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Virtual contact hypothesis: Preliminary evidence for intergroup contact hypothesis in interactions with characters in video games 虚拟接触假说:电子游戏角色互动中群体间接触假说的初步证据
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-11-18 DOI: 10.5817/cp2021-4-6
Agnieszka Mulak, Mikołaj Winiewski
This paper examines intergroup contact hypothesis in interactions in video games to conceptualize how intergroup contact with characters in games may relate to attitudes toward minorities. Intergroup contact hypothesis states that intergroup contact leads to more positive attitudes and stereotype reduction. It also specifies situational factors that promote or hinder such an outcome. In an online survey a sample of 1627 gamers stated games they played the most and filled out a questionnaire measuring their attitudes toward minorities. Independent judges assessed games that were played by most participants (N = 44 games). A multilevel regression analysis revealed that average quality of contact with minorities in a game (measured at game-level, as a characteristic of a game) was associated with higher acceptance of minorities of the players (measured at individual level). Diversity of the game world generated by fictional races had no significant connection to attitudes. Game-level predictors largely increased fit to the data showing that game worlds were significant for the acceptance of minorities. The results supply preliminary evidence for the validity of the intergroup contact hypothesis for the interactions with characters in video games.
本文考察了电子游戏互动中的群体间接触假说,以概念化游戏中角色的群体间接触如何与对少数群体的态度相关。群体间接触假说认为群体间接触会导致更积极的态度和刻板印象的减少。它还规定了促进或阻碍这种结果的情境因素。在一项在线调查中,1627名玩家陈述了他们最常玩的游戏,并填写了一份调查问卷来衡量他们对少数民族的态度。独立评委评估了大多数参与者玩的游戏(N = 44个游戏)。多层次回归分析显示,在游戏中与少数群体接触的平均质量(游戏邦注:在游戏层面衡量,作为游戏特征)与玩家对少数群体的更高接受度(在个人层面衡量)相关。由虚构种族产生的游戏世界的多样性与态度没有显著的联系。游戏层面的预测因子在很大程度上增加了与数据的契合度,表明游戏世界对少数群体的接受程度很重要。研究结果为群体间接触假说在电子游戏角色互动中的有效性提供了初步证据。
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引用次数: 0
The relationships among relatedness frustration, affiliation motivation, and WeChat engagement, moderated by relatedness satisfaction 人际关系挫折、人际关系动机和人际关系投入的关系受人际关系满意度的调节
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-11-18 DOI: 10.5817/cp2021-4-7
Yunxiang Chen, Ruoxuan Li, Xiangping Liu
The current study was designed based on the two-process model of the relatedness need to investigate the cyber-psychological mechanisms in the relationship between relatedness frustration and social networking sites (SNSs) behaviors. Chinese college students (N = 494; 190 males; Mage = 18.81 ± .92) were recruited to complete online questionnaires to measure relatedness frustration, relatedness satisfaction, affiliation motivation, and WeChat engagement. Path analyses indicated that relatedness frustration was directly related to defensive WeChat engagement and indirectly related to WeChat involvement and active engagement via affiliation motivation. Affiliation motivation played a significant mediating role, with the relationship between affiliation motivation and WeChat involvement being moderated by relatedness satisfaction. Specifically, this relationship existed only when the level of relatedness satisfaction was high. This study helps to understand motivational coping mechanisms among people with different levels of relatedness satisfaction in relation to SNSs after experiencing relatedness frustration. Potential limitations and future directions of this paper to the cyber-psychology literature are discussed.
本研究基于人际关系需求的双过程模型,探讨人际关系挫折与社交网站行为关系的网络心理机制。中国大学生(N = 494;190男性;(= 18.81±0.92),通过在线问卷调查的方式测量人际关系挫败感、人际关系满意度、人际关系动机和微信参与度。通径分析表明,关联挫折与防御性微信参与直接相关,并通过隶属动机间接与微信参与和主动参与相关。关联动机在微信投入中起显著的中介作用,关联满意度对关联动机与微信投入的关系起调节作用。具体来说,这种关系只有在亲缘关系满意度较高时才存在。本研究有助于了解不同人际关系满意度人群在经历人际关系挫折后对社交网络的动机应对机制。本文对网络心理学文献的潜在局限性和未来发展方向进行了讨论。
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引用次数: 1
Sexting during social isolation: Predicting sexting-related privacy management during the COVID-19 pandemic 社交隔离期间的性短信:预测COVID-19大流行期间与性短信相关的隐私管理
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-08-24 DOI: 10.5817/CP2021-3-3
Marina F. Thomas, Alice Binder, Jörg Matthes
During the global COVID-19 pandemic, many people were physically separated from their romantic or sexual partners and added sexting to their sexual repertoire. Sexting involves the exchange of sensitive data and thus necessitates personal and interpersonal privacy management strategies such as information control and privacy boundary communication. This study investigates the psychological predictors of sexting-related privacy management. In an online survey with 494 young adults, we tested demographic, psychological, and behavioral correlates of sexting-related privacy management. Negative binomial regressions revealed that age, gender, and asynchronous sexting frequency positively predicted sexting-related privacy management. COVID-19-related social isolation moderated the positive effect of asynchronous sexting frequency: Asynchronous sexting frequency had a positive effect on sexting-related privacy management only in individuals with low or mean COVID-19-related social isolation. For those who perceived high COVID-19-related social isolation, asynchronous sexting frequency had no positive effect. This suggests that in a context of social isolation, even frequent sexters are willing to sacrifice their privacy. Relationship status, privacy concerns, rejection sensitivity, and synchronous sexting frequency were not related to sexting-related privacy management. The results highlight the various effects of COVID-19-related social isolation.
在2019冠状病毒病全球大流行期间,许多人与他们的恋人或性伴侣在身体上分离,并将性短信添加到他们的性技能中。性短信涉及敏感数据的交换,因此需要信息控制和隐私边界通信等个人和人际隐私管理策略。本研究调查了与色情相关的隐私管理的心理预测因素。在一项对494名年轻人的在线调查中,我们测试了与色情相关的隐私管理的人口学、心理和行为相关性。负二项回归显示,年龄、性别和异步性短信频率正预测与性相关的隐私管理。与covid -19相关的社会隔离减缓了异步性短信频率的积极作用:只有在与covid -19相关的社会隔离程度较低或中等的个体中,异步性短信频率对与性短信相关的隐私管理有积极影响。对于那些认为与covid -19相关的社会隔离程度很高的人来说,异步性短信频率没有积极影响。这表明,在社会孤立的背景下,即使是频繁的性短信发送者也愿意牺牲自己的隐私。关系状态、隐私问题、拒绝敏感性和同步性短信频率与性短信相关的隐私管理无关。研究结果凸显了与covid -19相关的社会隔离的各种影响。
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引用次数: 4
The development and psychometric testing of the expressive and instrumental Online Neighborhood Network Uses Scale (ONNUS) 表达性和工具性在线邻里网络使用量表(ONNUS)的开发与心理测试
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-08-24 DOI: 10.5817/cp2021-3-8
Jonas De Meulenaere, Bastiaan Baccarne, Cédric Courtois, Koen Ponnet
The current study presents an instrument to measure online neighborhood network (ONN) uses from a social capital perspective. Prior studies have provided tentative evidence that ONNs, developed on social media platforms, can be a means for residents to develop social capital. However, to investigate this claim, a quantitative measurement instrument tailored to group- instead of ego-centered networks, is necessary yet currently lacking. A multi-phase method was applied to develop and test the psychometric properties of our instrument. Drawing upon existing literature, we conceptualized two types of ONN uses: expressive and instrumental uses. Both constructs were subsequently operationalized in a series of research steps. The construct validity (both exploratory and confirmatory), criterion and theoretical validity, and internal consistency of the instrument were tested on a sample of ONN users (n = 668) in Flanders (Belgium). The findings showed that the designed instrument is valid and reliable for assessing ONN uses. As such, the means are provided for investigating the role of ONNs in neighborhood relationship and social capital development, discern between different types of ONN users, and to assess the quality of ONNs with respect to the neighborhood's social life from a policy perspective.
本研究提出了一种社会资本视角下的在线邻里网络(ONN)使用测量工具。先前的研究提供了初步的证据,证明在社交媒体平台上发展的onn可以成为居民发展社会资本的一种手段。然而,为了调查这一说法,一种针对群体而不是以自我为中心的网络量身定制的定量测量工具是必要的,但目前还缺乏。采用多相法开发和测试了本仪器的心理测量特性。根据现有文献,我们将ONN的两种用途概念化:表达性用途和工具性用途。这两种结构随后在一系列研究步骤中被操作。在比利时法兰德斯(Flanders)的ONN用户样本(n = 668)上测试了该工具的结构效度(探索性和验证性)、标准效度和理论效度以及内部一致性。结果表明,设计的仪器是有效和可靠的评估ONN的使用。因此,本文提供了研究网络在社区关系和社会资本发展中的作用的手段,区分不同类型的网络用户,并从政策角度评估网络质量对社区社会生活的影响。
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引用次数: 2
Selective exposure in action: Do visitors of product evaluation portals select reviews in a biased manner? 选择性曝光:产品评估门户网站的访问者是否以有偏见的方式选择评论?
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-02-16 DOI: 10.23668/PSYCHARCHIVES.4547
Kevin Winter, Birka Zapf, Mandy Hütter, Nicolas Tichy, K. Sassenberg
Most people in industrialized countries regularly purchase products online. Consumers often rely on previous customers’ reviews to make purchasing decisions. The current research investigates whether potential online customers select these reviews in a biased way and whether typical interface properties of product evaluation portals foster biased selection. Based on selective exposure research, potential online customers should have a bias towards selecting positive reviews when they have an initial preference for a product. We tested this prediction across five studies (total N = 1376) while manipulating several typical properties of the review selection interface that should – according to earlier findings – facilitate biased selection. Across all studies, we found some evidence for a bias in favor of selecting positive reviews, but the aggregated effect was non-significant in an internal meta-analysis. Contrary to our hypothesis and not replicating previous research, none of the interface properties that were assumed to increase biased selection led to the predicted effects. Overall, the current research suggests that biased information selection, which has regularly been found in many other contexts, only plays a minor role in online review selection. Thus, there is no need to fear that product evaluation portals elicit biased impressions about products among consumers due to selective exposure.
大多数工业化国家的人经常在网上购买产品。消费者经常依靠以前顾客的评论来做出购买决定。目前的研究调查了潜在的在线客户是否以有偏见的方式选择这些评论,以及产品评估门户的典型界面属性是否助长了有偏见的选择。基于选择性曝光研究,当潜在的在线客户对产品有最初的偏好时,他们应该倾向于选择积极的评论。我们在五项研究(总N = 1376)中测试了这一预测,同时操纵了审查选择界面的几个典型属性,根据早期的发现,这些属性应该有助于偏见选择。在所有的研究中,我们发现了一些偏向于选择积极评价的证据,但在内部荟萃分析中,总体效应不显著。与我们的假设相反,没有复制以前的研究,没有一个被认为会增加偏差选择的界面属性导致预测的效果。总的来说,目前的研究表明,在许多其他情况下经常发现的有偏见的信息选择在在线评论选择中只起着很小的作用。因此,无需担心产品评价门户网站会因选择性曝光而引起消费者对产品的偏见印象。
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引用次数: 0
Virtually renovating the Trauma Film Paradigm: Comparing virtual reality with on-screen presentation of an analogue trauma 虚拟革新创伤电影范式:比较虚拟现实与屏幕上模拟创伤的呈现
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-02-16 DOI: 10.5817/CP2021-1-6
G. Baptie, J. Andrade, A. Bacon, A. Norman
Due to the unpredictable nature of traumatic events, prospective research into trauma relies upon laboratory methods utilising distressing film scenes to act as a trauma analogue measuring vulnerability factors and testing interventions applied to posttraumatic stress disorder (PTSD). This is the first study to test whether Virtual Reality (VR) provides a more effective trauma analogue than traditional on-screen presentation by direct comparison of the same real-life trauma film. Participants viewed footage of a staged car accident either presented in VR (N = 31) or on-screen (OS) (N = 30). Both groups recorded sense of presence, pre- and post-film mood and state anxiety. After the film, some participants (VR: n = 18; OS: n = 12) reported involuntary intrusions of the film and recorded the emotionality of these. VR presentation evoked a greater sense of presence, yet both VR and OS presentation elicited negative mood and involuntary intrusions. Although intrusions were more vivid in the VR condition, there were no significant differences in frequency or distress. However, a greater sense of presence, regardless of medium, was predictive of increased emotional reaction to the film and greater intrusion frequency and distress. Therefore, implementing a VR paradigm could be directly beneficial for TFP research concerning sense of presence or vividness of intrusions. The association between enhanced sense of presence and stress response suggests that an effective trauma analogue should be immersive, and VR presentation is a useful medium to elicit a greater sense of immersion.
由于创伤事件的不可预测性,对创伤的前瞻性研究依赖于实验室方法,利用令人痛苦的电影场景作为创伤模拟物,测量脆弱性因素并测试适用于创伤后应激障碍(PTSD)的干预措施。这是第一个测试虚拟现实(VR)是否提供比传统屏幕上更有效的创伤模拟的研究,通过直接比较相同的现实生活中的创伤电影。参与者观看了在VR (N = 31)或屏幕(OS) (N = 30)中呈现的一场车祸的镜头。两组都记录了在场感、观影前和观影后的情绪和焦虑状态。影片结束后,一些参与者(VR: n = 18;OS: n = 12)报告了电影中无意识的干扰,并记录了这些干扰的情绪。VR展示唤起了更大的存在感,但VR和OS展示都引发了消极情绪和非自愿入侵。虽然在虚拟现实条件下侵入更生动,但在频率或痛苦方面没有显著差异。然而,更强烈的存在感,无论媒介如何,都预示着对电影的情绪反应会增加,入侵频率和痛苦也会增加。因此,实施虚拟现实范式可以直接有利于TFP研究的存在感或生动的入侵。增强的存在感和压力反应之间的联系表明,有效的创伤模拟应该是沉浸式的,而VR呈现是一种有用的媒介,可以引发更大的沉浸感。
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引用次数: 3
Adverse childhood experiences in persons with excessive and destructive online behaviour 有过度破坏性上网行为者的不良童年经历
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-01-01 DOI: 10.5817/cp2021-3-5
Carolin Marx, K. Müller, M. Beutel
Despite the widespread use of online sexual material in the general population, the overlap of deviant use of online sexual material (child sexual abusive material) with other types of online sex and gaming addictions has remained controversial. The purpose of this study is to determine, how users of child sexual abusive material (CSAM) differ from persons consulting for problematic online sex and for gaming (sociodemographic details, Internet use patterns, adverse childhood experiences). We assessed online addiction criteria and adverse childhood experiences in 479 consecutive patients (57 CSAM, 67 users of online sexual material, 355 online gamers) by standardized self-report questionnaires (AICA, CTS). Patients presenting with CSAM consumption were well-educated, socially and professionally integrated middle-aged men. While the quantity of Internet use was less excessive compared to users of online sexual material and online gamers, their average online use was mostly addictive and disruptive regarding partnership or family. They reported significantly higher rates of own experiences of sexual childhood abuse and emotional neglect compared to gamers. Better understanding of CSAM consumption in the context of online addictions is a prerequisite for developing specific therapeutic approaches. These need to consider addictive behavior as well as sustained childhood adversities, which might lead to these maladaptive coping strategies.
尽管在普通人群中广泛使用在线性材料,但在线性材料(儿童性虐待材料)的异常使用与其他类型的在线性和游戏成瘾的重叠仍然存在争议。本研究的目的是确定儿童性虐待材料(CSAM)的使用者与有问题的在线性行为和游戏咨询者(社会人口统计细节,互联网使用模式,不良童年经历)的区别。我们通过标准化自我报告问卷(AICA, CTS)评估了479名连续患者(57名CSAM, 67名在线性材料使用者,355名在线游戏玩家)的网络成瘾标准和不良童年经历。以CSAM消费为表现的患者多为受过良好教育、社会和职业整合的中年男性。虽然与网络色情材料和网络游戏用户相比,互联网使用的数量较少,但他们的平均网络使用大多令人上瘾,并破坏了伴侣关系或家庭。与游戏玩家相比,他们在童年遭受性虐待和情感忽视的比例明显更高。更好地了解网络成瘾背景下的CSAM消费是开发特定治疗方法的先决条件。这些需要考虑成瘾行为以及持续的童年逆境,这可能导致这些适应不良的应对策略。
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引用次数: 0
How public interactions via WeChat moments predict the emotional well-being of Chinese seniors and emerging seniors: The moderating roles of perceived self-network discrepancy and age 微信朋友圈公众互动如何预测中国老年人和新兴老年人的情绪健康:感知自我网络差异和年龄的调节作用
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-01-01 DOI: 10.5817/cp2021-3-2
J. Rui, Xi Cui, Qian Xu, Nan Yu
The present study examined how engaging in public interactions via WeChat Moments (i.e., interactions all WeChat contacts can access) was related to the emotional well-being of Chinese seniors and emerging seniors (50 years or older). Results of an online survey (N = 506) demonstrated that perceived educational self-network discrepancy of WeChat network moderated the relationship between public interactions and emotional well-being such that only at a high level of perceived educational self-network discrepancy public interactions exhibited a significant negative relationship with emotional well-being. Additionally, the interaction between public interactions and perceived educational/social class self-network discrepancy on emotional well-being was further moderated by the participants’ age. Specifically, the relationship between public interactions and emotional well-being was only significant and negative at high levels of perceived educational/social class self-network discrepancy among older Chinese seniors and emerging seniors, whereas this relationship was not significant at any level of perceived educational/social class self-network discrepancy among their younger counterparts. This study develops the scholarship on social networking services and well-being by suggesting that the responses one receives from their online network can have a critical impact on their well-being and provides implications about extending socioemotional selectivity theory.
本研究考察了通过微信时刻参与公共互动(即所有微信联系人都可以访问的互动)与中国老年人和新老年人(50岁或以上)的情感健康之间的关系。一项在线调查结果(N = 506)表明,b微信网络的教育自我网络感知差异调节了公共互动与情绪幸福感的关系,只有在高水平的教育自我网络感知差异下,公共互动与情绪幸福感才表现出显著的负相关。此外,公共互动与感知的教育/社会阶层自我网络差异对情绪幸福感的交互作用被参与者的年龄进一步调节。具体而言,公共互动与情绪幸福感之间的关系仅在中国老年老年人和新兴老年老年人的教育/社会阶层自我网络差异感知水平较高时呈显著负向关系,而在年轻老年老年人的教育/社会阶层自我网络差异感知水平较高时,这种关系不显著。本研究发展了社交网络服务和幸福感的学术研究,表明一个人从他们的在线网络中收到的回应可以对他们的幸福感产生关键影响,并为扩展社会情感选择性理论提供了启示。
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引用次数: 3
Harmonious and obsessive involvement, self-esteem, and well-being. A longitudinal study on MMORPG players 和谐和强迫性的参与,自尊和幸福。对MMORPG玩家的纵向研究
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-01-01 DOI: 10.5817/cp2021-3-1
Federica Sibilla, A. Musetti, T. Mancini
Starting from the dualistic model of passion by Vallerand and colleagues (2003), this study aimed to identify “obsessive” and “harmonious” involvements in MMORPGs and to verify their relationships with players’ self-esteem and well-being. An international sample of 147 MMORPG players participated in a longitudinal design filling out for 3 times an online questionnaire measuring game involvement (in terms of Internet Gaming Disorder [IGD] symptoms, time spent playing the video game, sense of presence while playing, and avatar identification), global self-esteem, and well-being (i.e., meaningful life, engaged life, and pleasant life). Results supported the presence of these two different types of involvement: Obsessive involvement, characterized by a close association between IGD symptoms and playing time; Harmonious involvement, characterized by a close association between presence, avatar identification, and IGD symptoms. Cross-lagged effects showed that, over time, low self-esteem and low meaningful life predicted obsessive involvement, which in turn predicted engaged life. The present study contributes to a better understanding of the effects between video games use and the users’ self-esteem and well-being. Furthermore, it contributes to the theoretical debate about problematic involvement in videogames, also providing some indications about problematic gaming assessment and prevention.
本研究从Vallerand及其同事(2003)的激情二元模型出发,旨在识别mmorpg中的“强迫性”和“和谐性”参与,并验证它们与玩家自尊和幸福感的关系。147名国际MMORPG玩家参与了一项纵向设计,他们填写了3次在线问卷,测量游戏参与程度(包括网络游戏障碍(IGD)症状、玩视频游戏的时间、玩游戏时的存在感和化身识别)、整体自尊和幸福感(即有意义的生活、投入的生活和愉快的生活)。结果支持这两种不同类型的参与:强迫性参与,其特征是IGD症状与游戏时间密切相关;和谐参与,其特点是存在、化身识别和IGD症状之间的密切联系。交叉滞后效应表明,随着时间的推移,低自尊和低意义的生活预示着强迫性参与,而强迫性参与又预示着投入的生活。目前的研究有助于更好地理解电子游戏使用与用户自尊和幸福感之间的影响。此外,它有助于对电子游戏中问题卷入的理论辩论,也为问题游戏的评估和预防提供了一些指示。
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引用次数: 5
Exercise in virtual reality with a muscular avatar influences performance on a weightlifting exercise 在虚拟现实中与肌肉发达的化身一起锻炼会影响举重锻炼的表现
IF 2.9 3区 心理学 Q1 COMMUNICATION Pub Date : 2021-01-01 DOI: 10.5817/cp2021-3-10
Marcin Czub, Paweł Janeta
Virtual Reality (VR) technology can be used to influence performance on endurance exercises. In this study, we focused on manipulating perception of own-body strength by exercising in VR as a muscular avatar. In this repeated-measure study, twenty-nine participants performed biceps curl exercise in a maximum repetitions protocol, up to exhaustion. The exercise was done either in VR as a muscular avatar, or without VR, in front of the mirror. Dependent variables were the number of exercise repetitions and self-reported exertion. We also controlled blood glucose level, perceived weight of the barbell and level of embodiment. Participants performed significantly more biceps curl repetitions in the VR condition (Z = -2.05, p < .05) with an effect size of d = 0.36. The self-reported effort did not differ significantly between conditions. The results of this study may have an applied significance since number of exercise repetitions is an ecologically valid measure, directly relevant to real training protocols.
虚拟现实(VR)技术可以用来影响耐力运动的表现。在这项研究中,我们专注于通过在VR中作为肌肉化身锻炼来操纵对自己身体力量的感知。在这项重复测量的研究中,29名参与者在最大重复协议中进行二头肌弯曲锻炼,直到筋疲力尽。这个练习有两种,一种是在虚拟现实中扮演肌肉发达的化身,另一种是在没有虚拟现实的情况下,在镜子前完成的。因变量为运动重复次数和自我报告的运动强度。我们还控制了血糖水平,杠铃的感知重量和体现水平。参与者在VR条件下进行了更多的二头肌弯曲重复(Z = -2.05, p < 0.05),效应量为d = 0.36。在不同条件下,自我报告的努力程度没有显著差异。本研究的结果可能具有应用意义,因为运动重复次数是一种生态有效的测量方法,与真实的训练方案直接相关。
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引用次数: 4
期刊
Cyberpsychology-Journal of Psychosocial Research on Cyberspace
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