian consumers was gathered using an online survey and analyzed using partial least squares structural equation modeling (PLS-SEM) and moderation testing. The results demonstrate that WC interactivity and consumer-to-consumer interaction indirectly enhance WC-enabled behavioral engagement and the continuance of the platform’s use intention through perceived functional and social value. The risk of information exposure does not influence WC-enabled behavioral engagement. In addition, personal innovativeness and anxiety do not serve as moderating variables in the proposed research model. This research contributes to the social media and mobile payment literature by offering a deeper understanding of the drivers and moderating factors affecting the sustained use of WC Pay in Malaysia. Insights derived from this study’s findings can inform service providers, marketers, and policymakers to craft practical strategies for bolstering WC Pay’s continuous adoption.
{"title":"Chat, Tap, Scan, Pay, and Repeat: WeChat Pay’s Continuous Usage Intention Through the S-O-R Model","authors":"Yang Tian, Tak Jie Chan, Tze Wei Liew, Ming Hui Chen, Huan Na Liu","doi":"10.1155/hbe2/5077482","DOIUrl":"https://doi.org/10.1155/hbe2/5077482","url":null,"abstract":"<p>China’s digital payment landscape is dominated by WeChat (WC), a multifunction social networking platform imbued with a third-party payment application. This study explores the factors that drive the intention to continuously use WC Pay. We propose a framework underpinned by the stimulus-organism-response (S-O-R) model to examine how WC interactivity and consumer-to-consumer interaction influence WC-enabled behavioral engagement and subsequent continuance use intention through perceived value and perceived risk dimensions. Additionally, the study examines personal innovativeness and anxiety as potential moderating factors influencing the link between WC-enabled behavioral engagement and its precursors. Data from 407 Malaysian consumers was gathered using an online survey and analyzed using partial least squares structural equation modeling (PLS-SEM) and moderation testing. The results demonstrate that WC interactivity and consumer-to-consumer interaction indirectly enhance WC-enabled behavioral engagement and the continuance of the platform’s use intention through perceived functional and social value. The risk of information exposure does not influence WC-enabled behavioral engagement. In addition, personal innovativeness and anxiety do not serve as moderating variables in the proposed research model. This research contributes to the social media and mobile payment literature by offering a deeper understanding of the drivers and moderating factors affecting the sustained use of WC Pay in Malaysia. Insights derived from this study’s findings can inform service providers, marketers, and policymakers to craft practical strategies for bolstering WC Pay’s continuous adoption.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/5077482","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143717220","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}