Sabrina K. Santos, José Carlos da Silva Freitas Junior, Patrícia M. F. Cabral
The information technology (IT) sector in Brazil remains highly competitive in attracting and retaining skilled professionals, despite global layoffs by major tech companies. This study is aimed at developing and validating a comprehensive instrument for measuring employee experience, providing actionable insights to enhance talent retention. Employing a mixed-methods approach guided by the design science research (DSR) framework, data were collected from IT professionals, including employees, interns, and outsourced contractors based in Brazil. A validated employee experience questionnaire underwent exploratory factor analysis (EFA) to ensure its construct validity. Findings revealed gaps in the employee experience, particularly among outsourced contractors, which informed the development of a dashboard artifact designed to address three critical stages of the employee journey: onboarding, monitoring, and offboarding. This study offers both theoretical and practical contributions, including a validated tool for measuring employee experience and a replicable framework for improving retention strategies in IT and other industries. Implications highlight the potential for enhanced talent management practices and sustained organizational performance.
{"title":"Talent Retention of Information Technology Professionals in Light of Employee Experience: Artifact Proposition","authors":"Sabrina K. Santos, José Carlos da Silva Freitas Junior, Patrícia M. F. Cabral","doi":"10.1155/hbe2/5462842","DOIUrl":"https://doi.org/10.1155/hbe2/5462842","url":null,"abstract":"<p>The information technology (IT) sector in Brazil remains highly competitive in attracting and retaining skilled professionals, despite global layoffs by major tech companies. This study is aimed at developing and validating a comprehensive instrument for measuring employee experience, providing actionable insights to enhance talent retention. Employing a mixed-methods approach guided by the design science research (DSR) framework, data were collected from IT professionals, including employees, interns, and outsourced contractors based in Brazil. A validated employee experience questionnaire underwent exploratory factor analysis (EFA) to ensure its construct validity. Findings revealed gaps in the employee experience, particularly among outsourced contractors, which informed the development of a dashboard artifact designed to address three critical stages of the employee journey: onboarding, monitoring, and offboarding. This study offers both theoretical and practical contributions, including a validated tool for measuring employee experience and a replicable framework for improving retention strategies in IT and other industries. Implications highlight the potential for enhanced talent management practices and sustained organizational performance.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/5462842","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144918738","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}
Thanh Tung Dao, Thi Thanh Hoa Phan, Thi Viet Nga Ngo, Cong Doanh Duong, Trong Nghia Vu
Although blockchain technology has been extensively studied in supply chain research, relatively little is known about the consumer-level processes that translate blockchain-enabled traceability into purchase behavior in the organic food sector. Drawing on the theory of planned behavior, this study examined how blockchain-enabled traceability and perceived blockchain-related information transparency shape consumers’ organic food purchase intentions, with attention to gender differences. Utilizing structural equation modeling on data from 5,326 Vietnamese consumers, the findings revealed that both blockchain-enabled traceability and perceived blockchain-related information transparency directly and positively impacted attitudes and perceived behavioral control. While perceived blockchain-related information transparency directly affected purchase intentions, blockchain-enabled traceability did not; rather, it had an indirect effect through attitudes and perceived behavioral control. Subjective norms related to perceived behavioral controldid not significantly affect attitudes or purchase intentions. Furthermore, several of these relationships varied by gender. These findings underscored the importance of transparency and traceability in shaping favorable consumer perceptions and intentions to purchase organic foods. They also provided practical insights for leveraging blockchain technology and tailoring communication strategies to gender-specific preferences to foster consumer trust and promote sustainable purchasing behaviors.
{"title":"Applying the Theory of Planned Behavior to Explore the Role of Blockchain Technology in Consumers’ Sustainable Consumption: A Multigroup Analysis of Gender","authors":"Thanh Tung Dao, Thi Thanh Hoa Phan, Thi Viet Nga Ngo, Cong Doanh Duong, Trong Nghia Vu","doi":"10.1155/hbe2/1787273","DOIUrl":"https://doi.org/10.1155/hbe2/1787273","url":null,"abstract":"<p>Although blockchain technology has been extensively studied in supply chain research, relatively little is known about the consumer-level processes that translate blockchain-enabled traceability into purchase behavior in the organic food sector. Drawing on the theory of planned behavior, this study examined how blockchain-enabled traceability and perceived blockchain-related information transparency shape consumers’ organic food purchase intentions, with attention to gender differences. Utilizing structural equation modeling on data from 5,326 Vietnamese consumers, the findings revealed that both blockchain-enabled traceability and perceived blockchain-related information transparency directly and positively impacted attitudes and perceived behavioral control. While perceived blockchain-related information transparency directly affected purchase intentions, blockchain-enabled traceability did not; rather, it had an indirect effect through attitudes and perceived behavioral control. Subjective norms related to perceived behavioral controldid not significantly affect attitudes or purchase intentions. Furthermore, several of these relationships varied by gender. These findings underscored the importance of transparency and traceability in shaping favorable consumer perceptions and intentions to purchase organic foods. They also provided practical insights for leveraging blockchain technology and tailoring communication strategies to gender-specific preferences to foster consumer trust and promote sustainable purchasing behaviors.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/1787273","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144897388","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}
Camilla Poggianti, Stefano Chessa, Susanna Pelagatti, Alexander Kocian
This systematic survey examines the use of immersive technologies in formal and informal educational contexts, focusing on inclusion and accessibility for people with disabilities. Immersive technologies are defined here as those that fall under the umbrella of extended reality (XR), including augmented reality (AR), virtual reality (VR), and mixed reality (MR)—technologies that combine physical and digital environments to create interactive experiences. Grounded in the universal design for learning (UDL) framework (a framework that promotes inclusive education through the principles of multiple means of representation, action and expression, and engagement), this study investigates how immersive technologies can support diverse learners. In contrast to previous reviews, which often focus on specific disciplines or age groups, this work takes a thematic approach that considers multiple dimensions: the type of XR technology, the educational context, the target demographic, adherence to UDL, and disability considerations. Using the PRISMA methodology, the survey systematically analyzes 32 research papers identified in five major databases and published between 2013 and 2023. The results show that 46.9% of the studies use AR, 37.5% use VR, and 15.6% integrate both. Twenty-two studies take place in academic settings (e.g., schools and universities), while others focus on informal contexts such as cultural heritage and life skills. However, only 40.6% explicitly apply the UDL framework, and less than half directly address specific disabilities, although XR has the potential to promote inclusion. Furthermore, 18 studies focus on STEM disciplines and higher education, indicating an imbalance in literature coverage. Although immersive technologies show promise to promote inclusion, our work emphasizes the need to combine XR technologies with established pedagogical models to better support diverse learners. Accordingly, the survey identifies a set of recommendations for researchers, developers, and educators to guide the implementation of more inclusive and pedagogically sound XR-based educational environments.
{"title":"Immersive Technologies for Inclusive Digital Education: A Systematic Survey","authors":"Camilla Poggianti, Stefano Chessa, Susanna Pelagatti, Alexander Kocian","doi":"10.1155/hbe2/8888303","DOIUrl":"https://doi.org/10.1155/hbe2/8888303","url":null,"abstract":"<p>This systematic survey examines the use of immersive technologies in formal and informal educational contexts, focusing on inclusion and accessibility for people with disabilities. Immersive technologies are defined here as those that fall under the umbrella of extended reality (XR), including augmented reality (AR), virtual reality (VR), and mixed reality (MR)—technologies that combine physical and digital environments to create interactive experiences. Grounded in the universal design for learning (UDL) framework (a framework that promotes inclusive education through the principles of multiple means of representation, action and expression, and engagement), this study investigates how immersive technologies can support diverse learners. In contrast to previous reviews, which often focus on specific disciplines or age groups, this work takes a thematic approach that considers multiple dimensions: the type of XR technology, the educational context, the target demographic, adherence to UDL, and disability considerations. Using the PRISMA methodology, the survey systematically analyzes 32 research papers identified in five major databases and published between 2013 and 2023. The results show that 46.9% of the studies use AR, 37.5% use VR, and 15.6% integrate both. Twenty-two studies take place in academic settings (e.g., schools and universities), while others focus on informal contexts such as cultural heritage and life skills. However, only 40.6% explicitly apply the UDL framework, and less than half directly address specific disabilities, although XR has the potential to promote inclusion. Furthermore, 18 studies focus on STEM disciplines and higher education, indicating an imbalance in literature coverage. Although immersive technologies show promise to promote inclusion, our work emphasizes the need to combine XR technologies with established pedagogical models to better support diverse learners. Accordingly, the survey identifies a set of recommendations for researchers, developers, and educators to guide the implementation of more inclusive and pedagogically sound XR-based educational environments.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8888303","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144888415","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 metaverse is projected to contribute over $3 trillion to the global economy by 2031. Major technology firms, including Unity Technologies, Meta, Epic Games, Valve Corporation, Alphabet, and Roblox, invest billions of dollars in its development. Adopting digital technologies such as mixed reality (MR), virtual reality (VR), extended reality (ER), augmented reality (AR), IoT (Internet of Things), and the metaverse is gaining momentum among tourists and tourism enterprises. For example, Japan’s First Airlines offers virtual flights departing from Tokyo, while platforms like Wander allow users to explore destinations through Google Street View. This paper systematically reviews existing literature on the application of metaverse technologies in the tourism and hospitality (T&H) sector. It outlines potential directions for future research in this emerging subfield. The study uses a structured review framework to examine the antecedents, decisions, and outcomes (ADO) associated with metaverse integration in T&H research. Furthermore, it analyzes the theoretical foundations, contextual settings, and methodological approaches (TCM) employed in relevant studies. The systematic review follows four key stages: (1) literature search through database queries, (2) screening of identified studies, (3) application of eligibility criteria, and (4) retrieval of full-text publications. This review is conducted in alignment with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta Analyses) guidelines, initially screening 169 studies, of which 100 fulfilled the inclusion criteria and were subjected to in-depth synthesis. Additionally, the study explores critical tourism constructs, including tourist experience and satisfaction, visit intention and purchasing behavior, tourist empowerment and digital proficiency, and responsible & inclusive tourism as central outcomes of metaverse adoption. The paper concludes by proposing novel research questions and delineating implications to advance the academic discourse on metaverse applications within the T&H domain.
{"title":"Metaverse in Tourism and Hospitality: A Framework-Based Systematic Review","authors":"Chiranjeeb Debnath, Arpita Srivastava","doi":"10.1155/hbe2/6662141","DOIUrl":"https://doi.org/10.1155/hbe2/6662141","url":null,"abstract":"<p>The metaverse is projected to contribute over $3 trillion to the global economy by 2031. Major technology firms, including Unity Technologies, Meta, Epic Games, Valve Corporation, Alphabet, and Roblox, invest billions of dollars in its development. Adopting digital technologies such as mixed reality (MR), virtual reality (VR), extended reality (ER), augmented reality (AR), IoT (Internet of Things), and the metaverse is gaining momentum among tourists and tourism enterprises. For example, Japan’s First Airlines offers virtual flights departing from Tokyo, while platforms like Wander allow users to explore destinations through Google Street View. This paper systematically reviews existing literature on the application of metaverse technologies in the tourism and hospitality (T&H) sector. It outlines potential directions for future research in this emerging subfield. The study uses a structured review framework to examine the antecedents, decisions, and outcomes (ADO) associated with metaverse integration in T&H research. Furthermore, it analyzes the theoretical foundations, contextual settings, and methodological approaches (TCM) employed in relevant studies. The systematic review follows four key stages: (1) literature search through database queries, (2) screening of identified studies, (3) application of eligibility criteria, and (4) retrieval of full-text publications. This review is conducted in alignment with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta Analyses) guidelines, initially screening 169 studies, of which 100 fulfilled the inclusion criteria and were subjected to in-depth synthesis. Additionally, the study explores critical tourism constructs, including tourist experience and satisfaction, visit intention and purchasing behavior, tourist empowerment and digital proficiency, and responsible & inclusive tourism as central outcomes of metaverse adoption. The paper concludes by proposing novel research questions and delineating implications to advance the academic discourse on metaverse applications within the T&H domain.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6662141","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144885358","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}
3D body scanning technology is becoming increasingly popular in the apparel and health industries due to its accessibility, affordability, and precision. 3D images offer biometrically accurate images for estimating body shape and size, which may align mental constructs of the body with an objective body assessment, which would be helpful in illustrating the effects of treatments or interventions for lifestyle-related diseases and body image disorders by demonstrating physical changes to the body. This five-phase one-group exploratory study examined affective responses to obtaining a full-body 3D scan. In a sample of 45, we used summative content analysis and inductive content analysis to examine two open-ended questions about the body scan experience, body visualization, and affect. The study found that participants generally reacted positively to the scanning experience, but some reported negative affective responses, such as self-consciousness. Some participants experienced stress and decreased body satisfaction due to the detailed and realistic nature of the scans highlighting perceived imperfections. The study found few gender differences in responses, with men showing slightly more positive reactions. This aligns with patterns of body surveillance and psychological distress being more pervasive in women. Both men and women are affected by cultural pressures related to body image, leading to self-objectification and psychological distress, which highlights the need for ethical use of the technology to minimize potential harm.
{"title":"Affective Responses to 3D Body Scan Technology: An Exploratory Study","authors":"Jessica Strübel, Natalie Sabik, Nicole Baker, Rosemary Leger, Priscilla Peña","doi":"10.1155/hbe2/9126536","DOIUrl":"https://doi.org/10.1155/hbe2/9126536","url":null,"abstract":"<p>3D body scanning technology is becoming increasingly popular in the apparel and health industries due to its accessibility, affordability, and precision. 3D images offer biometrically accurate images for estimating body shape and size, which may align mental constructs of the body with an objective body assessment, which would be helpful in illustrating the effects of treatments or interventions for lifestyle-related diseases and body image disorders by demonstrating physical changes to the body. This five-phase one-group exploratory study examined affective responses to obtaining a full-body 3D scan. In a sample of 45, we used summative content analysis and inductive content analysis to examine two open-ended questions about the body scan experience, body visualization, and affect. The study found that participants generally reacted positively to the scanning experience, but some reported negative affective responses, such as self-consciousness. Some participants experienced stress and decreased body satisfaction due to the detailed and realistic nature of the scans highlighting perceived imperfections. The study found few gender differences in responses, with men showing slightly more positive reactions. This aligns with patterns of body surveillance and psychological distress being more pervasive in women. Both men and women are affected by cultural pressures related to body image, leading to self-objectification and psychological distress, which highlights the need for ethical use of the technology to minimize potential harm.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/9126536","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144885357","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}
Sehrish Riaz, Kashif Ishaq, Atif Alvi, Syahanim Mohd Salleh, Naeem A. Nawaz
Smart agriculture, which is culturally specific, combines education with the celebratory potlatch of our agrarian heritage. Smart agriculture, also known as precision farming, refers to the application of advanced technologies to enhance the effectiveness and efficiency of agricultural practices. The concept of serious games has gained popularity across various fields, including smart agriculture. Serious gaming is currently being considered as a new approach to address challenging farming issues and enhance farmer training, thereby stimulating technological innovation in the agricultural sector. Despite the growing interest in serious games, there is a lack of research exploring how such games can effectively communicate practical farming knowledge, particularly across different cultural practices. Research is needed to assess whether these games can effectively teach key topics, such as soil management and crop selection while respecting cultural norms. It is also crucial to evaluate whether gameplay influences players’ attitudes toward sustainable farming and the extent to which they retain the knowledge in real-world contexts. This study examines a culturally specific game design model for smart agriculture, integrating educational and cultural elements to enhance learning and engagement. The game allows players to experience the farming cycle, encompassing planting, tending, and harvesting. It is intended to educate children and anyone interested in learning about the origins of their food, as well as to explain why sustainable farming is essential for future generations. The players experience farming through seasonal cycles, from decisions on seed types to soil preparation, including dealing with weather calamities. A quasiexperimental design compared two groups: a traditional learning group and an experimental serious game group. A serious game developed based on the proposed model was implemented and evaluated through pre- and posttests, statistical analyses, and heuristic evaluations to measure improvements in agricultural knowledge. The results demonstrate significant knowledge retention in the game group, particularly in precision farming, sustainability, and IoT-based solutions (p < 0.05). These findings highlight the potential of serious games as an innovative tool for blending traditional agricultural knowledge with modern farming practices, promoting sustainable farming education in diverse cultural settings.
{"title":"Culturally Tailored Serious Game Design: A Revolutionary Model for Smart Agriculture","authors":"Sehrish Riaz, Kashif Ishaq, Atif Alvi, Syahanim Mohd Salleh, Naeem A. Nawaz","doi":"10.1155/hbe2/6564116","DOIUrl":"https://doi.org/10.1155/hbe2/6564116","url":null,"abstract":"<p>Smart agriculture, which is culturally specific, combines education with the celebratory potlatch of our agrarian heritage. Smart agriculture, also known as precision farming, refers to the application of advanced technologies to enhance the effectiveness and efficiency of agricultural practices. The concept of serious games has gained popularity across various fields, including smart agriculture. Serious gaming is currently being considered as a new approach to address challenging farming issues and enhance farmer training, thereby stimulating technological innovation in the agricultural sector. Despite the growing interest in serious games, there is a lack of research exploring how such games can effectively communicate practical farming knowledge, particularly across different cultural practices. Research is needed to assess whether these games can effectively teach key topics, such as soil management and crop selection while respecting cultural norms. It is also crucial to evaluate whether gameplay influences players’ attitudes toward sustainable farming and the extent to which they retain the knowledge in real-world contexts. This study examines a culturally specific game design model for smart agriculture, integrating educational and cultural elements to enhance learning and engagement. The game allows players to experience the farming cycle, encompassing planting, tending, and harvesting. It is intended to educate children and anyone interested in learning about the origins of their food, as well as to explain why sustainable farming is essential for future generations. The players experience farming through seasonal cycles, from decisions on seed types to soil preparation, including dealing with weather calamities. A quasiexperimental design compared two groups: a traditional learning group and an experimental serious game group. A serious game developed based on the proposed model was implemented and evaluated through pre- and posttests, statistical analyses, and heuristic evaluations to measure improvements in agricultural knowledge. The results demonstrate significant knowledge retention in the game group, particularly in precision farming, sustainability, and IoT-based solutions (<i>p</i> < 0.05). These findings highlight the potential of serious games as an innovative tool for blending traditional agricultural knowledge with modern farming practices, promoting sustainable farming education in diverse cultural settings.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6564116","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144869551","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}
As technology becomes ever-present in daily routines, the impact of technostress (TS) extends beyond the workplace, calling for a broader investigation of the construct. This study was aimed at developing a scale to measure TS in everyday life. A 68-item pool capturing key TS dimensions (TS creators) identified through literature review was administered to a large sample of respondents from the general population (N = 602). A cross-validation approach employing exploratory and confirmatory factor analyses yielded a final 20-item scale assessing four main factors: techno-overload/invasion (T-OI), techno-complexity/uncertainty (T-CU), techno-insecurity/privacy (T-IP), and techno-relationships/isolation (T-RI). The scale, called Everyday Life TS Scale (ELTS), exhibited strong psychometric properties, including high reliability, convergent and discriminant validity, and invariance across gender and two age groups. Interestingly, latent mean differences emerged, with younger individuals and females reporting higher levels of T-OI, while older individuals and females reported higher levels of T-CU. Older respondents also showed higher levels of T-IP. Consistent with previous research, TS dimensions correlated positively with neuroticism and negatively with life satisfaction and well-being (psychological, social, and emotional). The ELTS uniquely contributes to the field by addressing TS in everyday contexts, beyond traditional workplace-focused measures. The ELTS offers a valuable tool for assessing TS in the general population beyond the workplace. Moreover, it can be a useful resource for facilitating a smoother integration of technology into daily life and promoting well-being.
{"title":"Measuring Technostress in Everyday Life: Development and Validation of an Assessment Scale","authors":"Daiana Colledani, Claudio Barbaranelli, Egidio Robusto, Pasquale Anselmi","doi":"10.1155/hbe2/5793644","DOIUrl":"https://doi.org/10.1155/hbe2/5793644","url":null,"abstract":"<p>As technology becomes ever-present in daily routines, the impact of technostress (TS) extends beyond the workplace, calling for a broader investigation of the construct. This study was aimed at developing a scale to measure TS in everyday life. A 68-item pool capturing key TS dimensions (TS creators) identified through literature review was administered to a large sample of respondents from the general population (<i>N</i> = 602). A cross-validation approach employing exploratory and confirmatory factor analyses yielded a final 20-item scale assessing four main factors: techno-overload/invasion (T-OI), techno-complexity/uncertainty (T-CU), techno-insecurity/privacy (T-IP), and techno-relationships/isolation (T-RI). The scale, called Everyday Life TS Scale (ELTS), exhibited strong psychometric properties, including high reliability, convergent and discriminant validity, and invariance across gender and two age groups. Interestingly, latent mean differences emerged, with younger individuals and females reporting higher levels of T-OI, while older individuals and females reported higher levels of T-CU. Older respondents also showed higher levels of T-IP. Consistent with previous research, TS dimensions correlated positively with neuroticism and negatively with life satisfaction and well-being (psychological, social, and emotional). The ELTS uniquely contributes to the field by addressing TS in everyday contexts, beyond traditional workplace-focused measures. The ELTS offers a valuable tool for assessing TS in the general population beyond the workplace. Moreover, it can be a useful resource for facilitating a smoother integration of technology into daily life and promoting well-being.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/5793644","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144869248","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}
Nicoletta Massa, Valentina Sommovigo, Andrea Rubera, Chiara Consiglio
The shift to hybrid work necessitates a deeper understanding of the personal resources that enhance employee adaptation and performance, particularly in remote settings. Grounded in social cognitive theory, this study investigates the impact of e-skill self-efficacy—employees’ confidence in managing remote work tasks, time, and balancing job demands with personal life—on perceptions of technoinvasion and techno-overload, as well as on overall and remote work performance. The study involved 899 hybrid workers from the same organization, all following a 50/50 remote and in-office schedule. Data was collected at two time points, 3 months apart. Cross-lagged model analyses revealed that higher e-skill self-efficacy was negatively related to perceptions of technoinvasion (work interfering with personal life) and techno-overload (pressure to work faster and longer due to technology). Technoinvasion was negatively associated with self-reported remote work performance, while techno-overload had a positive association. Neither technostressor significantly impacted overall performance. Moreover, technoinvasion mediated the relationship between e-skill self-efficacy and remote work performance: Hybrid workers with higher self-efficacy were less likely to experience technoinvasion, allowing them to maintain better performance in remote settings. The findings provide actionable insights for organizations seeking to optimize employee performance in increasingly digital and flexible work environments.
{"title":"E-Skill Self-Efficacy and Perceived Performance in Remote Work: A Cross-Lagged Study on the Mediating Role of Technostressors","authors":"Nicoletta Massa, Valentina Sommovigo, Andrea Rubera, Chiara Consiglio","doi":"10.1155/hbe2/8886180","DOIUrl":"https://doi.org/10.1155/hbe2/8886180","url":null,"abstract":"<p>The shift to hybrid work necessitates a deeper understanding of the personal resources that enhance employee adaptation and performance, particularly in remote settings. Grounded in social cognitive theory, this study investigates the impact of e-skill self-efficacy—employees’ confidence in managing remote work tasks, time, and balancing job demands with personal life—on perceptions of technoinvasion and techno-overload, as well as on overall and remote work performance. The study involved 899 hybrid workers from the same organization, all following a 50/50 remote and in-office schedule. Data was collected at two time points, 3 months apart. Cross-lagged model analyses revealed that higher e-skill self-efficacy was negatively related to perceptions of technoinvasion (work interfering with personal life) and techno-overload (pressure to work faster and longer due to technology). Technoinvasion was negatively associated with self-reported remote work performance, while techno-overload had a positive association. Neither technostressor significantly impacted overall performance. Moreover, technoinvasion mediated the relationship between e-skill self-efficacy and remote work performance: Hybrid workers with higher self-efficacy were less likely to experience technoinvasion, allowing them to maintain better performance in remote settings. The findings provide actionable insights for organizations seeking to optimize employee performance in increasingly digital and flexible work environments.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8886180","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144853831","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}
Amal Ben Abdallah, Maryam Elamine, Younes Boujelbene
The competitiveness of firms is a subject that is frequently discussed these days by managers, lawmakers, and academics. Even though the idea of competition may seem straightforward, it is frequently used in a variety of dubious contexts. Although the definition of competition might appear basic, there are many skeptical applications of this idea. In order to increase the position of small and medium-sized exporting enterprises (SMEs) in Sfax, the economic capital of Tunisia, on the international market, our goal is to identify the key elements driving improvement in their competitiveness. On the basis of theoretical and empirical research in this field, we identified, based on state-of-the-art recommendations, a set of 19 key criteria (factors) that are crucial for preserving an enterprise’s competitiveness in export. The data used in this study was collected using a questionnaire addressed to business leaders and then evaluated on a Likert scale by experts. Principal component analysis (PCA) modeling was used alongside machine learning algorithms to identify the relationships between these factors as well as to determine the factors capable of influencing the competitiveness of 40 firms. The initial number of variables in our data was 70; using PCA, we reduced this number to 27 for our first experiment and to 14 for our second experiment. Using data augmentation techniques provided by the Python programming language, we increased the number of firms to 60. We managed to achieve an F-score of 74.76% by using the random forest algorithm through the application of PCA modeling for 14 features selected. On the other hand, the energy, chemistry, and rubber industry sector has the highest F-score of 85.71% followed by the textile, clothing, and shoes industry with an F-score of 80%. These findings provide valuable insights into the factors that can propel SMEs in Sfax toward global market competitiveness.
{"title":"Enhancing Export Competitiveness of SMEs in Sfax: A Machine Learning Approach Using Principal Component Analysis","authors":"Amal Ben Abdallah, Maryam Elamine, Younes Boujelbene","doi":"10.1155/hbe2/7280932","DOIUrl":"https://doi.org/10.1155/hbe2/7280932","url":null,"abstract":"<p>The competitiveness of firms is a subject that is frequently discussed these days by managers, lawmakers, and academics. Even though the idea of competition may seem straightforward, it is frequently used in a variety of dubious contexts. Although the definition of competition might appear basic, there are many skeptical applications of this idea. In order to increase the position of small and medium-sized exporting enterprises (SMEs) in Sfax, the economic capital of Tunisia, on the international market, our goal is to identify the key elements driving improvement in their competitiveness. On the basis of theoretical and empirical research in this field, we identified, based on state-of-the-art recommendations, a set of 19 key criteria (factors) that are crucial for preserving an enterprise’s competitiveness in export. The data used in this study was collected using a questionnaire addressed to business leaders and then evaluated on a Likert scale by experts. Principal component analysis (PCA) modeling was used alongside machine learning algorithms to identify the relationships between these factors as well as to determine the factors capable of influencing the competitiveness of 40 firms. The initial number of variables in our data was 70; using PCA, we reduced this number to 27 for our first experiment and to 14 for our second experiment. Using data augmentation techniques provided by the Python programming language, we increased the number of firms to 60. We managed to achieve an F-score of 74.76% by using the random forest algorithm through the application of PCA modeling for 14 features selected. On the other hand, the energy, chemistry, and rubber industry sector has the highest F-score of 85.71% followed by the textile, clothing, and shoes industry with an F-score of 80%. These findings provide valuable insights into the factors that can propel SMEs in Sfax toward global market competitiveness.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/7280932","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144832408","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}
Amanda N. Spitzer, Katrina Oselinsky, Brendan Kelley, David Rojas-Rueda, Sara B. LoTemplio, Dan J. Graham
Background: Virtual reality (VR) is a potential solution to the lack of causal evidence regarding how changing the physical environment can increase walking. For VR to be employed in walkability research, the degree to which walking in VR mimics the real world (RW) must be quantified.
Methods: In a preregistered study, 39 participants walked in a historic RW district and in a VR replica. In both environments, participants completed “errands” by either walking to specific locations (e.g., a bank) or choosing an alternate transportation option representing driving.
Results: Accounting for preregistered controls, walking duration differed along a session-number-by-condition (VR/RW) interaction; however, when stratified by condition order, participants walked for a comparable duration in VR and the RW. Generally, participants enjoyed physical activity (PA) less and were more likely to choose the driving option in VR than the RW, although their self-reported walking motivation was equivalent. Concerning intensity, average heart rate (HR) and moderate-to-vigorous physical activity (MVPA) duration based on HR were equivalent across conditions, while light PA duration (based on HR) and MVPA duration based on accelerometry were lower in VR. Lastly, certain psychosocial judgments of the VR and RW environments (e.g., mood) were similar, while others differed (e.g., spaciousness).
Discussion: Although participants walked similar durations in VR and the RW, transportation decisions differed, perhaps due to less intense walking in VR, leading to a shortage of time to complete the “errands.” Individuals tend to walk more slowly and cautiously in VR, meaning participants may have chosen the quicker alternative (“driving”) out of necessity rather than out of a desire to stop walking. The current study concerned a highly walkable, homogeneous environment; further research should investigate the comparability of VR and RW walking in diverse locations. This research has important implications for using VR in urban planning and city decision-making.
{"title":"VR Versus IRL Walking: Equivalencies and Discrepancies Between Walking Through a Downtown District in Virtual Reality and in Real Life","authors":"Amanda N. Spitzer, Katrina Oselinsky, Brendan Kelley, David Rojas-Rueda, Sara B. LoTemplio, Dan J. Graham","doi":"10.1155/hbe2/4765842","DOIUrl":"https://doi.org/10.1155/hbe2/4765842","url":null,"abstract":"<p><b>Background:</b> Virtual reality (VR) is a potential solution to the lack of causal evidence regarding how changing the physical environment can increase walking. For VR to be employed in walkability research, the degree to which walking in VR mimics the real world (RW) must be quantified.</p><p><b>Methods:</b> In a preregistered study, 39 participants walked in a historic RW district and in a VR replica. In both environments, participants completed “errands” by either walking to specific locations (e.g., a bank) or choosing an alternate transportation option representing driving.</p><p><b>Results:</b> Accounting for preregistered controls, walking duration differed along a session-number-by-condition (VR/RW) interaction; however, when stratified by condition order, participants walked for a comparable duration in VR and the RW. Generally, participants enjoyed physical activity (PA) less and were more likely to choose the driving option in VR than the RW, although their self-reported walking motivation was equivalent. Concerning intensity, average heart rate (HR) and moderate-to-vigorous physical activity (MVPA) duration based on HR were equivalent across conditions, while light PA duration (based on HR) and MVPA duration based on accelerometry were lower in VR. Lastly, certain psychosocial judgments of the VR and RW environments (e.g., mood) were similar, while others differed (e.g., spaciousness).</p><p><b>Discussion:</b> Although participants walked similar durations in VR and the RW, transportation decisions differed, perhaps due to less intense walking in VR, leading to a shortage of time to complete the “errands.” Individuals tend to walk more slowly and cautiously in VR, meaning participants may have chosen the quicker alternative (“driving”) out of necessity rather than out of a desire to stop walking. The current study concerned a highly walkable, homogeneous environment; further research should investigate the comparability of VR and RW walking in diverse locations. This research has important implications for using VR in urban planning and city decision-making.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0,"publicationDate":"2025-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/4765842","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144832382","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}