This cross-sectional study explored the impact of Adverse Childhood Experiences (ACEs) on Short-form Video Addiction (SVA) and investigated the potential mediating roles of resilience and life satisfaction. Participants comprised 11425 Chinese college students (Mage = 20.31; 47.72% female). We employed multiple logistic regression analysis to examine the ACEs1-SVA2 connection and constructed a structural equation model to analyze the relationships among the variables. First, the multiple logistic regression analysis revealed a significant increase in the likelihood of SVA2 as the number of ACEs1 increased (OR: 2.40, 95% CI: 2.001–2.888; OR: 4.68, 95% CI: 3.467–6.325). A strong linear association was observed between child abuse/neglect, violence outside the family, and SVA (OR: 1.49, 95% CI: 1.388–1.604; OR: 1.30, 95% CI: 1.170–1.449). Furthermore, significant differences were found based on sex (OR: 1.46, 95% CI: 1.345–1.595), grade (OR: 1.89, 95% CI: 1.509–2.367), and major (OR: 1.47, 95% CI: 1.266–1.699). Second, the serial mediation model suggested that resilience and life satisfaction may serially mediate the relationship between ACEs1 and SVA2 (β = 0.009, SE = 0.001, 95% CI [0.006, 0.011]). These findings imply that promoting resilience and life satisfaction might mitigate the impact of ACEs1 on SVA2. Finally, we discuss the practical implications and limitations of the study.
{"title":"Adverse childhood experiences and short-form video addiction: A serial mediation model of resilience and life satisfaction","authors":"Jiao Xue , Hai Huang , Ziyu Guo , Jing Chen , Wenting Feng","doi":"10.1016/j.chb.2024.108449","DOIUrl":"10.1016/j.chb.2024.108449","url":null,"abstract":"<div><p>This cross-sectional study explored the impact of Adverse Childhood Experiences (ACEs) on Short-form Video Addiction (SVA) and investigated the potential mediating roles of resilience and life satisfaction. Participants comprised 11425 Chinese college students (M<sub>age</sub> = 20.31; 47.72% female). We employed multiple logistic regression analysis to examine the ACEs<sup>1</sup>-SVA<sup>2</sup> connection and constructed a structural equation model to analyze the relationships among the variables. First, the multiple logistic regression analysis revealed a significant increase in the likelihood of SVA<sup>2</sup> as the number of ACEs<sup>1</sup> increased (OR: 2.40, 95% CI: 2.001–2.888; OR: 4.68, 95% CI: 3.467–6.325). A strong linear association was observed between child abuse/neglect, violence outside the family, and SVA (OR: 1.49, 95% CI: 1.388–1.604; OR: 1.30, 95% CI: 1.170–1.449). Furthermore, significant differences were found based on sex (OR: 1.46, 95% CI: 1.345–1.595), grade (OR: 1.89, 95% CI: 1.509–2.367), and major (OR: 1.47, 95% CI: 1.266–1.699). Second, the serial mediation model suggested that resilience and life satisfaction may serially mediate the relationship between ACEs<sup>1</sup> and SVA<sup>2</sup> (<em>β</em> = 0.009, SE = 0.001, 95% CI [0.006, 0.011]). These findings imply that promoting resilience and life satisfaction might mitigate the impact of ACEs<sup>1</sup> on SVA<sup>2</sup>. Finally, we discuss the practical implications and limitations of the study.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108449"},"PeriodicalIF":9.0,"publicationDate":"2024-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142240552","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
As cultural products, games frequently integrate cultural elements, which can be classified as indexical elements or iconic elements based on their degree of connection to real-world cultures. Indexical elements are more directly tied to specific cultural references, while iconic elements are more symbolic. This study explores how these elements influence game evaluations through secondary data analysis and three experiments. Our findings reveal that indexical elements indexical elements enhance perceived cultural authenticity more than iconic elements, but do not necessarily lead to better game evaluations. Conversely, iconic elements positively impact perceived effort, which contributes to better game evaluations. Furthermore, for players with strong authenticity-seeking motivations, indexical elements improve game evaluations by increasing perceived cultural authenticity. This research contributes to the theoretical understanding of cultural element integration in game design, while providing actionable insights for game developers and cultural product firms.
{"title":"How cultural elements shape game evaluations: The role of cultural authenticity and perceived effort","authors":"Xiangyun Zhang, Qianying Huang, Zhuomin Shi, Kexin Zhang","doi":"10.1016/j.chb.2024.108452","DOIUrl":"10.1016/j.chb.2024.108452","url":null,"abstract":"<div><p>As cultural products, games frequently integrate cultural elements, which can be classified as indexical elements or iconic elements based on their degree of connection to real-world cultures. Indexical elements are more directly tied to specific cultural references, while iconic elements are more symbolic. This study explores how these elements influence game evaluations through secondary data analysis and three experiments. Our findings reveal that indexical elements indexical elements enhance perceived cultural authenticity more than iconic elements, but do not necessarily lead to better game evaluations. Conversely, iconic elements positively impact perceived effort, which contributes to better game evaluations. Furthermore, for players with strong authenticity-seeking motivations, indexical elements improve game evaluations by increasing perceived cultural authenticity. This research contributes to the theoretical understanding of cultural element integration in game design, while providing actionable insights for game developers and cultural product firms.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108452"},"PeriodicalIF":9.0,"publicationDate":"2024-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142240551","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-12DOI: 10.1016/j.chb.2024.108432
Quan Chen, Zheng Yan, Mariola Moeyaert, Robert Bangert-Drowns
Mobilephone distraction in learning is a widely observed phenomenon due to dividing and switching attention between learning activities (e.g., attending lectures and reading textbooks) and off-task activities (e.g., texting and chatting). In the past 30 years, hundreds of empirical studies have examined this distraction and generated abundant but inconclusive findings. Built on two influential meta-analyses (Liu et al., 2017; Kates et al., 2018), this meta-analysis aimed to systematically synthesize evidence from 27 randomized controlled experiments, with a total of 55 effect sizes and 2245 participants, and precisely estimate the effect of mobilephone distraction on students' immediate recall scores for the first time. It is concluded that mobilephone distraction (1) causes an overall negative medium-sized effect on immediate recall (Hedges'g = −0.65, 95% CI [-0.81, −0.49]), (2) has a negative nearly-large-sized effect on lecture recall (Hedges's g = −0.70, 95% CI [-.86, -.54]), (3) is significantly moderated by gender but not by the 10 other moderators related to study features and demographical variables, and (4) is not distorted by publication bias, outlier studies, and missing data. These findings and future studies are discussed.
由于注意力在学习活动(如听课和阅读教科书)和非任务活动(如发短信和聊天)之间的分配和转换,学习中的手机分心现象被广泛观察到。在过去的 30 年中,数百项实证研究对这种分心现象进行了调查,得出了大量但不确定的结论。在两项有影响力的荟萃分析(Liu等人,2017年;Kates等人,2018年)的基础上,本荟萃分析旨在系统地综合27项随机对照实验的证据,共计55个效应大小和2245名参与者,首次精确估计手机分心对学生即时回忆得分的影响。研究得出的结论是:手机分心(1)对即时回忆产生了总体中等程度的负面影响(Hedges's g = -0.65,95% CI [-0.81, -0.49]);(2)对讲课回忆产生了近乎较大程度的负面影响(Hedges's g = -0.70,95% CI [-0.81, -0.49])。70,95% CI [-.86,-.54]);(3)受性别的显著调节,但不受其他 10 个与研究特征和人口统计学变量相关的调节因子的显著调节;(4)不受出版偏差、离群研究和数据缺失的影响。本文讨论了这些发现和未来的研究。
{"title":"Mobile multitasking in learning: A meta-analysis of effects of mobilephone distraction on young adults’ immediate recall","authors":"Quan Chen, Zheng Yan, Mariola Moeyaert, Robert Bangert-Drowns","doi":"10.1016/j.chb.2024.108432","DOIUrl":"10.1016/j.chb.2024.108432","url":null,"abstract":"<div><p>Mobilephone distraction in learning is a widely observed phenomenon due to dividing and switching attention between learning activities (e.g., attending lectures and reading textbooks) and off-task activities (e.g., texting and chatting). In the past 30 years, hundreds of empirical studies have examined this distraction and generated abundant but inconclusive findings. Built on two influential meta-analyses (Liu et al., 2017; Kates et al., 2018), this meta-analysis aimed to systematically synthesize evidence from 27 randomized controlled experiments, with a total of 55 effect sizes and 2245 participants, and precisely estimate the effect of mobilephone distraction on students' immediate recall scores for the first time. It is concluded that mobilephone distraction (1) causes an overall negative medium-sized effect on immediate recall (Hedges'g = −0.65, 95% CI [-0.81, −0.49]), (2) has a negative nearly-large-sized effect on lecture recall (Hedges's <em>g =</em> −0.70, 95% CI [<em>-.86, -.54</em>]), (3) is significantly moderated by gender but not by the 10 other moderators related to study features and demographical variables, and (4) is not distorted by publication bias, outlier studies, and missing data. These findings and future studies are discussed.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108432"},"PeriodicalIF":9.0,"publicationDate":"2024-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142233852","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-11DOI: 10.1016/j.chb.2024.108443
Ecaterina Eltahir , Paul H. Delfabbro , Daniel L. King
The habitual use of electronic devices is commonly observed in populations on the autism spectrum. However, few reviews have examined the extent to which such use becomes problematic and/or disordered (e.g., gaming disorder) in these populations. This review was designed to critically evaluate the literature on autism in relation to gaming disorder (GD) and so-called internet addiction (IA). A systematic search of five databases was conducted, which identified 31 studies. Study quality was generally moderate, with the main weakness across studies tending to relate to psychometrics. A total of 78,442 participants were included across the studies of GD and 14,474 participants in studies of IA. The results showed that, although these conditions appear to be overrepresented in autistic populations, there are no true prevalence studies due to methodological limitations. The frequency rates reported in survey and clinical studies were highly variable and exceeded 20% in some studies. Variables that predict greater risk of problems include being male; adolescent; co-occurring ADHD symptoms; lack of parental rules around devices; parent-child conflict; and high parental stress. There is a need for clinical studies that differentiate excessive gaming and internet use behaviors as either related to impaired control (i.e., addiction) or features of autism (i.e., restricted interests) and determine how these profiles affect overall functioning. Research in this area requires more sophisticated measurement approaches to avoid misclassification of clinical issues that implicate digital technology.
{"title":"Autism in relation to gaming disorder and internet addiction: A systematic review","authors":"Ecaterina Eltahir , Paul H. Delfabbro , Daniel L. King","doi":"10.1016/j.chb.2024.108443","DOIUrl":"10.1016/j.chb.2024.108443","url":null,"abstract":"<div><p>The habitual use of electronic devices is commonly observed in populations on the autism spectrum. However, few reviews have examined the extent to which such use becomes problematic and/or disordered (e.g., gaming disorder) in these populations. This review was designed to critically evaluate the literature on autism in relation to gaming disorder (GD) and so-called internet addiction (IA). A systematic search of five databases was conducted, which identified 31 studies. Study quality was generally moderate, with the main weakness across studies tending to relate to psychometrics. A total of 78,442 participants were included across the studies of GD and 14,474 participants in studies of IA. The results showed that, although these conditions appear to be overrepresented in autistic populations, there are no true prevalence studies due to methodological limitations. The frequency rates reported in survey and clinical studies were highly variable and exceeded 20% in some studies. Variables that predict greater risk of problems include being male; adolescent; co-occurring ADHD symptoms; lack of parental rules around devices; parent-child conflict; and high parental stress. There is a need for clinical studies that differentiate excessive gaming and internet use behaviors as either related to impaired control (i.e., addiction) or features of autism (i.e., restricted interests) and determine how these profiles affect overall functioning. Research in this area requires more sophisticated measurement approaches to avoid misclassification of clinical issues that implicate digital technology.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108443"},"PeriodicalIF":9.0,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S074756322400311X/pdfft?md5=269f615760fe5f91e4ca6a4412735bb9&pid=1-s2.0-S074756322400311X-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142171998","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-10DOI: 10.1016/j.chb.2024.108435
Saad Irfan Khan , Hussain Dawood , M.A. Khan , Ghassan F. Issa , Amir Hussain , Mrim M. Alnfiai , Khan Muhammad Adnan
Understanding human activities in daily life is of utmost importance, especially in the context of personalized and adaptive ubiquitous learning. Although existing HAR systems perform well-identifying activities based on their inter-spatial and temporal relationships, they lack in identifying the importance of accurately detecting postural transitions that not only enhance the activity recognition rate and reduced the error rate but also provides added motivation to explore and develop hybrid models. It's in this context we propose an ensemble approach of 1D-CNN and LSTM for the task of postural transition recognition, facilitated by wireless computing and wearable sensors. The proliferation of achieving ubiquitous learning will ultimately lead to the creation of adaptive devices enabled by various data analysis and relation learning techniques. Our approach is one of the methods that can be incorporated to enable seamless learning and acquire correlations with adaptive learning techniques. The experimental results on testing datasets including newly produced HAPT (Human Activities and Postural Transitions) show better classification accuracy than existing state-of-the-art HAR approaches (97.84% for transitional activities and 99.04% for dynamic human activities) indicating the capability of the model in ubiquitous learning scenarios and personalized and adaptive human learning environments.
了解人类在日常生活中的活动至关重要,尤其是在个性化和适应性泛在学习的背景下。虽然现有的 HAR 系统能根据活动的空间和时间关系很好地识别活动,但它们缺乏识别准确检测姿势转换的重要性,而这种检测不仅能提高活动识别率和降低错误率,还能为探索和开发混合模型提供更多动力。正是在这种背景下,我们提出了一种 1D-CNN 和 LSTM 的集合方法,用于在无线计算和可穿戴传感器的帮助下识别姿势转换任务。实现泛在学习的普及最终将导致利用各种数据分析和关系学习技术创建自适应设备。我们的方法是实现无缝学习和获取自适应学习技术相关性的方法之一。在包括新制作的 HAPT(人类活动和姿势转换)在内的测试数据集上的实验结果表明,分类准确率高于现有的最先进的 HAR 方法(过渡活动为 97.84%,动态人类活动为 99.04%),这表明该模型在泛在学习场景和个性化自适应人类学习环境中的能力。
{"title":"Transition-aware human activity recognition using an ensemble deep learning framework","authors":"Saad Irfan Khan , Hussain Dawood , M.A. Khan , Ghassan F. Issa , Amir Hussain , Mrim M. Alnfiai , Khan Muhammad Adnan","doi":"10.1016/j.chb.2024.108435","DOIUrl":"10.1016/j.chb.2024.108435","url":null,"abstract":"<div><p>Understanding human activities in daily life is of utmost importance, especially in the context of personalized and adaptive ubiquitous learning. Although existing HAR systems perform well-identifying activities based on their inter-spatial and temporal relationships, they lack in identifying the importance of accurately detecting postural transitions that not only enhance the activity recognition rate and reduced the error rate but also provides added motivation to explore and develop hybrid models. It's in this context we propose an ensemble approach of 1D-CNN and LSTM for the task of postural transition recognition, facilitated by wireless computing and wearable sensors. The proliferation of achieving ubiquitous learning will ultimately lead to the creation of adaptive devices enabled by various data analysis and relation learning techniques. Our approach is one of the methods that can be incorporated to enable seamless learning and acquire correlations with adaptive learning techniques. The experimental results on testing datasets including newly produced HAPT (Human Activities and Postural Transitions) show better classification accuracy than existing state-of-the-art HAR approaches (97.84% for transitional activities and 99.04% for dynamic human activities) indicating the capability of the model in ubiquitous learning scenarios and personalized and adaptive human learning environments.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108435"},"PeriodicalIF":9.0,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S0747563224003030/pdfft?md5=8aaa469f57822eaae80ceea614b5c0e9&pid=1-s2.0-S0747563224003030-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142163713","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-08DOI: 10.1016/j.chb.2024.108430
Maaike Schellaert , Janneke K. Oostrom , Eva Derous
Building on impression formation theories and the stereotype content model, this study examined age bias in LinkedIn screening, which is an understudied topic despite the aging workforce. An experimental study among 366 HR professionals considered the effects of LinkedIn recommendations (warmth/competence) and recruiters' age stereotypes on older applicants' job suitability ratings. First, we investigated and found that LinkedIn screening is prone to bias against older applicants. Furthermore, although having a recommendation on LinkedIn stressing competence or warmth is beneficial for both younger and older applicants, younger applicants benefited more from a recommendation reflecting their competence compared to older applicants. Second, recruiters' positive stereotypes regarding older workers' competence positively influenced job suitability ratings of older job applicants. This positive effect of recruiters' stereotypes was not affected by counter-stereotypical information emphasized through a recommendation. Understanding how applicants' LinkedIn profile affect recruiters’ hiring outcomes might help organizations to develop policies for fair selection procedures.
{"title":"Ageism on LinkedIn: Discrimination towards older applicants during LinkedIn screening","authors":"Maaike Schellaert , Janneke K. Oostrom , Eva Derous","doi":"10.1016/j.chb.2024.108430","DOIUrl":"10.1016/j.chb.2024.108430","url":null,"abstract":"<div><p>Building on impression formation theories and the stereotype content model, this study examined age bias in LinkedIn screening, which is an understudied topic despite the aging workforce. An experimental study among 366 HR professionals considered the effects of LinkedIn recommendations (warmth/competence) and recruiters' age stereotypes on older applicants' job suitability ratings. First, we investigated and found that LinkedIn screening is prone to bias against older applicants. Furthermore, although having a recommendation on LinkedIn stressing competence or warmth is beneficial for both younger and older applicants, younger applicants benefited more from a recommendation reflecting their competence compared to older applicants. Second, recruiters' positive stereotypes regarding older workers' competence positively influenced job suitability ratings of older job applicants. This positive effect of recruiters' stereotypes was not affected by counter-stereotypical information emphasized through a recommendation. Understanding how applicants' LinkedIn profile affect recruiters’ hiring outcomes might help organizations to develop policies for fair selection procedures.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108430"},"PeriodicalIF":9.0,"publicationDate":"2024-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142232139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-05DOI: 10.1016/j.chb.2024.108433
Xiangyu Bian , Aobo Yang
Online gaming is quickly gaining popularity, but the effects of game streaming and social connections on player loyalty remain under-explored. This study aimed to investigate the effects of watching game streaming and game-related social connections on player loyalty in MOBA games based on social cognitive theory and social capital theory. Game streaming watching was hypothesized to have a positive effect on personal skills and cooperative game knowledge, and game-related social connections had a positive effect on cooperative game knowledge. In addition, the study examined the effects of these factors on player loyalty. The study was conducted by constructing structural equation modeling and administering questionnaires to 415 MOBA gamers. Specifically, watching game streams significantly improves individual skill and cooperative game knowledge, which in turn positively affects game loyalty. Game-related social connections also significantly increase cooperative game knowledge and directly contribute to higher game loyalty. Furthermore, both individual skill and game cooperation knowledge positively mediated the relationship between game streaming watch and game loyalty. This study provides valuable insights for stakeholders and game industry practitioners by elucidating the mechanisms behind MOBA game loyalty, and promotes greater engagement among MOBA gamers.
{"title":"From spectatorship to loyalty: Unraveling the influence of game streaming watch and gaming-related social connectivity on MOBA gamers","authors":"Xiangyu Bian , Aobo Yang","doi":"10.1016/j.chb.2024.108433","DOIUrl":"10.1016/j.chb.2024.108433","url":null,"abstract":"<div><p>Online gaming is quickly gaining popularity, but the effects of game streaming and social connections on player loyalty remain under-explored. This study aimed to investigate the effects of watching game streaming and game-related social connections on player loyalty in MOBA games based on social cognitive theory and social capital theory. Game streaming watching was hypothesized to have a positive effect on personal skills and cooperative game knowledge, and game-related social connections had a positive effect on cooperative game knowledge. In addition, the study examined the effects of these factors on player loyalty. The study was conducted by constructing structural equation modeling and administering questionnaires to 415 MOBA gamers. Specifically, watching game streams significantly improves individual skill and cooperative game knowledge, which in turn positively affects game loyalty. Game-related social connections also significantly increase cooperative game knowledge and directly contribute to higher game loyalty. Furthermore, both individual skill and game cooperation knowledge positively mediated the relationship between game streaming watch and game loyalty. This study provides valuable insights for stakeholders and game industry practitioners by elucidating the mechanisms behind MOBA game loyalty, and promotes greater engagement among MOBA gamers.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108433"},"PeriodicalIF":9.0,"publicationDate":"2024-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S0747563224003017/pdfft?md5=0c095447c67b8e697fd9a877bb38e0d7&pid=1-s2.0-S0747563224003017-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142163714","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-04DOI: 10.1016/j.chb.2024.108431
Yu Tian , Lars Willnat
Despite the wealth of literature vested in the association between social media use and vulnerability to fake news, it remains underexplored how and what kinds of social media usage contribute to fake news susceptibility. To fill this research gap, we draw upon the emergent scholarship of News-Finds-Me and propose a new conceptual model to examine fake news vulnerability and engagement in digital worlds. Drawing upon an online national sample in the US (N = 1014), results corroborated the prevalence of the News-Finds-Me perception, a social media-derived news attainment pattern that propels users to misconceive knowledgeability, over-depend on intimate peers and algorithms, and disengage from active news learning. Furthermore, evidence showed that News-Finds-Me perceptions make individuals more likely to believe and share fake news by creating a biased mentality that one is fake-news-proof while others are fake-news-impressionable. Such an asymmetric cognitive fallacy is called Third-Person Perception in literature. Our findings elucidate that the widely noted social media empowerment hypothesis might be double-sided. While social media can facilitate the dissemination and diversification of knowledge, they may also foster a sense of illusioned knowledgeability and overconfidence. This, in turn, could impede users from being adequately informed.
{"title":"From news disengagement to fake news engagement: Examining the role of news-finds-me perceptions in vulnerability to fake news through third-person perception","authors":"Yu Tian , Lars Willnat","doi":"10.1016/j.chb.2024.108431","DOIUrl":"10.1016/j.chb.2024.108431","url":null,"abstract":"<div><p>Despite the wealth of literature vested in the association between social media use and vulnerability to fake news, it remains underexplored <em>how</em> and <em>what kinds</em> of social media usage contribute to fake news susceptibility. To fill this research gap, we draw upon the emergent scholarship of News-Finds-Me and propose a new conceptual model to examine fake news vulnerability and engagement in digital worlds. Drawing upon an online national sample in the US (<em>N</em> = 1014), results corroborated the prevalence of the News-Finds-Me perception, a social media-derived news attainment pattern that propels users to misconceive knowledgeability, over-depend on intimate peers and algorithms, and disengage from active news learning. Furthermore, evidence showed that News-Finds-Me perceptions make individuals more likely to believe and share fake news by creating a biased mentality that one is fake-news-proof while others are fake-news-impressionable. Such an asymmetric cognitive fallacy is called Third-Person Perception in literature. Our findings elucidate that the widely noted social media empowerment hypothesis might be double-sided. While social media can facilitate the dissemination and diversification of knowledge, they may also foster a sense of illusioned knowledgeability and overconfidence. This, in turn, could impede users from being adequately informed.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108431"},"PeriodicalIF":9.0,"publicationDate":"2024-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142240550","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-04DOI: 10.1016/j.chb.2024.108434
Moses Okumu , Carmen H. Logie , William Byansi , Flora Cohen , Thabani Nyoni , Catherine N. Nafula , Robert Hakiza , Joshua Muzei , Jamal Appiah-Kubi , Bernice Adjabeng , Peter Kyambadde
During and after displacement, many displaced youth face increased vulnerability to poor mental health and can encounter inaccurate or confusing health information. Digital tools create new opportunities to reach more of these youth with mental health interventions. Yet maximizing these tools' effectiveness among displaced youth requires understanding their eHealth literacy (eHEALS; i.e., the ability to find, understand, and appraise health information from electronic sources and apply this knowledge to a health problem). Thus, we conducted a community-based cross-sectional survey of 445 displaced youth (16–24 years) living in the slums of Kampala, Uganda to measure their eHEALS and its association with psychosocial wellbeing. Exploratory and confirmatory factor analysis identified a unidimensional measure of eHEALS. Structural equation modeling results indicated that eHEALS was not directly associated with depressive symptoms (β = .08, p = 0.15), but was significantly positively associated with resilience (β = .32, p < 0.001). Resilience was, in turn, significantly negatively associated with depressive symptoms (β = −.21, p < 0.001). The Sobel test for indirect effects confirmed that eHEALS indirectly negatively affected depressive symptoms through resilience (i.e., βindirect effect = −.07, p = 0.004). Our findings highlight the need for interventionists to develop contextualized eHealth interventions that facilitate displaced youth's ability to access, understand, and use health information to the best of their ability and optimally benefit from services.
{"title":"eHealth literacy and digital health interventions: Key ingredients for supporting the mental health of displaced youth living in the urban slums of kampala, Uganda","authors":"Moses Okumu , Carmen H. Logie , William Byansi , Flora Cohen , Thabani Nyoni , Catherine N. Nafula , Robert Hakiza , Joshua Muzei , Jamal Appiah-Kubi , Bernice Adjabeng , Peter Kyambadde","doi":"10.1016/j.chb.2024.108434","DOIUrl":"10.1016/j.chb.2024.108434","url":null,"abstract":"<div><div>During and after displacement, many displaced youth face increased vulnerability to poor mental health and can encounter inaccurate or confusing health information. Digital tools create new opportunities to reach more of these youth with mental health interventions. Yet maximizing these tools' effectiveness among displaced youth requires understanding their eHealth literacy (eHEALS; i.e., the ability to find, understand, and appraise health information from electronic sources and apply this knowledge to a health problem). Thus, we conducted a community-based cross-sectional survey of 445 displaced youth (16–24 years) living in the slums of Kampala, Uganda to measure their eHEALS and its association with psychosocial wellbeing. Exploratory and confirmatory factor analysis identified a unidimensional measure of eHEALS. Structural equation modeling results indicated that eHEALS was not directly associated with depressive symptoms (β = .08, <em>p</em> = 0.15), but was significantly positively associated with resilience (β = .32, <em>p</em> < 0.001). Resilience was, in turn, significantly negatively associated with depressive symptoms (β = −.21, <em>p</em> < 0.001). The Sobel test for indirect effects confirmed that eHEALS indirectly negatively affected depressive symptoms through resilience (i.e., <em>β</em><sub>indirect effect</sub> = −.07, <em>p</em> = 0.004). Our findings highlight the need for interventionists to develop contextualized eHealth interventions that facilitate displaced youth's ability to access, understand, and use health information to the best of their ability and optimally benefit from services.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108434"},"PeriodicalIF":9.0,"publicationDate":"2024-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S0747563224003029/pdfft?md5=f2052b748f4b113cf5c0cafde33b2b38&pid=1-s2.0-S0747563224003029-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142316018","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-03DOI: 10.1016/j.chb.2024.108428
Sogand Dehghan , Rojiar Pir Mohammadiani , Shahriar Mohammadi
Social network data, such as Twitter/X, is of Big Social Data type. Big social data describes people's social behaviors and interactions. They have high business value for decision-making in organizations. However, because of the anonymous nature of social network users, their credibility is ambiguous. Credibility expresses the accuracy and value of big social data. Despite extensive research on the credibility of big social data, most methods have not paid sufficient attention to the important dimensions of their assessment, including user expertise based on topic, selecting social network features, and labeling them. Furthermore, these methods cannot manage the time, high volume, and speed of big social data. To address these issues, this paper presents a novel model for assessing the credibility of Twitter/X users by integrating Twitter/X with Google Scholar. The model automatically defines users' credibility labels using Google Scholar. Machine learning feature selection methods also select features that affect the credibility of Twitter/X users based on the topic. This study uses Google Scholar and the BerTopic algorithm for effective topic modeling on Twitter/X. The model considers unrelated data management, dynamic user credibility, and organizing activities based on the Big Data lifecycle. Finally, using Linear Regression, Support Vector Regression, K-Nearest Neighbor, Random Forest, Classification and Regression Trees algorithms, the model predicts the credibility of Twitter/X users and proves that it performed better than similar models through Classification and Regression Trees. In addition, the model is generalizable for all organizational purposes due to the integration of heterogeneous resources and feature selection methods.
{"title":"The credibility assessment of Twitter/X users based organization objectives by heterogeneous resources in big data life cycle","authors":"Sogand Dehghan , Rojiar Pir Mohammadiani , Shahriar Mohammadi","doi":"10.1016/j.chb.2024.108428","DOIUrl":"10.1016/j.chb.2024.108428","url":null,"abstract":"<div><p>Social network data, such as Twitter/X, is of Big Social Data type. Big social data describes people's social behaviors and interactions. They have high business value for decision-making in organizations. However, because of the anonymous nature of social network users, their credibility is ambiguous. Credibility expresses the accuracy and value of big social data. Despite extensive research on the credibility of big social data, most methods have not paid sufficient attention to the important dimensions of their assessment, including user expertise based on topic, selecting social network features, and labeling them. Furthermore, these methods cannot manage the time, high volume, and speed of big social data. To address these issues, this paper presents a novel model for assessing the credibility of Twitter/X users by integrating Twitter/X with Google Scholar. The model automatically defines users' credibility labels using Google Scholar. Machine learning feature selection methods also select features that affect the credibility of Twitter/X users based on the topic. This study uses Google Scholar and the BerTopic algorithm for effective topic modeling on Twitter/X. The model considers unrelated data management, dynamic user credibility, and organizing activities based on the Big Data lifecycle. Finally, using Linear Regression, Support Vector Regression, K-Nearest Neighbor, Random Forest, Classification and Regression Trees algorithms, the model predicts the credibility of Twitter/X users and proves that it performed better than similar models through Classification and Regression Trees. In addition, the model is generalizable for all organizational purposes due to the integration of heterogeneous resources and feature selection methods.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"162 ","pages":"Article 108428"},"PeriodicalIF":9.0,"publicationDate":"2024-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142232140","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}