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AI in the spotlight: The impact of artificial intelligence disclosure on user engagement in short-form videos 聚光灯下的人工智能:人工智能披露对用户参与短视频的影响
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-20 DOI: 10.1016/j.chb.2024.108448
Hao Chen , Pingping Wang , Shuaikang Hao
This paper aims to investigate how AI disclosure affects user engagement intention. We try to comprehensively explore the fundamental mechanisms behind AI disclosure and user engagement, along with the boundary conditions that impact the relationship. Based on the heuristic-systematic model, this study built a moderated mediation model and conducted an online experiment on “Credamo” platform. The 479 valid experimental data of the study were analyzed by partial least squares structural equation modeling (PLS-SEM). The results indicate that AI disclosure has a direct, positive impact on user engagement intention, while it could also diminish user engagement intention by lowering users' perceived content quality. However, the negative impact on perceived content quality can be mitigated by improving users’ perceived AI capabilities. This study expands the research focus of AI disclosure and the practical application of heuristic-systematic model, which provides theoretical insights to the artificial intelligence related literature. In addition, we put forward to informed practical recommendations for video content creators and publishers in creating content and promoting user interaction.
本文旨在研究人工智能信息披露如何影响用户参与意图。我们试图全面探讨人工智能信息披露与用户参与背后的基本机制,以及影响两者关系的边界条件。本研究在启发式系统模型的基础上,建立了调节中介模型,并在 "公信宝 "平台上进行了在线实验。通过偏最小二乘结构方程模型(PLS-SEM)分析了 479 个有效实验数据。结果表明,人工智能信息披露对用户参与意愿有直接的正向影响,同时也会通过降低用户感知内容质量来削弱用户参与意愿。然而,对感知内容质量的负面影响可以通过提高用户感知的人工智能能力来缓解。本研究拓展了人工智能披露的研究重点和启发式系统模型的实际应用,为人工智能相关文献提供了理论启示。此外,我们还为视频内容创作者和发布者在创作内容和促进用户互动方面提出了有参考价值的实用建议。
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引用次数: 0
Are social media robot influencers credible? A cross-continental analysis in a fashion context 社交媒体机器人影响者可信吗?时尚背景下的跨洲分析
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-20 DOI: 10.1016/j.chb.2024.108447
Patricia Baudier, Elodie de Boissieu

Artificial intelligence (AI) has given us social robots that interact with us in everyday life. As chatbots, they are sometimes the first point of entry for contacting a brand. Trends have emerged with human-like social media robot influencers (SMRs) promoting products and services. The literature on this subject is incomplete, so this study aims to mobilize source credibility theory to analyze the influence of individuals’ perceptions of SMRs on attitudes toward their use. The influence of anthropomorphism on attitude is investigated, and the relationship is analyzed between attitudes on purchase intention for products promoted by both SMRs and e-word-of-mouth. Finally, the impact of gender and native continent as moderators is controlled. Using a quantitative method, a survey based on existing scales was scripted, and a total sample of 300 digital natives (born after 1980) was collected worldwide. The results were analyzed using the partial least approach and SmartPLS4 software. Our findings reveal the importance of trustworthiness, expertise, physical attractiveness, content attractiveness, and anthropomorphic appearance. However, similarities between influencers and followers have no impact on attitudes toward the use of SMRs. Finally, the theory of source credibility is shown to be enriched by anthropomorphism, and the moderating effect of gender and native continent is demonstrated.

人工智能(AI)为我们带来了在日常生活中与我们互动的社交机器人。作为聊天机器人,它们有时是联系品牌的第一入口。类似人类的社交媒体机器人影响者(SMR)推广产品和服务的趋势已经出现。这方面的文献尚不完整,因此本研究旨在利用来源可信度理论来分析个人对 SMR 的看法对其使用态度的影响。研究了拟人化对态度的影响,并分析了对 SMR 和电子口碑推广产品的态度与购买意向之间的关系。最后,对性别和本土大陆作为调节因素的影响进行了控制。研究采用定量方法,在现有量表的基础上编写了一份调查问卷,在全球范围内收集了 300 个数字原住民(1980 年后出生)样本。我们使用偏最小法和 SmartPLS4 软件对调查结果进行了分析。我们的研究结果揭示了可信度、专业知识、外貌吸引力、内容吸引力和拟人化外观的重要性。然而,影响者和追随者之间的相似性对使用 SMR 的态度没有影响。最后,拟人化丰富了来源可信度理论,并证明了性别和本土大陆的调节作用。
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引用次数: 0
“Cutie, click on the link”: A forensic analysis of URLs "小可爱,点击链接":URL 法证分析
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-20 DOI: 10.1016/j.chb.2024.108454
Eden Kamar , Roberta Liggett O'Malley , C. Jordan Howell , David Maimon , Dekel Shabat
This article presents an examination of the technological components of the online sexual grooming abuse process. While much of the existing literature on online grooming and child exploitation focuses on the broader behavioral patterns of offenders, our study examines the specific affordances of Information and Communication Technologies (ICT) that enable and exacerbate these behaviors. Through a multidisciplinary lens, we conducted a digital forensic analysis of 371 URL links obtained from two studies with active online groomers. The analysis reveals that online groomers use URLs to engage in social engineering, distribute malware, solicit Child Sexual Abuse Material (CSAM), and share images. These findings suggests that previous models and stage descriptions of the online grooming process overlook how different ICT tools can be adopted and adapted to facilitate the online grooming and abuse process. We draw on the technology acceptance model to explain that the perceived affordances of a platform, particularly those that facilitate covert or malicious activities, are likely to influence offenders' choices in using these ICTs. The implications of these findings extend to theoretical, methodological, and policy considerations.
本文探讨了网络性诱骗虐待过程中的技术因素。关于网络诱拐和剥削儿童的现有文献大多关注犯罪者的广泛行为模式,而我们的研究则探讨了信息与通信技术(ICT)在促成和加剧这些行为方面的具体优势。通过多学科视角,我们对从两项关于活跃的网络诱拐者的研究中获得的 371 个 URL 链接进行了数字取证分析。分析结果表明,网络诱拐者利用 URL 参与社交工程、传播恶意软件、索取儿童性虐待材料 (CSAM) 和分享图片。这些发现表明,以往的网络诱拐过程模型和阶段描述忽略了如何采用和调整不同的信息与传播技术工具来促进网络诱拐和虐待过程。我们借鉴了技术接受模型来解释平台的可感知能力,特别是那些有利于隐蔽或恶意活动的平台,很可能会影响犯罪者对使用这些信息和通信技术的选择。这些发现的影响涉及理论、方法和政策方面的考虑。
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引用次数: 0
Adverse childhood experiences and short-form video addiction: A serial mediation model of resilience and life satisfaction 不良童年经历与短视频成瘾:复原力和生活满意度的序列中介模型
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-17 DOI: 10.1016/j.chb.2024.108449
Jiao Xue , Hai Huang , Ziyu Guo , Jing Chen , Wenting Feng

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.

这项横断面研究探讨了童年不良经历(ACE)对短片成瘾(SVA)的影响,并研究了抗逆力和生活满意度的潜在中介作用。参与者包括 11425 名中国大学生(年龄 = 20.31;女性占 47.72%)。我们采用多元逻辑回归分析来检验 ACEs1-SVA2 的联系,并构建了一个结构方程模型来分析变量之间的关系。首先,多元逻辑回归分析表明,随着 ACE1 数量的增加,SVA2 的可能性显著增加(OR:2.40,95% CI:2.001-2.888;OR:4.68,95% CI:3.467-6.325)。在虐待/忽视儿童、家庭外暴力和 SVA 之间发现了很强的线性关系(OR:1.49,95% CI:1.388-1.604;OR:1.30,95% CI:1.170-1.449)。此外,性别(OR:1.46,95% CI:1.345-1.595)、年级(OR:1.89,95% CI:1.509-2.367)和专业(OR:1.47,95% CI:1.266-1.699)也存在明显差异。其次,序列中介模型表明,抗逆力和生活满意度可能序列中介 ACE1 与 SVA2 之间的关系(β = 0.009,SE = 0.001,95% CI [0.006,0.011])。这些发现意味着,提高抗逆力和生活满意度可能会减轻 ACE1 对 SVA2 的影响。最后,我们讨论了本研究的实际意义和局限性。
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引用次数: 0
How cultural elements shape game evaluations: The role of cultural authenticity and perceived effort 文化因素如何影响游戏评价:文化真实性和感知努力的作用
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-16 DOI: 10.1016/j.chb.2024.108452
Xiangyun Zhang, Qianying Huang, Zhuomin Shi, Kexin Zhang

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.

作为文化产品,游戏经常融入文化元素,根据其与现实世界文化的联系程度,可分为索引 性元素和标志性元素。索引性元素更直接地与特定的文化参照物联系在一起,而标志性元素则更具象征意义。本研究通过二手数据分析和三个实验来探讨这些元素如何影响游戏评价。我们的研究结果表明,索引性元素比标志性元素更能增强人们对文化真实性的感知,但并不一定能带来更好的游戏评价。相反,标志性元素会对感知到的努力产生积极影响,从而有助于获得更好的游戏评价。此外,对于有强烈追求真实性动机的玩家来说,索引性元素会通过增加感知到的文化真实性来提高游戏评价。这项研究有助于从理论上理解游戏设计中的文化元素整合,同时也为游戏开发者和文化产品公司提供了可操作的见解。
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引用次数: 0
Mobile multitasking in learning: A meta-analysis of effects of mobilephone distraction on young adults’ immediate recall 学习中的手机多任务处理:手机分心对年轻人即时回忆能力影响的荟萃分析
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-12 DOI: 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。
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引用次数: 0
Autism in relation to gaming disorder and internet addiction: A systematic review 自闭症与游戏障碍和网络成瘾的关系:系统回顾
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-11 DOI: 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.

在自闭症谱系人群中,习惯性使用电子设备的现象十分普遍。然而,很少有综述对这些人群使用电子设备在多大程度上成为问题和/或障碍(如游戏障碍)进行研究。本综述旨在对自闭症与游戏障碍(GD)和所谓的网络成瘾(IA)相关的文献进行批判性评估。我们对五个数据库进行了系统检索,共发现了 31 项研究。研究质量总体上处于中等水平,各项研究的主要弱点往往与心理测量有关。共有 78,442 人参与了 GD 研究,14,474 人参与了 IA 研究。研究结果表明,虽然这些症状在自闭症人群中的比例似乎过高,但由于研究方法的局限性,目前还没有真正意义上的患病率研究。调查和临床研究中报告的发病率差异很大,有些研究的发病率超过了 20%。预示出现问题风险更大的变量包括男性、青少年、并发多动症症状、父母对设备缺乏规定、亲子冲突和父母压力过大。临床研究需要区分过度游戏和上网行为是与控制能力受损(即成瘾)有关,还是与自闭症特征(即兴趣受限)有关,并确定这些特征如何影响整体功能。该领域的研究需要更复杂的测量方法,以避免对涉及数字技术的临床问题进行错误分类。
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引用次数: 0
Transition-aware human activity recognition using an ensemble deep learning framework 利用集合深度学习框架识别过渡感知的人类活动
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-10 DOI: 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。
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引用次数: 0
Ageism on LinkedIn: Discrimination towards older applicants during LinkedIn screening LinkedIn 上的年龄歧视:LinkedIn 筛选过程中对老年申请人的歧视
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-08 DOI: 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.

本研究以印象形成理论和刻板印象内容模型为基础,考察了 LinkedIn 筛选中的年龄偏差,尽管劳动力老龄化严重,但对这一问题的研究还不够深入。一项针对366名人力资源专业人士的实验研究考虑了LinkedIn推荐(温暖/能力)和招聘人员的年龄刻板印象对老年求职者工作适合度评级的影响。首先,我们调查发现,LinkedIn筛选容易对年龄较大的求职者产生偏见。此外,尽管LinkedIn上强调能力或热情的推荐对年轻求职者和年长求职者都有好处,但与年长求职者相比,年轻求职者从反映其能力的推荐中获益更多。其次,招聘者对年长员工能力的积极刻板印象会对年长求职者的工作适合度评级产生积极影响。招聘者刻板印象的这种积极影响并不受通过推荐强调的反刻板印象信息的影响。了解求职者在LinkedIn上的个人资料如何影响招聘者的招聘结果,可能会帮助企业制定公平选拔程序的政策。
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引用次数: 0
From spectatorship to loyalty: Unraveling the influence of game streaming watch and gaming-related social connectivity on MOBA gamers 从围观到忠诚:解读游戏流媒体观看和游戏相关社交连接对 MOBA 游戏玩家的影响
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-05 DOI: 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.

网络游戏正在迅速普及,但游戏流媒体和社交关系对玩家忠诚度的影响仍未得到充分探讨。本研究以社会认知理论和社会资本理论为基础,旨在调查观看游戏流媒体和游戏相关社交关系对 MOBA 游戏玩家忠诚度的影响。假设观看游戏流媒体对个人技能和合作游戏知识有积极影响,而游戏相关社交关系对合作游戏知识有积极影响。此外,研究还考察了这些因素对玩家忠诚度的影响。研究通过构建结构方程模型和对 415 名 MOBA 游戏玩家进行问卷调查来进行。具体来说,观看游戏流明显提高了个人技能和合作游戏知识,这反过来又对游戏忠诚度产生了积极影响。与游戏相关的社会关系也会明显增加游戏合作知识,并直接提高游戏忠诚度。此外,个人技能和游戏合作知识都对观看游戏流媒体与游戏忠诚度之间的关系起到了积极的中介作用。本研究通过阐明 MOBA 游戏忠诚度背后的机制,为利益相关者和游戏行业从业者提供了有价值的见解,并促进了 MOBA 游戏玩家更多的参与。
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