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What makes an app authentic? Determining antecedents of perceived authenticity in an AI-powered service app 是什么造就了应用程序的真实性?确定人工智能驱动的服务应用程序中感知真实性的先决条件
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-13 DOI: 10.1016/j.chb.2024.108495
Diem-Trang Vo , Long Van Thang Nguyen , Duy Dang-Pham , Ai-Phuong Hoang
Mobile applications integrated with artificial intelligence play a vital role in engaging users with the services thanks to their ability to perform natural interactions and conduct various tasks. Despite users’ quest for authenticity, limited studies have explored the notion of authenticity of this non-human humanlike touchpoint. Study 1 (n = 331) explores the four dimensions of authenticity in the context of AI-powered service apps. Using regulatory engagement and parasocial interaction theory, study 2 (n = 309) confirms media richness, parent brand attitudes, and co-branding fit as influencing factors of perceived authenticity in the context of AI-powered service apps. The six solutions from fsQCA reveal the different but equally important combinations of media, brand, endorser, and personal factors to achieve a high perception of authenticity. This study contributes to the algorithmic experience literature by extending the idea of “proper means” in the AI-powered context.
集成了人工智能的移动应用程序能够进行自然交互和执行各种任务,因此在吸引用户参与服务方面发挥着至关重要的作用。尽管用户追求真实性,但对这种非人类接触点真实性概念的探讨却很有限。研究 1(n = 331)探讨了人工智能驱动的服务应用程序背景下真实性的四个维度。研究 2(n = 309)利用监管参与和寄生社会互动理论,证实了媒体丰富度、母品牌态度和联合品牌契合度是人工智能驱动的服务应用程序感知真实性的影响因素。来自fsQCA的六种解决方案揭示了媒体、品牌、代言人和个人因素的不同但同等重要的组合,以实现高度的真实性感知。本研究将 "适当手段 "的概念扩展到了人工智能驱动的环境中,为算法体验文献做出了贡献。
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引用次数: 0
Perception of non-binary social media users towards authentic non-binary social media influencers 非二元社交媒体用户对真实的非二元社交媒体影响者的看法
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-12 DOI: 10.1016/j.chb.2024.108498
Madison Meston, David E. Williams
This paper explores an authentic way for brands to connect with the non-binary community, an understudied and underserved audience. With a call for better representation, this study is the first to investigate what role non-binary social media influencers (SMIs) may play in filling this gap. Using Interpretative Phenomenological Analysis, non-binary social media users were interviewed on their perceptions, thoughts, and feelings of non-binary SMIs. Three superordinate themes were discovered: (1) Motivations for following non-binary SMIs, (2) Popularity Factors of non-binary SMIs, and (3) Representation of the community through non-binary SMIs. The findings may be paired with existing literature to provide a basis for future research on influencer marketing to the non-binary community.
本文探讨了品牌与非二元群体建立联系的一种真实方式,非二元群体是一个未得到充分研究和服务的受众群体。为了更好地代表这一群体,本研究首次调查了非二元社交媒体影响者(SMIs)在填补这一空白方面可能发挥的作用。本研究采用解释性现象学分析法,对非二元社交媒体用户进行了访谈,了解他们对非二元社交媒体影响者的看法、想法和感受。研究发现了三个首要主题:(1)关注非二元SMIs的动机;(2)非二元SMIs的受欢迎程度因素;(3)非二元SMIs对社区的代表作用。研究结果可与现有文献进行配对,为未来针对非二元群体的影响者营销研究提供基础。
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引用次数: 0
The effects of self-explanation on game-based learning: Evidence from eye-tracking analyses 自我解释对游戏式学习的影响:来自眼动追踪分析的证据
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-12 DOI: 10.1016/j.chb.2024.108494
Guo-Li Chiou , Meng-Jung Tsai , Chung-Yuan Hsu
The purpose of this study was to examine the effect of self-explanation prompts on game performance using eye-tracking techniques. We adopted an experimental design for the study. A total of 40 4th graders participated and were randomly assigned to either the experimental or control group. While the experimental group played a computer game with self-explanation prompts, the control group played the same game without any prompts. A Tobii 4C eye tracker with a sampling rate of 90 Hz was used to record the eye movements of the participants while they were playing the game. A pre-test and post-test were used to assess the participants’ understanding of the target concepts of the game before and after their game-playing, respectively. The results indicated an interaction effect between self-explanation and prior knowledge on the learning outcomes. Regarding the participants with lower-level prior knowledge, the experimental group gained significantly better scores on the posttest than the control group. In contrast, with respect to the participants with higher-level prior knowledge, the self-explanation prompts did not demonstrate a positive effect on the experimental group. Moreover, the results of the lag sequential analysis provide solid evidence of the differences in visual transitional patterns between the participants with different levels of prior knowledge while they were reacting to the self-explanation prompts. These results could account for the different learning outcomes achieved by the participants with different levels of prior knowledge in the experimental group.
本研究旨在利用眼动跟踪技术研究自我解释提示对游戏表现的影响。我们采用了实验设计。共有 40 名四年级学生参加,他们被随机分配到实验组或对照组。实验组玩带有自我解释提示的电脑游戏,对照组玩同样的游戏,不带任何提示。实验组使用采样率为 90 Hz 的 Tobii 4C 眼动仪记录参与者玩游戏时的眼球运动。在玩游戏之前和之后,分别进行了前测和后测,以评估受试者对游戏目标概念的理解程度。结果表明,自我解释和先前知识对学习结果有交互影响。对于先验知识水平较低的参与者,实验组的后测成绩明显优于对照组。与此相反,对于已有知识水平较高的参与者,自我解释提示对实验组没有产生积极影响。此外,滞后序列分析的结果还提供了确凿的证据,证明不同先验知识水平的被试在对自我解释提示做出反应时的视觉过渡模式存在差异。这些结果可以解释为什么实验组中不同已有知识水平的参与者取得了不同的学习成果。
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引用次数: 0
Avatars at risk: Exploring public response to sexual violence in immersive digital spaces 处于危险中的阿凡达:探索公众对身临其境的数字空间中性暴力的反应
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-12 DOI: 10.1016/j.chb.2024.108500
Navneet Kumar Singh , Rajeev Kumar Ray , Nikee Silayach , Devi Prasad Dash , Amit Singh
As the metaverse emerges as a new frontier of human interaction, understanding public perceptions of crime in virtual spaces becomes crucial. This study delves into public perceptions of such crimes, focusing on reported incidents of sexual assault in virtual reality environments. We uncover complex dynamics, shaping threat perception in immersive digital realms by analysing YouTube comments through an innovative mixed-methods approach combining machine learning and empirical analysis. Our findings reveal that social norms and expectations are pivotal in influencing perceptions of threats, while technology-mediated interactions correlate with reduced perceived risks. Surprisingly, the oft-discussed blurring of virtual and physical realities shows no significant impact on threat perception. This research contributes to the expanding literature on the social construction of reality and public perception of emerging technologies. The results have implications for the development and governance of metaverse platforms, highlighting the necessity for comprehensive user education initiatives and culturally sensitive approaches to community guidelines and safety features.
随着元宇宙成为人类互动的新领域,了解公众对虚拟空间中犯罪的看法变得至关重要。本研究深入探讨了公众对此类犯罪的看法,重点关注虚拟现实环境中报告的性侵犯事件。我们通过结合机器学习和实证分析的创新型混合方法分析 YouTube 评论,揭示了在身临其境的数字领域中形成威胁感知的复杂动态。我们的研究结果表明,社会规范和期望是影响威胁感知的关键因素,而以技术为媒介的互动与降低感知风险相关。令人惊讶的是,人们经常讨论的虚拟现实和物理现实的模糊性对威胁感知没有显著影响。这项研究为不断扩展的关于现实的社会建构和公众对新兴技术的感知的文献做出了贡献。研究结果对元宇宙平台的开发和管理具有启示意义,强调了全面的用户教育活动以及对社区指南和安全功能具有文化敏感性的方法的必要性。
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引用次数: 0
Enhancing software quality assurance in ubiquitous learning environments through mutation testing and diverse test oracles 在泛在学习环境中通过突变测试和多样化测试指标加强软件质量保证
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-06 DOI: 10.1016/j.chb.2024.108493
Muhammad Rashid Naeem , Muhammad Asghar Khan , Mansoor Khan , Omar Alruwaili , Ibrahim Alrashdi , Saad Alanazi
Ubiquitous learning enables software analysts to acquire knowledge and design test oracles from online resources including developer documentations, forums and collaborative platforms. Test oracles are primarily designed by humans and may contain quality defects. Mutation testing can facilitate the adaptability of ubiquitous learning to enhance software quality assurance. Unfortunately, mutation testing generates a large number of faulty versions known as mutants to analyze the quality of test oracles which is computationally expensive. In this paper, we proposed minimal path selection strategy to select fewer and non-trivial mutants to analyze diverse test oracles realizing ubiquitous learning environments. The proposed selection strategy explores the relationship between faulty conditions and output statements to identify feasible paths. To establish a ubiquitous learning setup, diverse test oracles are selected by incorporating user input, automated scripts and developer insights. This approach aims to enhance learner engagement and effectively design test oracles. The empirical evaluation and state-of-the-art comparison of various Java-built software programs demonstrated the potential of ubiquitous learning in software quality assurance by reducing 75% of the generated mutants. Furthermore, only 64%–85% of adequate test oracles were required to meet the desired quality assurance criteria. The study highlights the significance of personalized and adaptive approaches to assure software quality in ubiquitous learning environments.
泛在学习使软件分析人员能够从在线资源(包括开发人员文档、论坛和协作平台)中获取知识并设计测试指标。测试指标主要由人类设计,可能包含质量缺陷。突变测试可以促进泛在学习的适应性,从而提高软件质量保证。遗憾的是,突变测试会产生大量被称为突变体的错误版本来分析测试字典的质量,计算成本很高。在本文中,我们提出了最小路径选择策略,以选择较少且非琐碎的突变体来分析实现泛在学习环境的各种测试指标。所提出的选择策略探索了故障条件与输出语句之间的关系,从而确定了可行的路径。为了建立无所不在的学习环境,需要结合用户输入、自动脚本和开发人员的见解来选择不同的测试任务。这种方法旨在提高学习者的参与度,并有效地设计测试任务。对各种 Java 构建的软件程序进行的实证评估和最新技术比较表明,泛在学习在软件质量保证方面具有潜力,可减少 75% 的突变。此外,只需要 64%-85% 的适当测试示例就能满足所需的质量保证标准。这项研究强调了在泛在学习环境中采用个性化和自适应方法来保证软件质量的重要性。
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引用次数: 0
Self-organized or meta-organized contests? The two faces of innovation contests in digital product innovation 自组织竞赛还是元组织竞赛?数字产品创新竞赛的两面性
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-21 DOI: 10.1016/j.chb.2024.108477
Ting Xiao , Yu Zeng , Cai Yang , Haowen Xiao , Yueyan Wu
Unlike traditional centralized innovation within a firm, digital innovation is more distributed and involves many heterogeneous innovators within a society. A key challenge is the personalized governance of different innovators. We explored how innovation contests affected digital product innovation across multiple innovators, using a self- or meta-organized contest. Using a dataset of 17,985 innovators, 14,734 innovation contests, and 212,767 digital products from 2015 to 2022, we found that a self-organized contest increases the originality and popularity of digital products, whereas a meta-organized contest decreases these outcomes. An innovation contest is a valuable governance tool for digital innovation, but it backfires when there is a mismatch with a particular innovator. Specifically, the self-organized contest is more helpful for experts' and openers' digital product innovation, but not for novices' or conservatives’ innovation. The opposite is true for meta-organized contests. This study contributes to contest management and personalized governance in digital innovation.
与企业内部的传统集中式创新不同,数字创新更加分散,涉及社会中的许多异质创新者。一个关键的挑战是如何对不同的创新者进行个性化管理。我们利用自组织或元组织的竞赛,探讨了创新竞赛如何影响多个创新者的数字产品创新。通过对2015年至2022年期间17985名创新者、14734场创新竞赛和212767件数字产品的数据集进行分析,我们发现,自发组织的竞赛会提高数字产品的原创性和受欢迎程度,而元组织的竞赛则会降低这些结果。创新大赛是数字创新的重要治理工具,但如果与特定创新者不匹配,则会适得其反。具体来说,自发组织的竞赛更有助于专家和开放者的数字产品创新,但对新手或保守者的创新却没有帮助。元组织竞赛的情况则恰恰相反。这项研究有助于数字创新中的竞赛管理和个性化治理。
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引用次数: 0
A meta-analysis of self-regulation and digital recreation from birth to adolescence 从出生到青春期自我调节和数字娱乐的荟萃分析
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-20 DOI: 10.1016/j.chb.2024.108472
Steven J. Howard , Nicole Hayes , Sumudu Mallawaarachchi , Daniel Johnson , Cathrine Neilsen-Hewett , Janelle Mackenzie , Laura A. Bentley , Sonia L.J. White
There is good reason to implicate self-regulation in our digital recreation duration, choices, and behaviours. However, the direction, degree, and diversity of their association is unclear. To offer more robust and nuanced evidence to this issue of acute public concern, the current study presents a comprehensive meta-analysis of the associations between self-regulation and digital recreation from birth to adolescence – consolidating 183 studies reporting 232 associations from 234,476 children and adolescents. Across these studies, digital recreation clustered into investigations of screen time, features of problematic digital engagement, exposure to violent content, communicating with strangers online, sexting, and media multitasking. Although a pattern of negative bivariate associations was observed between self-regulation and aspects of digital recreation, the strength of association for screen time was weak (r = −.04 for computer use to r = −.15 for social media use). Once control variables were considered, relationships with exposure to violent digital content were rendered similarly trivial, suggesting other variables likely account for these correlations. This reduces our confidence in these associations. In contrast, lower self-regulation was more highly associated with problematic engagement (r = −.28 for problematic gaming to r = −.41 for problematic mobile phone use), communicating with strangers online (r = −.18), and sexting (r = −.20). This pattern of results points to a relationship that is variable by type of digital activity, which in our meta-analyses ranged from null to strong and negative. Where a relationship exists, it may be bi-directional given associations remained for longitudinal studies that positioned either self-regulation or digital recreation as predictor. Most moderators of these associations were non-significant, although the negative association of self-regulation with time spent gaming was increasingly strong with increasing participant age. This study instigates a disentangling of the nature of the relationship between self-regulation and digital choices and behaviours across the early stages of life.
我们有充分的理由认为,自我调节与我们的数字娱乐时间、选择和行为有关。然而,其关联的方向、程度和多样性尚不明确。为了给这一公众高度关注的问题提供更有力、更细致的证据,本研究对从出生到青春期的自我调节与数字娱乐之间的关联进行了全面的荟萃分析--整合了来自 234,476 名儿童和青少年的 183 项研究,报告了 232 种关联。在这些研究中,数字娱乐主要集中在屏幕时间的调查、有问题的数字参与的特征、接触暴力内容、与陌生人在线交流、sexting 和媒体多任务处理。虽然在自我调节和数字娱乐的各个方面之间观察到了负的双变量关联模式,但屏幕时间的关联强度较弱(使用电脑的关联度为-.04,使用社交媒体的关联度为-.15)。一旦考虑了控制变量,与接触暴力数字内容之间的关系也变得同样微不足道,这表明其他变量很可能是这些相关性的原因。这降低了我们对这些关联的信心。相比之下,较低的自我调节能力与问题参与(问题游戏的相关系数为-.28,问题手机使用的相关系数为-.41)、与陌生人在线交流(相关系数为-.18)和性短讯(相关系数为-.20)的相关性更高。这种结果模式表明,不同类型的数字活动之间存在着不同的关系,在我们的元分析中,这种关系从无效到强烈和负面不等。鉴于将自我调节或数字娱乐定位为预测因素的纵向研究仍存在关联,这种关系可能是双向的。虽然自我调节与游戏时间的负相关随着参与者年龄的增加而越来越强,但这些关联的大多数调节因素并不显著。这项研究有助于厘清自我调节与人生早期阶段的数字选择和行为之间的关系。
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引用次数: 0
Unveiling digital mirrors: Decoding gendered body poses in instagram imagery 揭开数字镜子的面纱解码 instagram 图像中的性别身体姿势
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-02 DOI: 10.1016/j.chb.2024.108464
Dorian Tsolak , Simon Kühne
Social media platforms have had a significant impact on people's everyday lives worldwide and imagery on social media has become a vital means of practicing views of the self and communicating them to others. Albeit a significant proportion of people frequently upload self-representations on social media, this source of information on individuals, groups, and societies remains under-examined within the social sciences and neighboring disciplines. In our study, we focus on gender-stereotypical body-posing in self-portraits on social media. While sociology has examined gender stereotypes for decades, research lacks empirical evidence on representations in digital contexts as well as novel forms of stereotyping. We present a scalable and transferable methodology for analyzing body poses in images by combining neural network pose detection with an unsupervised learning approach and applying this methodology to data from the social media platform Instagram. Based on a clustering algorithm applied to gender-annotated imagery, we identify 150 body posing clusters. Our results reveal significant gender differences in 20 percent of clusters, many of which represent gender-stereotypical body poses addressed in sociological literature. Moreover, we can identify new stereotypical poses related to smartphone technology and social media trends. This study represents a novel approach to utilizing large-scale image data for social science research and contributes to a better understanding of the consolidation and reproduction of gender stereotypes in digital realms.
社交媒体平台对全世界人们的日常生活产生了重大影响,社交媒体上的图像已成为人们实践自我观点并向他人传达的重要手段。尽管有相当一部分人经常在社交媒体上上传自我展示,但社会科学及相关学科对这一有关个人、群体和社会的信息来源的研究仍然不足。在我们的研究中,我们关注的是社交媒体上自拍照中的性别陈规定型身体姿势。虽然社会学对性别刻板印象的研究已有数十年历史,但对于数字环境中的表现形式以及新形式的刻板印象,研究还缺乏实证证据。我们将神经网络姿势检测与无监督学习方法相结合,并将该方法应用于社交媒体平台 Instagram 的数据,从而提出了一种可扩展、可转移的方法来分析图像中的身体姿势。基于应用于性别注释图像的聚类算法,我们识别出了 150 个人体姿势聚类。我们的结果显示,20% 的聚类存在明显的性别差异,其中许多聚类代表了社会学文献中提到的性别刻板身体姿势。此外,我们还能识别出与智能手机技术和社交媒体趋势相关的新的刻板姿势。这项研究代表了一种利用大规模图像数据进行社会科学研究的新方法,有助于更好地理解性别刻板印象在数字领域的巩固和复制。
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引用次数: 0
The sweet escape to metaverse: Exploring escapism, anxiety, and virtual place attachment 元宇宙的甜蜜逃离:探索逃避现实、焦虑和虚拟场所依恋
IF 9.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-10-17 DOI: 10.1016/j.chb.2023.107998
Debajyoti Pal , Chonlameth Arpnikanondt

The metaverse is an emerging area of research and has a lot of potential in providing individuals with an alternate place of inhabitation. The importance of metaverse escapism although has been discussed in current literatures, but what can be its drivers and consequences is unclear. From a theoretical perspective, escapism can be modelled in two way: cause-based (positivist) and effect-based (negativist). In this work we propose a positivist approach by theorizing how different types of real-life problems (autonomy, competence, and relatedness) will drive metaverse escapism, fostering attachment with this virtual place. We collect 585 responses from users of VR-based metaverse applications like Horizon World, VR Chat, etc. The results are analysed using Partial Least Squares based Structural Equation Modelling (PLS-SEM) technique. We found that only autonomy and competence problems lead to metaverse escapism, and further to virtual place attachment. Metaverse escapism acts like a full mediator in the link between real-world problems and virtual place attachment. Likewise, anxiety positively moderates the relationship between competence problem and escapism, but negatively moderates the relationship between autonomy problem and escapism. Our work contributes to the metaverse literatures by identifying those who are likely to engage in metaverse escapism. Our model explains 60.4% of the variance in virtual place attachment, indicating the practical significance of identifying the correct targets and fostering their attachment with this virtual world.

元宇宙是一个新兴的研究领域,在为个人提供另一个居住场所方面有很大的潜力。元宇宙逃避现实的重要性虽然在当前的文献中已经讨论过,但其驱动因素和后果尚不清楚。从理论角度来看,逃避现实可以用两种方式来建模:基于原因的(实证主义)和基于效果的(否定主义)。在这项工作中,我们提出了一种实证主义的方法,通过理论化不同类型的现实生活问题(自主性、能力和关联性)将如何推动元宇宙逃避现实,培养对这个虚拟场所的依恋。我们收集了585个来自基于VR的元宇宙应用程序(如地平线世界、VR聊天等)用户的回复。使用基于偏最小二乘的结构方程建模(PLS-SEM)技术对结果进行了分析。我们发现,只有自主性和能力问题才会导致元宇宙逃避现实,并进一步导致虚拟场所依恋。元宇宙逃避现实主义就像是现实世界问题和虚拟场所依恋之间的一个完整中介。同样,焦虑正向调节能力问题与逃避现实之间的关系,但负向调节自主问题与逃避实践之间的关系。我们的工作通过识别那些可能参与元宇宙逃避现实的人,为元宇宙文学做出了贡献。我们的模型解释了60.4%的虚拟场所依恋差异,表明了识别正确目标并培养他们对这个虚拟世界的依恋的实际意义。
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引用次数: 0
Trust but verify? Examining the role of trust in institutions in the spread of unverified information on social media 信任但验证?研究对机构的信任在社交媒体上未经核实的信息传播中的作用
IF 9.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2023-10-17 DOI: 10.1016/j.chb.2023.107992
Ward van Zoonen , Vilma Luoma-aho , Matias Lievonen

This study aims to investigate the association between trust in institutions and the reasons for sharing unverified information on social media. Specifically, this study explores the role of perceived self-efficacy in detecting misinformation and the motivation to authenticate information in online contexts. We draw on a sample of 2600 respondents, mainly Generation Z and Millennials (ages between 15 and 30). The findings show a blinding side of trust, revealing a positive association between trust in institutions on social media and reasons for sharing unverified information. Trust in institutions is positively associated with perceived self-efficacy in detecting misinformation. We suggest that the positive correlation between trust in institutions and perceived self-efficacy in detecting misinformation implies an overconfidence effect – i.e., individuals may overestimate their ability to assess information based on their belief that a source (institution) is trustworthy. This arguably represents a tendency to divert attention away from the accuracy of the information and explains the positive indirect association between trust and the likelihood of sharing unverified content. Moreover, trust is negatively associated with individuals' motivation to authenticate information, suggesting that individuals may rely on information utility rather than engage in critical thinking and verification. This study contributes to understanding the spread of misinformation on social media by highlighting the role of trust in institutions and its association with individuals' reasons for sharing unverified information. It also emphasizes the importance of perceived self-efficacy in detecting misinformation and the motivation to authenticate information as mediating mechanisms.

本研究旨在调查对机构的信任与在社交媒体上分享未经核实信息的原因之间的联系。具体而言,本研究探讨了感知自我效能在检测错误信息中的作用,以及在网络环境中验证信息的动机。我们抽取了2600名受访者的样本,主要是Z世代和千禧一代(年龄在15至30岁之间)。研究结果显示了信任的盲目一面,揭示了对社交媒体上机构的信任与分享未经核实信息的原因之间的积极联系。对机构的信任与检测错误信息的自我效能感呈正相关。我们认为,对机构的信任和检测错误信息的自我效能感之间的正相关意味着过度自信效应——即,个人可能会高估他们基于对来源(机构)值得信赖的信念来评估信息的能力。这可以说代表了一种将注意力从信息准确性上转移开的趋势,并解释了信任与共享未经验证内容的可能性之间的积极间接联系。此外,信任与个人验证信息的动机呈负相关,这表明个人可能依赖信息效用,而不是参与批判性思维和验证。这项研究通过强调信任在机构中的作用及其与个人分享未经核实信息的原因之间的联系,有助于理解社交媒体上错误信息的传播。它还强调了感知自我效能感在检测错误信息中的重要性,以及验证信息的动机作为中介机制。
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引用次数: 0
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Computers in Human Behavior
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