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Culturally Tailored Serious Game Design: A Revolutionary Model for Smart Agriculture 基于文化的严肃游戏设计:智能农业的革命性模式
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-20 DOI: 10.1155/hbe2/6564116
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.

智慧农业具有文化特殊性,它将教育与农业遗产的庆祝活动结合起来。智慧农业,也被称为精准农业,是指应用先进技术来提高农业实践的有效性和效率。严肃游戏的概念在包括智能农业在内的各个领域都很受欢迎。目前正在考虑将严肃游戏作为解决具有挑战性的农业问题和加强农民培训的新方法,从而刺激农业部门的技术创新。尽管人们对严肃游戏的兴趣越来越浓厚,但却缺乏关于这类游戏如何有效地交流实用农业知识的研究,特别是在不同的文化实践中。需要进行研究来评估这些游戏是否能够有效地教授关键主题,如土壤管理和作物选择,同时尊重文化规范。评估玩法是否会影响玩家对可持续农场的态度以及他们在现实环境中保留知识的程度也很重要。本研究考察了智能农业的文化特定游戏设计模型,将教育和文化元素整合在一起,以增强学习和参与。这款游戏允许玩家体验农业周期,包括种植、照料和收获。它旨在教育儿童和任何有兴趣了解食物来源的人,并解释为什么可持续农业对子孙后代至关重要。在游戏中,玩家需要经历季节循环,从决定种子类型到准备土壤,包括应对天气灾害。一个准实验设计比较了两组:传统学习组和实验性严肃游戏组。基于提出的模型开发了一个严肃的游戏,并通过前后测试、统计分析和启发式评估来实施和评估,以衡量农业知识的改进。结果显示,游戏组的知识留存率很高,特别是在精准农业、可持续性和基于物联网的解决方案方面(p < 0.05)。这些发现突出了严肃游戏作为一种创新工具的潜力,它可以将传统农业知识与现代农业实践相结合,促进不同文化背景下的可持续农业教育。
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引用次数: 0
Measuring Technostress in Everyday Life: Development and Validation of an Assessment Scale 日常生活中技术应力的测量:评估量表的开发与验证
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-18 DOI: 10.1155/hbe2/5793644
Daiana Colledani, Claudio Barbaranelli, Egidio Robusto, Pasquale Anselmi

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.

随着技术在日常生活中变得无处不在,技术压力(TS)的影响已经超出了工作场所,需要对这种结构进行更广泛的调查。本研究旨在开发一种测量日常生活中TS的量表。从一般人群(N = 602)中抽取了大量的调查对象,通过文献综述确定了68个项目,这些项目捕获了关键的TS维度(TS创造者)。采用探索性和验证性因素分析的交叉验证方法产生了最终的20项量表,评估了四个主要因素:技术过载/入侵(T-OI),技术复杂性/不确定性(T-CU),技术不安全/隐私(T-IP)和技术关系/隔离(T-RI)。该量表被称为日常生活TS量表(ELTS),具有很强的心理测量特性,包括高信度、收敛效度和判别效度,以及跨性别和两个年龄组的不变性。有趣的是,潜在的平均差异出现了,年轻人和女性报告更高水平的T-OI,而老年人和女性报告更高水平的T-CU。年龄较大的受访者也显示出较高的T-IP水平。与以往的研究一致,TS维度与神经质呈正相关,与生活满意度和幸福感(心理、社会和情感)负相关。雅思考试通过在日常环境中解决TS问题,超越了传统的以工作场所为中心的衡量标准,为该领域做出了独特的贡献。雅思考试为评估工作场所以外的普通人群的TS提供了一个有价值的工具。此外,它可以成为促进技术更顺利地融入日常生活和促进福祉的有用资源。
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引用次数: 0
E-Skill Self-Efficacy and Perceived Performance in Remote Work: A Cross-Lagged Study on the Mediating Role of Technostressors 远程工作中电子技能自我效能感与感知绩效:技术压力源中介作用的交叉滞后研究
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-15 DOI: 10.1155/hbe2/8886180
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.

向混合工作的转变需要更深入地了解个人资源,以提高员工的适应能力和绩效,特别是在远程环境中。本研究以社会认知理论为基础,探讨电子技能自我效能感(员工在管理远程工作任务、时间、平衡工作需求与个人生活方面的信心)对技术入侵和技术超载感知、整体和远程工作绩效的影响。这项研究涉及了来自同一家公司的899名混合型员工,他们都遵循50/50的远程和办公室时间表。数据收集于两个时间点,间隔3个月。交叉滞后模型分析显示,较高的电子技能自我效能感与技术入侵(工作干扰个人生活)和技术过载(由于技术而更快、更长时间地工作的压力)的感知呈负相关。技术入侵与自我报告的远程工作绩效呈负相关,而技术超载与自我报告的远程工作绩效呈正相关。这两种技术压力对整体表现都没有显著影响。此外,技术入侵介导了电子技能自我效能感与远程工作绩效之间的关系:自我效能感较高的混合型员工不太可能经历技术入侵,从而使他们在远程环境中保持更好的工作绩效。研究结果为寻求在日益数字化和灵活的工作环境中优化员工绩效的组织提供了可操作的见解。
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引用次数: 0
Enhancing Export Competitiveness of SMEs in Sfax: A Machine Learning Approach Using Principal Component Analysis 提高中小企业出口竞争力:基于主成分分析的机器学习方法
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-13 DOI: 10.1155/hbe2/7280932
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.

企业的竞争力是最近管理者、立法者和学者们经常讨论的话题。尽管竞争的概念可能看起来很简单,但它经常被用于各种可疑的上下文中。尽管竞争的定义似乎是基本的,但对这一概念有许多怀疑的应用。为了提高Sfax(突尼斯的经济之都)的中小型出口企业(SMEs)在国际市场上的地位,我们的目标是确定推动其竞争力提高的关键因素。在这一领域的理论和实证研究的基础上,我们根据最新的建议确定了一套19个关键标准(因素),这些标准(因素)对保持企业的出口竞争力至关重要。本研究中使用的数据是通过对商业领袖的问卷调查收集的,然后由专家在李克特量表上进行评估。主成分分析(PCA)模型与机器学习算法一起使用,以确定这些因素之间的关系,并确定能够影响40家公司竞争力的因素。我们数据中的初始变量数是70;使用PCA,我们在第一次实验中将这个数字减少到27,在第二次实验中将这个数字减少到14。使用Python编程语言提供的数据增强技术,我们将公司数量增加到60家。我们通过对选取的14个特征进行PCA建模,利用随机森林算法获得了74.76%的f值。相反,能源、化学、橡胶行业的f值最高,为85.71%,其次是纺织、服装、鞋业,f值为80%。这些发现为推动Sfax中小企业走向全球市场竞争力的因素提供了有价值的见解。
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引用次数: 0
VR Versus IRL Walking: Equivalencies and Discrepancies Between Walking Through a Downtown District in Virtual Reality and in Real Life 虚拟现实与现实生活中的步行:在虚拟现实和现实生活中步行穿过市中心的等价物和差异
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-13 DOI: 10.1155/hbe2/4765842
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.

背景:虚拟现实(VR)是一个潜在的解决方案,缺乏因果证据,关于如何改变物理环境可以增加步行。为了将虚拟现实技术应用于步行性研究,必须量化虚拟现实中行走对现实世界的模拟程度。方法:在一项预先登记的研究中,39名参与者在历史悠久的RW区和VR复制品中行走。在这两种环境中,参与者通过步行到特定地点(如银行)或选择代表驾驶的替代交通方式来完成“差事”。结果:考虑到预注册的对照组,行走时间在会话数量-条件(VR/RW)交互作用中存在差异;然而,当按条件顺序分层时,参与者在VR和RW中行走的持续时间相当。一般来说,与RW相比,参与者更少享受体育活动(PA),更有可能选择VR中的驾驶选项,尽管他们自我报告的步行动机是相同的。在强度方面,基于HR的平均心率(HR)和中高强度体力活动(MVPA)持续时间在不同条件下是相等的,而基于HR的轻体力活动持续时间和基于加速度计的MVPA持续时间在VR中较低。最后,VR和RW环境的某些社会心理判断(如情绪)是相似的,而另一些则不同(如空间)。讨论:虽然参与者在VR和RW中行走的时间相似,但交通决策不同,可能是由于在VR中行走的强度较小,导致完成“差事”的时间短缺。在虚拟现实中,人们往往走得更慢、更小心,这意味着参与者可能是出于必要而不是出于停止行走的愿望而选择了更快的选择(“开车”)。目前的研究涉及一个高度适宜步行的同质环境;进一步的研究应该调查VR和RW在不同地点行走的可比性。该研究对虚拟现实技术在城市规划和城市决策中的应用具有重要意义。
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引用次数: 0
Transforming Financial Landscapes: Exploring the Nexus Between Digitalization in Accounting and Islamic Fintech Adoption 转型金融格局:探索会计数字化与伊斯兰金融科技采用之间的联系
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-11 DOI: 10.1155/hbe2/2854513
Ayman Abdalmajeed Alsmadi, Khaled Saleh Al-Omoush

Purpose: The main purpose of this research paper is to explore the factors affecting Islamic Fintech adoption based on digital accounting practices. The paper examines the relationship among technology integration, organizational culture, regulatory support, tech advancements, innovation readiness, and Islamic Fintech adoption.

Design/Methodology/Approach: Employing a quantitative methodology, the study administered an 18-item questionnaire. A total of 232 participants aged 18 or older, who were aware of Islamic Fintech, were selected through social media and other relevant channels.

Findings: The outcomes show that tech integration has significant influences on Fintech adoption, with the impact of technology, advancement, and innovative technologies restructuring the financial environment. Second, innovation readiness also plays a crucial role, especially in highly educated and talented individuals working in innovative and dynamic environments. Third, organizational culture also mediates the relationship between IR and Fintech adoption, which means that the practices an organization has in relation to information sharing, knowledge sharing, and experimentation will impact how an employee behaves. Fourth, regulatory support mediates the relationship with advancement in tech, finding the importance of government regulation and support that provides legitimacy and structure with regulation. However, it does not significantly mediate the relationship between tech in structural integration and Fintech adoption.

Originality/Value: The study’s originality lies in its nuanced analysis of how regulatory support may mediate or facilitate tech integration and Islamic Fintech adoption within an authoritarian domain, drawing attention to the subtle dynamics of regulatory change. It offers vital insights about which aspects of regulation might expedite and spur innovation in Islamic Fintech while cautioning about the many challenges that continue to beset this domain. The study reaffirms the reality that proper knowledge of formal and informal regulatory structures and government relations is crucial to organizations, policymakers, and stakeholders to be able to address in dealing with these new regulatory settings.

Implication: In Jordan, rapid digitalization requires the implementation of the ISO 20376 Standard to propel Islamic Fintech solutions to new heights. It focuses on developing an innovation-fit culture in institutions, considering Jordan’s conservative, individualistic culture. Regulatory frameworks must facilitate technology adoption while adhering to Islamic financial principles, and there must be a sustainable financial sector. Policymakers and stakeholders must close theoretical gaps and practical challenges to establish an environment conducive to innovation in Islamic Fintech, driving the sector’s growth, flexibility, and excellence.

目的:本研究论文的主要目的是探讨基于数字会计实践的伊斯兰金融科技采用的影响因素。本文考察了技术整合、组织文化、监管支持、技术进步、创新准备和伊斯兰金融科技采用之间的关系。设计/方法/方法:采用定量方法,本研究采用18项问卷调查。通过社交媒体和其他相关渠道选出了232名年龄在18岁或以上、了解伊斯兰金融科技的参与者。研究结果表明,技术整合对金融科技的采用有显著影响,技术、进步和创新技术的影响重构了金融环境。其次,创新准备也起着至关重要的作用,特别是在创新和动态环境中工作的受过高等教育和有才华的个人。第三,组织文化也调解了IR和金融科技采用之间的关系,这意味着组织在信息共享、知识共享和实验方面的实践将影响员工的行为。第四,监管支持调解了与技术进步的关系,发现政府监管和支持的重要性,这些监管和支持提供了监管的合法性和结构。然而,它并没有显著中介结构整合中的技术与金融科技采用之间的关系。原创性/价值:该研究的原创性在于其细致入微的分析,分析了监管支持如何在威权领域内调解或促进技术整合和伊斯兰金融科技的采用,引起了人们对监管变化微妙动态的关注。它提供了关于监管哪些方面可能加速和刺激伊斯兰金融科技创新的重要见解,同时警告了继续困扰该领域的许多挑战。该研究重申了一个事实,即对正式和非正式监管结构以及政府关系的适当了解对于组织、政策制定者和利益相关者在应对这些新的监管环境时至关重要。启示:在约旦,快速数字化需要实施ISO 20376标准,以推动伊斯兰金融科技解决方案达到新的高度。考虑到约旦保守的、个人主义的文化,它专注于在机构中发展一种创新文化。监管框架必须在遵守伊斯兰金融原则的同时促进技术的采用,并且必须有一个可持续的金融部门。政策制定者和利益相关方必须缩小理论差距和实践挑战,建立有利于伊斯兰金融科技创新的环境,推动该行业的增长、灵活性和卓越性。
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引用次数: 0
Transforming Healthcare Training: Personalized and Gamified First Aid Education 转变医疗培训:个性化和游戏化急救教育
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-04 DOI: 10.1155/hbe2/8256881
Fatima Farooq, Kashif Ishaq, Atif Alvi, Fadhilah Rosdi, Naeem A. Nawaz

The growth in interest has shown great promise in game-based learning, with particular potential found in healthcare for first aid training. This study indicates that the issues with conventional first aid training, such as with nonexperts and youth, can be resolved by games. The present study is aimed at designing, implementing, and evaluating a gamified first aid training system using the First Aid Serious Game Design Model (FASGDM) to enhance user motivation, knowledge retention, and practical application of first aid techniques. Feedback was incorporated in the design process to make sure the refinement of low-fidelity and high-fidelity prototypes to ensure usability and accuracy with an interrater reliability (IRR) coefficient of 90%, confirming the gamified system’s effectiveness and reliability. A quasiexperimental study was conducted with 40 students aged 12–15 years, divided into a control group (n = 20) who received traditional lessons and an experimental group (n = 20) trained using the gamified prototype. Pretest results showed equal performance in both groups, while posttest results revealed significant improvement in the experimental group’s performance through statistical analysis t = −23.77, df = 24, p < 0.05. The gamified approach increased engagement, improved knowledge retention, and increased learner’s confidence in applying first aid skills in real-life scenarios, contributing to improved public health outcomes.

兴趣的增长显示了基于游戏的学习的巨大前景,特别是在医疗急救培训方面的潜力。本研究表明,传统急救培训的问题,如非专业人员和青少年,可以通过游戏来解决。本研究旨在使用急救严肃游戏设计模型(FASGDM)设计、实施和评估一个游戏化急救培训系统,以提高用户的动机、知识保留和急救技术的实际应用。在设计过程中纳入了反馈,以确保低保真度和高保真度原型的改进,以确保可用性和准确性,并具有90%的交互可靠性(IRR)系数,从而确认了游戏化系统的有效性和可靠性。对40名12-15岁的学生进行了一项准实验研究,将其分为对照组(n = 20),接受传统课程,实验组(n = 20)使用游戏化原型进行训练。前测结果显示两组成绩相当,后测结果显示实验组成绩有显著提高,经统计学分析t =−23.77,df = 24, p <;0.05. 游戏化方法提高了参与程度,提高了知识留存,增强了学习者在现实生活中应用急救技能的信心,有助于改善公共卫生结果。
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引用次数: 0
Psychometric Validation of the Digital Life Balance Scale in Urdu and Its Relationship With Life Satisfaction, Social Media Addiction, and Internet Addiction 乌尔都语数字生活平衡量表的心理测量验证及其与生活满意度、社交媒体成瘾、网络成瘾的关系
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-04 DOI: 10.1155/hbe2/7873343
Olga Malas, Marwa Khan, Aisha Zubair, Andrea Guazzini, Mirko Duradoni

Digital technologies are an integral part of everyday life, making a balanced digital life essential to avoid their negative impact on well-being. This study is aimed at validating the Digital Life Balance (DLB) Scale in Urdu and examining its relationship with social media addiction, Internet addiction, and life satisfaction among Urdu-speaking individuals. A sample of 332 participants (Mage: 26.75 years; SD = 7.12; 41.9% female) completed the DLB Scale along with the Social Media Addiction Scale (SMA), Internet Addiction Test (IAT), and Satisfaction With Life Scale (SWLS). The results demonstrated satisfactory to acceptable internal consistency for the DLB Scale (α = 0.72), consistent with previous validations. Confirmatory factor analysis supported the unidimensionality of the scale. Correlation analysis revealed that higher DLB is positively associated with life satisfaction and negatively correlated with social media and internet addiction, particularly with avoidance behaviors and problematic social media use. Stepwise regression identified life satisfaction as the strongest predictor of DLB, followed by internet avoidance and problematic social media use. These findings underscore the importance of balancing digital and nondigital activities for maintaining psychological well-being. The study highlights the need for culturally adapted tools to assess digital behaviors and provides critical insights for developing interventions aimed at promoting digital well-being in diverse populations.

数字技术是日常生活中不可或缺的一部分,平衡的数字生活对于避免它们对健康的负面影响至关重要。本研究旨在验证乌尔都语数字生活平衡(DLB)量表,并探讨其与乌尔都语个体社交媒体成瘾、网络成瘾和生活满意度的关系。332名参与者的样本(年龄:26.75岁;Sd = 7.12;41.9%女性)完成了DLB量表以及社交媒体成瘾量表(SMA)、网络成瘾测试(IAT)和生活满意度量表(SWLS)。结果表明,DLB量表的内部一致性满意(α = 0.72),与先前的验证一致。验证性因子分析支持量表的单一性。相关分析显示,较高的DLB与生活满意度呈正相关,与社交媒体和网络成瘾呈负相关,尤其是与回避行为和有问题的社交媒体使用呈正相关。逐步回归发现生活满意度是DLB的最强预测因子,其次是网络回避和有问题的社交媒体使用。这些发现强调了平衡数字和非数字活动对保持心理健康的重要性。该研究强调需要适应文化的工具来评估数字行为,并为制定旨在促进不同人群数字福祉的干预措施提供了重要见解。
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引用次数: 0
Human Performance in Deepfake Detection: A Systematic Review 人类在深度伪造检测中的表现:系统综述
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-03 DOI: 10.1155/hbe2/1833228
Klaire Somoray, Dan J. Miller, Mary Holmes

Deepfakes refer to a wide range of computer-generated synthetic media, in which a person’s appearance or likeness is altered to resemble that of another. This systematic review is aimed at providing an overview of the existing research into people’s ability to detect deepfakes. Five databases (IEEE, ProQuest, PubMed, Web of Science, and Scopus) were searched up to December 2023. Studies were included if they (1) were an original study; (2) were reported in English; (3) examined people’s detection of deepfakes; (4) examined the influence of an intervention, strategy, or variable on deepfake detection; and (5) reported relevant data needed to evaluate detection accuracy. Forty independent studies from 30 unique records were included in the review. Results were narratively summarized, with key findings organized based on the review’s research questions. Studies used different performance measures, making it difficult to compare results across the literature. Detection accuracy varies widely, with some studies showing humans outperforming AI models and others indicating the opposite. Detection performance is also influenced by person-level (e.g., cognitive ability, analytical thinking) and stimuli-level factors (e.g., quality of deepfake, familiarity with the subject). Interventions to improve people’s deepfake detection yielded mixed results. Humans and AI-based detection models focus on different aspects when detecting, suggesting a potential for human–AI collaboration. The findings highlight the complex interplay of factors influencing human deepfake detection and the need for further research to develop effective strategies for deepfake detection.

Deepfakes指的是一系列由计算机生成的合成媒体,其中一个人的外表或肖像被改变成与另一个人相似。这篇系统综述的目的是概述现有的关于人们检测深度伪造的能力的研究。5个数据库(IEEE, ProQuest, PubMed, Web of Science, Scopus)检索截止到2023年12月。纳入以下研究:(1)是原创研究;(2)以英文报道;(3)检验人们对深度造假的检测;(4)检查干预、策略或变量对深度伪造检测的影响;(5)报告评价检测精度所需的相关数据。来自30份独特记录的40项独立研究纳入了该综述。结果以叙述性的方式总结,并根据综述的研究问题组织主要发现。研究使用了不同的表现衡量标准,因此很难比较文献中的结果。检测准确率差异很大,一些研究表明人类的表现优于人工智能模型,而另一些研究则表明相反。检测性能还受到个人水平(如认知能力、分析思维)和刺激水平因素(如深度伪造的质量、对主题的熟悉程度)的影响。提高人们深度识别能力的干预措施产生了好坏参半的结果。人类和基于人工智能的检测模型在检测时关注的方面不同,这表明了人类与人工智能合作的潜力。这些发现强调了影响人类深度伪造检测的因素之间复杂的相互作用,以及需要进一步研究以制定有效的深度伪造检测策略。
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引用次数: 0
Objective Phone Use During Time With One’s Partner: Associations With Relationship and Individual Well-Being 目的:与伴侣在一起时使用手机:与关系和个人幸福感的联系
IF 3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-08-01 DOI: 10.1155/hbe2/3547526
Brandon T. McDaniel, Sabrina Uva, Victor Cornet, Michelle Drouin

When a person chooses to interact with their phone instead of their partner (e.g., technoference, phubbing), it may diminish interactional quality, relationship satisfaction, and well-being. However, much of the research on technology use in relationships has utilized self-reports. We extend prior work by objectively measuring smartphone use in a sample of 247 adult participants (75% women; mean age = 30.87 years) to better understand the extent of use around one’s partner and the connection between this use and relational and personal well-being. Participants completed an online baseline survey and 8 days of phone tracking and nightly time diaries. On average, participants used their smartphone during 27% of their time around their partner; 86% used their phone every day at least some around their partner. Linear regression modeling revealed that phone use around partner (not total daily phone use) predicted lower relationship satisfaction and coparenting quality, although effects were only significant for women. We also found that phone habits in general (i.e., both phone use around partner and total phone use) predicted greater depression and lower life satisfaction, with effects trending toward being stronger for women. Overall, our results suggest that one’s own phone use is connected—especially for women—to one’s own relational and personal well-being. Our objective phone use and daily diary methods offer one potential model for studying the nuances of technoference and its effects on relational and personal well-being. Future research should continue to explore both objective and subjective measures of device use within couples and families.

当一个人选择与他们的手机而不是他们的伴侣互动时(例如,技术会议,低头),它可能会降低互动质量,关系满意度和幸福感。然而,很多关于人际关系中科技使用的研究都使用了自我报告。我们扩展了之前的工作,客观地测量了247名成年参与者(75%为女性;平均年龄= 30.87岁),以便更好地了解伴侣周围的使用程度以及这种使用与关系和个人健康之间的联系。参与者完成了一项在线基线调查、8天的电话跟踪和夜间日记。平均而言,参与者在与伴侣在一起的时间里使用智能手机的时间为27%;86%的人每天至少在伴侣身边使用手机。线性回归模型显示,在伴侣身边使用手机(而不是每天使用手机的总数)预示着较低的关系满意度和育儿质量,尽管这种影响只对女性有意义。我们还发现,一般的使用手机习惯(即,与伴侣一起使用手机和总使用手机)预示着更大的抑郁和更低的生活满意度,这种影响对女性的影响更大。总的来说,我们的研究结果表明,一个人的手机使用与自己的人际关系和个人幸福感有关,尤其是对女性来说。我们的客观电话使用和日常日记方法为研究技术的细微差别及其对人际关系和个人幸福感的影响提供了一个潜在的模型。未来的研究应该继续探索夫妻和家庭中使用电子设备的客观和主观指标。
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引用次数: 0
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Human Behavior and Emerging Technologies
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