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Reducing toxic behaviors in the gaming community: A social-psychological intervention with lasting effects 减少游戏社区中的有害行为:具有持久影响的社会心理干预
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-25 DOI: 10.1016/j.chb.2025.108827
Ágnes Zsila , Gábor Orosz , Zsolt Demetrovics
Toxic behaviors in multiplayer online gaming environments have become a growing concern, as aggression between players can diminish game enjoyment and reduce psychological well-being. This preregistered randomized controlled trial tested the effectiveness of a brief social-psychological intervention designed to reduce both involvement in and the psychological consequences of toxicity by exposing gamers to adaptive strategies against toxicity in the form of peer testimonials. A total of 722 gamers (93.6 % men; Mage = 31.40 years, SD = 8.13) were randomly assigned to either the treatment group (n = 372) or the control group (n = 350). The treatment group was exposed to materials focused on toxic behaviors, while the control group read about peer experiences related to disruptive external circumstances in the gaming environment. Maladaptive and adaptive reactions to toxicity, rumination, game enjoyment, and toxic disinhibition were assessed before the intervention and one month later. Compared to the control group, players in the treatment group reported lower levels of rumination and more adaptive responses to toxicity in anticipated situations of toxicity immediately after the intervention. Moreover, participants in the treatment group reported fewer maladaptive reactions to toxicity immediately after the intervention and also one month later compared to the control group. These findings indicate that social-psychological interventions targeting social norms can effectively foster adaptive and reduce maladaptive responses to toxic behavior, which were previously identified as major contributing factors to the social contagion of toxicity in gaming environments.
多人在线游戏环境中的有害行为已成为人们日益关注的问题,因为玩家之间的攻击会削弱游戏乐趣,降低心理健康。这个预先注册的随机对照试验测试了一个简短的社会心理干预的有效性,该干预旨在通过让玩家接触以同伴推荐的形式对抗毒性的适应性策略来减少毒性的参与和心理后果。共有722名游戏玩家(93.6%为男性,年龄31.40岁,SD = 8.13)被随机分配到治疗组(n = 372)和对照组(n = 350)。治疗组接触的是有关有毒行为的材料,而对照组则阅读与游戏环境中破坏性外部环境相关的同伴经历。在干预前和一个月后评估对毒性、反刍、游戏享受和毒性解除抑制的适应不良和适应反应。与对照组相比,治疗组的玩家报告说,在干预后的预期毒性情况下,他们的反刍水平较低,对毒性的适应性反应也更强。此外,与对照组相比,治疗组的参与者在干预后立即和一个月后报告的毒性不良反应较少。这些发现表明,针对社会规范的社会心理干预可以有效地促进和减少对有毒行为的适应性反应,这是之前被认为是游戏环境中毒性社会传染的主要因素。
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引用次数: 0
Anterior-posterior dissociation of default mode network predicts problematic smartphone use: A multi-site longitudinal and transcriptomic analysis 默认模式网络的前后分离预测有问题的智能手机使用:多位点纵向和转录组分析
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-25 DOI: 10.1016/j.chb.2025.108848
Qiang Wang , Jinlian Wang , Xiang Li , Chang Liu , Pinchun Wang , Weipeng Jin
Problematic smartphone use (PSU) has become a significant global concern with major implications for mental health and well-being. Using a multi-site longitudinal design (N = 282, follow-up ranging from 5 months to 5 years), this study examined the predictive role of the default mode network (DMN) in PSU development and its underlying psychological and transcriptomic mechanisms. We found that baseline gray-matter volume (GMV) in the anterior DMN—particularly the ventromedial prefrontal cortex (vmPFC)—and regional homogeneity (ReHo) in the posterior DMN—especially the posterior cingulate cortex (PCC)—significantly predicted the severity of subsequent PSU. Additionally, these neural features exhibited distinct psychological mediation pathways, demonstrating a double dissociation effect: the structural features of the anterior DMN influenced PSU through fear of missing out (FoMO) at follow-up, whereas posterior-DMN functional features operated via follow-up negative affect (NA). Transcriptomic analysis revealed that genes associated with PSU-related brain functional patterns (n = 150) are enriched in synaptic transmission and glutamatergic pathways, showing an expression imbalance between excitatory and inhibitory neurons, with expression peaking from infancy to adolescence. GAMBA analysis identified three gene modules linked to DMN metabolic activity. Together, these findings illuminate the anterior–posterior dissociation within the DMN in PSU development and highlight specific psychological–neurobiological pathways and transcriptomic signatures that provide a molecular framework for understanding the biological processes underlying PSU.
智能手机使用问题(PSU)已成为全球关注的一个重大问题,对心理健康和福祉产生重大影响。本研究采用多位点纵向设计(N = 282,随访时间从5个月到5年),研究了默认模式网络(DMN)在PSU发展中的预测作用及其潜在的心理和转录机制。我们发现,dmn前部的基线灰质体积(GMV),特别是腹内侧前额叶皮层(vmPFC)和dmn后部的区域均匀性(ReHo),特别是后扣带皮层(PCC),可以显著预测随后PSU的严重程度。此外,这些神经特征表现出不同的心理中介途径,显示出双重解离效应:前DMN的结构特征通过随访时的错失恐惧(FoMO)影响PSU,而后DMN的功能特征通过随访时的负面影响(NA)影响PSU。转录组学分析显示,与psu相关的脑功能模式相关的基因(n = 150)在突触传递和谷氨酸能通路中富集,表现出兴奋性和抑制性神经元之间的表达不平衡,在婴儿期到青春期达到表达高峰。GAMBA分析确定了三个与DMN代谢活性相关的基因模块。总之,这些发现阐明了PSU发展过程中DMN内的前后分离,并强调了特定的心理-神经生物学途径和转录组特征,为理解PSU背后的生物学过程提供了分子框架。
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引用次数: 0
Fake news, consumer cynicism and negative word-of-mouth: The mitigating role of trust in social media advertising 假新闻、消费者冷嘲热讽和负面口碑:信任在社交媒体广告中的缓和作用
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-24 DOI: 10.1016/j.chb.2025.108842
Ovidiu-Ioan Moisescu , Luigia-Gabriela Sterie , Daniel Mican
In today's digital era dominated by social media, fake news, and deceptive advertising, consumer cynicism poses a major challenge for brands. This study examines how exposure to product-related fake news on social media fuels consumer cynicism and negative word-of-mouth (NWOM). Using the Push-Pull framework and Stimuli-Organism-Response theory, we analyze data from 497 social media users via partial least squares structural equation modeling. The findings show that fake news significantly increases cynicism and amplifies NWOM. On the other hand, trust in influencer advertising and social media advertisements mitigates cynicism and, indirectly, NWOM. Influencer credibility, expertise, and attractiveness, along with the informativeness and relevance of advertisements, enhance trust, indirectly reducing cynicism and its negative outcomes. This research bridges critical gaps in the marketing literature by highlighting the interplay between fake news, trust, and consumer behavior, offering actionable insights for marketers navigating the challenges of building trust in a digital landscape.
在当今由社交媒体、假新闻和欺骗性广告主导的数字时代,消费者的冷嘲热讽对品牌构成了重大挑战。本研究探讨了在社交媒体上接触与产品相关的假新闻如何助长消费者的玩世不恭和负面口碑(NWOM)。利用推拉框架和刺激-有机体-反应理论,我们通过偏最小二乘结构方程模型分析了497名社交媒体用户的数据。研究结果表明,假新闻显著增加了愤世嫉俗的情绪,放大了NWOM。另一方面,对网红广告和社交媒体广告的信任减轻了玩世不恭,并间接减轻了NWOM。影响者的可信度、专业知识和吸引力,以及广告的信息量和相关性,增强了信任,间接减少了玩世不恭及其负面后果。本研究通过强调假新闻、信任和消费者行为之间的相互作用,弥合了营销文献中的关键空白,为营销人员在数字环境中建立信任的挑战提供了可行的见解。
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引用次数: 0
Screens or books? Isotemporal substitution of different home activities on language and socio-emotional skills in preschool children 屏幕还是书本?不同家庭活动对学龄前儿童语言和社会情感技能的同时代入
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-24 DOI: 10.1016/j.chb.2025.108847
Shifeng Li , Lin Chai , Lihong Ma , Shuyue Gu , Tao Wang , Li Wang , Jianhua Zhou

Background

Rapid advances in information technology and the widespread adoption of electronic devices have created a screen-saturated environment that increasingly shapes children's daily lives and development.

Methods

In a sample of 202 kindergarteners aged 3–6 years, we applied isotemporal substitution models to examine how reallocating time among home-based parent-child reading, play, and screen use relates to preschoolers’ language and socio-emotional skills.

Results

More time in parent-child reading was associated with higher phonological and orthographic awareness and better socio-emotional skills, whereas greater screen time was associated with poorer performance on these outcomes. Isotemporal substitution estimates indicated that replacing screen time with the same amount of parent-child reading was associated with significant gains in phonological awareness, orthographic awareness, and socio-emotional skills; the reverse substitution predicted significant declines. These patterns were largely replicated when screen use was disaggregated by context (recreational vs educational) and usage modes (parent-child co-viewing vs solo use).

Conclusions

Reallocating time from screen time to interactive parent-child activities—particularly shared reading—may confer measurable benefits for preschoolers’ language and socio-emotional development. These findings underscore the importance of family practices that prioritize interactive, literacy-rich engagement over screen exposure.
信息技术的快速发展和电子设备的广泛采用创造了一个充斥着屏幕的环境,越来越多地影响着儿童的日常生活和发展。方法以202名3-6岁的幼儿园儿童为样本,采用等时间替代模型,研究了亲子阅读、游戏和屏幕使用时间的再分配与学龄前儿童语言和社会情感技能的关系。结果更多的亲子阅读时间与更高的语音和正字法意识以及更好的社会情感技能相关,而更长的屏幕时间与这些结果的较差表现相关。等时间替代估计表明,用相同数量的亲子阅读取代屏幕时间与语音意识、正字法意识和社会情感技能的显著提高有关;相反的替代预测了显著的下降。当屏幕使用按背景(娱乐与教育)和使用模式(亲子共同观看与单独使用)分类时,这些模式在很大程度上得到了复制。结论:将时间从屏幕时间重新分配到互动亲子活动中,特别是共同阅读,可能会给学龄前儿童的语言和社会情感发展带来可衡量的好处。这些发现强调了家庭实践的重要性,即优先考虑互动,丰富的读写能力,而不是屏幕暴露。
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引用次数: 0
Challenging mental health misinformation on social media: The role of eHealth literacy, self-efficacy and presumed media influence 挑战社交媒体上的心理健康错误信息:电子健康素养、自我效能感和假定的媒体影响的作用
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-24 DOI: 10.1016/j.chb.2025.108844
Cynthia A. Hoffner, Vithika Salomi, Salome Apkhazishvili, Samuel Edu
Despite growing concern about health misinformation on social media, little research has addressed mental health misinformation. Responses to misinformation have the potential to minimize its influence, so it is important to explore factors that motivate user efforts to intervene. Grounded in work on misinformation, eHealth literacy, and self-efficacy, as well as the influence of presumed media influence (IPMI) model, an online survey (N = 249) explored responses to mental health misinformation on social media. Responses examined included efforts to correct or challenge misinformation and support for content moderation by social media platforms. Both eHealth literacy and self-efficacy to respond to mental health misinformation predicted intention to correct mental health misinformation. Consistent with the IPMI model, presumed harm to others and perceived personal threat predicted both intention to correct mental health misinformation and support for content regulation by social media platforms. Additionally, responses to “mocked up” misinformation posts showed that most respondents were inclined to scroll past, but some reported intentions to respond by correcting or criticizing the post. Both eHealth literacy and self-efficacy were related to greater intentions to respond to (rather than ignore) the post. Respondents who proposed a comment that corrected or challenged the content of the post also scored higher on self-efficacy. Interpretations of the findings and suggestions for future research are discussed.
尽管人们越来越关注社交媒体上的健康错误信息,但很少有研究解决心理健康的错误信息。对错误信息的反应有可能将其影响降至最低,因此探索激发用户努力干预的因素非常重要。基于错误信息、电子健康素养和自我效能的研究,以及假定媒体影响(IPMI)模型的影响,一项在线调查(N = 249)探讨了人们对社交媒体上心理健康错误信息的反应。调查的回应包括纠正或挑战错误信息的努力,以及社交媒体平台对内容审核的支持。电子健康素养和应对心理健康错误信息的自我效能都预测了纠正心理健康错误信息的意愿。与IPMI模型一致,对他人的假定伤害和感知到的个人威胁预测了纠正心理健康错误信息的意图和对社交媒体平台内容监管的支持。此外,对“恶搞”错误信息帖子的回应显示,大多数受访者倾向于滚动过去,但一些人表示,他们打算通过纠正或批评帖子来回应。电子健康素养和自我效能感都与更大的回应(而不是忽视)帖子的意图有关。提出纠正或挑战帖子内容的评论的受访者在自我效能感方面得分也更高。对研究结果的解释和对未来研究的建议进行了讨论。
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引用次数: 0
Game over: Unraveling the prevalence and associations between bruxism, TMD and psychosocial factors in the Esports arena 游戏结束:揭示磨牙症、TMD和电子竞技领域的社会心理因素之间的流行和联系
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-22 DOI: 10.1016/j.chb.2025.108837
Flávia Paula Da Silva Cardoso , Golnaz Barjandi , Dyanne Medina Flores , Rodrigo Lorenzi Poluha , Nikolaos Christidis , Giancarlo De la Torre Canales

Background

The professionalization of electronic sports (Esports) and streaming has introduced new challenges to players' physical and mental health, including chronic stress, sleep disruption and pain-related dysfunction. These factors are linked to bruxism and temporomandibular disorders (TMD), yet their prevalence and psychosomatic correlations within this community remain unknown. This study aimed to investigate the occurrence of bruxism and TMD among Esports players and streamers as well as their associations with psychosomatic and gaming-related variables.

Methods

This cross-sectional study included 97 Esports players and streamers that completed validated self-report instruments screening for TMD (TMD pain-screener), bruxism, sociodemographic data, oral behaviors, sleep quality, perceived stress, anxiety, somatic symptoms, pain vigilance, and gaming/streaming habits. In addition to standard statistical tests, orthogonal partial least squares-discriminant analysis (OPLS-DA) were applied to identify group differences and multivariate associations.

Results

Nearly half of the participants screened positive for TMD (49.5 %) and 78.4 % reported self-reported bruxism. Increased daily gaming hours correlated significantly with higher perceived stress and oral parafunctions. Multivariate analyses further showed that anxiety, somatic symptoms, poor sleep and perceived stress were key factors distinguishing participants with TMD from those without, and those with combined sleep and awake bruxism from those with only awake bruxism.

Conclusion

TMD and bruxism are highly prevalent among Esports players and streamers, with greater daily gaming exposure linked to psychosomatic stress and oral parafunctions. Digital athletes with combined sleep and awake bruxism and/or TMD, experience greater psychosocial distress, indicating a subgroup that needs closer attention through early screening and targeted preventive strategies.
电子竞技(Esports)和流媒体的专业化给玩家的身心健康带来了新的挑战,包括慢性压力、睡眠中断和与疼痛相关的功能障碍。这些因素与磨牙症和颞下颌疾病(TMD)有关,但它们在该社区的患病率和心身相关性尚不清楚。本研究旨在调查电竞选手和主播中磨牙症和TMD的发生情况,以及它们与身心和游戏相关变量的关系。方法本横断面研究包括97名电子竞技选手和主播,他们完成了TMD (TMD疼痛筛查)、磨牙、社会人口统计学数据、口腔行为、睡眠质量、感知压力、焦虑、躯体症状、疼痛警惕性和游戏/流媒体习惯的有效自我报告工具筛查。除标准统计检验外,采用正交偏最小二乘判别分析(OPLS-DA)来确定组间差异和多变量关联。结果近一半的参与者(49.5%)TMD筛查呈阳性,78.4%的参与者报告自我报告磨牙。增加的每日游戏时间与更高的感知压力和口腔功能显著相关。多变量分析进一步表明,焦虑、躯体症状、睡眠不良和感知压力是区分TMD患者与非TMD患者、睡眠和清醒磨牙合并患者与清醒磨牙合并患者的关键因素。结论tmd和磨牙症在电竞玩家和主播中非常普遍,日常游戏暴露与身心压力和口腔功能异常有关。患有睡眠和清醒磨牙症和/或TMD的数字运动员会经历更大的心理社会困扰,这表明该亚群体需要通过早期筛查和有针对性的预防策略得到更密切的关注。
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引用次数: 0
Biofeedback training can enhance esports players’ shooting performance in an aiming task: focusing on cortical activity and gaze movement 生物反馈训练可以提高电子竞技选手在瞄准任务中的射击表现:专注于皮层活动和凝视运动
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-18 DOI: 10.1016/j.chb.2025.108836
Inhyeok Jeong , Naotsugu Kaneko , Donghyun Kim , Ryogo Takahashi , Seitaro Iwama , Mayu Dohata , Junichi Ushiba , Kimitaka Nakazawa
High-skilled esports players have unique cortical activity and gaze control, both of which are closely linked to their performance. To enhance key aspects of esports performance—shot time and accuracy—the current study implemented two training methods: a cortical activity-based method (Experiment 1) and a gaze control-based method (Experiment 2). In Experiment 1, a three-channel electroencephalogram headset was used to provide participants with real-time feedback on central lobe activity associated with sustained attention. Twenty-one participants were randomly assigned to the training group (10 participants) and sham group (11 participants). The training group received auditory feedback based on the power of theta and alpha power, while the sham group received auditory feedback not related to central lobe activity. In Experiment 2, an eye-tracker was used to measure the gaze movement and provide feedback. The feedback was provided to help participants maintain their gaze on-center. Twenty-one participants were randomly assigned to the training group (11 participants) and the sham group (10 participants). The training group received warning sounds when their gaze deviated from the off-center, promoting centralized gaze control, whereas the sham group received no such feedback. Participants‘ age and gaming experience were controlled to minimize confounding factors. The results demonstrated a significant decrease in shot time for the training group in both Experiment 1 (Mdn = −30.3ms) and Experiment 2 (Mdn = −47.2ms), with no significant changes in the sham group (all p > .05). Therefore, biofeedback training methods can reduce shot time, one of the critical performance indicators in esports.
高技能的电子竞技选手有独特的大脑皮层活动和凝视控制,这两者都与他们的表现密切相关。为了提高电子竞技表现的关键方面——投篮时间和准确性,本研究实施了两种训练方法:基于皮质活动的方法(实验1)和基于凝视控制的方法(实验2)。在实验1中,使用三通道脑电图耳机为被试提供与持续注意相关的中央叶活动的实时反馈。21名参与者随机分为训练组(10人)和假手术组(11人)。训练组接受的是基于θ和α功率的听觉反馈,而假手术组接受的是与中枢叶活动无关的听觉反馈。实验二采用眼动仪测量注视运动并提供反馈。提供反馈是为了帮助参与者保持注意力集中。21名参与者被随机分为训练组(11名参与者)和假手术组(10名参与者)。当训练组的目光偏离中心时,他们会收到警告声音,从而促进集中的目光控制,而假手术组则没有收到这样的反馈。控制参与者的年龄和游戏经验,以尽量减少混杂因素。实验1 (Mdn = - 30.3ms)和实验2 (Mdn = - 47.2ms)训练组的投篮时间显著减少,假手术组无显著变化(均p >; 0.05)。因此,生物反馈训练方法可以减少投篮时间,而投篮时间是电子竞技中关键的性能指标之一。
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引用次数: 0
AI tutors vs. tenacious myths: Evidence from personalised dialogue interventions in education 人工智能导师vs.顽强的神话:来自教育中个性化对话干预的证据
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-17 DOI: 10.1016/j.chb.2025.108828
Brooklyn J. Corbett, Jason M. Tangen
Misconceptions in psychology and education persist despite clear contradictory evidence, resisting traditional correction methods. This study investigated whether personalised AI dialogue could effectively correct these stubborn beliefs. In a preregistered experiment (N = 375), participants holding strong psychology misconceptions engaged in one of three interventions: (1) personalised Misconception AI Dialogue targeting their specific misconception, (2) generic Textbook-style Refutation, or (3) Neutral AI Dialogue (control). Results showed that personalised Misconception AI Dialogue produced significantly larger immediate belief reductions compared to both Textbook Refutation and Neutral AI Dialogue. This advantage persisted at 10-day follow-up but diminished by 2 months, where the Misconception AI Dialogue and Textbook Refutation conditions converged while both remained superior to control. Both AI conditions generated significantly higher engagement and confidence than Textbook Refutation reading, demonstrating the motivational benefits of conversational interaction. These findings demonstrate that AI Dialogue can accelerate initial belief correction through personalised, interactive engagement that disrupts the cognitive processes maintaining misconceptions. However, the convergence of effects over time suggests brief interventions require reinforcement for lasting change. Future applications should integrate AI tutoring into structured educational programs with spaced reinforcement to sustain the initial advantages of personalised dialogue.
尽管有明确的相互矛盾的证据,心理学和教育界的误解仍然存在,抵制传统的纠正方法。这项研究调查了个性化的人工智能对话是否能有效地纠正这些顽固的信念。在一项预先注册的实验(N = 375)中,持有强烈心理学误解的参与者参与了三种干预措施中的一种:(1)针对其特定误解的个性化误解AI对话,(2)一般教科书式的反驳,或(3)中立的AI对话(对照)。结果表明,与教科书反驳和中立AI对话相比,个性化的误解AI对话产生了更大的即时信念减少。这种优势在10天的随访中持续存在,但在2个月后逐渐减弱,此时误解AI对话和教科书驳斥条件汇合,但两者都优于对照组。这两种人工智能条件都比教科书反驳阅读产生了更高的参与度和信心,证明了对话互动的激励效益。这些发现表明,人工智能对话可以通过个性化的互动参与来加速最初的信念纠正,从而破坏维持误解的认知过程。然而,随着时间的推移,效果的趋同表明,短暂的干预需要加强才能产生持久的变化。未来的应用应该将人工智能辅导整合到结构化的教育项目中,并进行间隔强化,以保持个性化对话的初始优势。
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引用次数: 0
Creative personal identity in the age of generative AI: A social-cognitive pathway of AI literacy, self-efficacy, and mindset 生成式人工智能时代的创造性个人身份:人工智能素养、自我效能和心态的社会认知途径
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-17 DOI: 10.1016/j.chb.2025.108838
Hanhui Li , Yurui Zhang , Mingwen Chen , Tao Zhao , Min Jou
With the rapid integration of generative artificial intelligence (AI) into higher education, its influence on students' creative development has drawn growing attention. However, little research has systematically examined how AI literacy (AIL) shapes university students’ creative personal identity (CPI). To address this gap, this study developed a moderated mediation model grounded in identity theory and social cognitive theory, positioning AIL as the predictor, creative self-efficacy (CSE) as the mediator, and creative mindset as the moderator.
Using a cross-sectional design, the study employed structural equation modeling and multi-group analysis. The results show that AIL significantly and positively predicts CPI, with CSE partially mediating this relationship. Moreover, fixed and growth mindsets exerted distinct moderating effects across the model's pathways. Multi-group analysis further revealed that among students with more than two years of exposure to generative AI, the impact of AIL on CPI was stronger, whereas the influence of CSE on CPI was weaker.
From both cognitive and psychological perspectives, this study clarifies the mechanisms through which AIL shapes students’ creative identity and highlights how differences in AI usage experience alter these pathways. The findings provide a theoretical foundation for understanding creative identity construction in the digital era and offer actionable insights for designing curricula and teaching practices that foster creativity in university education.
随着生成式人工智能(AI)与高等教育的快速融合,其对学生创造力发展的影响越来越受到关注。然而,很少有研究系统地考察人工智能素养(AIL)如何塑造大学生的创造性个人身份(CPI)。为了弥补这一空白,本研究基于认同理论和社会认知理论建立了一个有调节的中介模型,将创造性自我效能感定位为预测因子,创造性自我效能感(CSE)为中介因子,创造性思维为调节因子。采用横断面设计,采用结构方程建模和多组分析。结果表明,AIL对CPI具有显著的正向预测作用,CSE在其中起部分中介作用。此外,固定心态和成长心态在整个模型的路径中发挥了明显的调节作用。多组分析进一步发现,在接触生成式人工智能两年以上的学生中,人工智能对CPI的影响更强,而CSE对CPI的影响更弱。从认知和心理学的角度来看,本研究阐明了人工智能塑造学生创造性身份的机制,并强调了人工智能使用体验的差异如何改变这些途径。研究结果为理解数字时代的创造性身份建构提供了理论基础,并为在大学教育中培养创造力的课程设计和教学实践提供了可操作的见解。
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引用次数: 0
Empowering critical thinking in combating social media misinformation: Testing efficacy of digital “boost and nudge” interventions 在打击社交媒体错误信息中增强批判性思维:测试数字“推动和推动”干预措施的有效性
IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2025-10-16 DOI: 10.1016/j.chb.2025.108829
Kelly Yee Lai Ku , Jiarui Li , Vivian Miu Chi Lun , Yiu Kei Tsang , Ming Lui , Qiuyi Kong , Yunya Song
The proliferation of social media misinformation raises concerns about users' critical thinking when navigating online content. Research suggests that users lack both the skill sets and a ‘push’ to think critically when confronted with questionable content; however, interventions that examine both factors simultaneously are limited. Guided by the dual-process theory, which distinguishes between intuitive and analytical modes of thinking, we investigated two strategies, separately and in combination: an online video boost that strengthened analytical reasoning skills and a norm-based nudge that prompted awareness of misinformation. Employing a 3 × 2 × 3 mixed design, we compared boosting (fact-checking, logic-checking, control) and nudging (presence or absence) across content types (fact-based misinformation, logic-based misinformation, authentic information). 214 participants evaluated a simulated Facebook feed comprising interactive posts with embedded links to real-world online sources, representing authentic information and misinformation cases. Participants rated the trustworthiness of the posts, provided open-ended justification underlying their judgements to capture analytical reasoning, and reported likelihood of sharing or commenting that indicate potential reflective communicative actions. Findings reveal that both boosting and nudging enhanced users' ability to discern content credibility, with the combination showing stronger effects across conditions. Participants who received skill-boosting were also less likely to share questionable content. Nudging through a norm-based message embedded in the interface of Facebook was effective, and its impact was enhanced when combined with boosting. Findings showed that a simple digital reminder can effectively complement educational efforts, offering a practical and scalable way to support critical thinking during social media use.
社交媒体上错误信息的泛滥引发了人们对用户在浏览在线内容时的批判性思维的担忧。研究表明,当面对有问题的内容时,用户既缺乏技能,也缺乏批判性思考的“推动力”;然而,同时检查这两个因素的干预措施是有限的。在区分直觉思维模式和分析思维模式的双过程理论的指导下,我们研究了两种策略,分别或结合使用:在线视频促进分析推理技能,以及基于规范的推动,促进对错误信息的认识。采用3 × 2 × 3混合设计,我们比较了不同内容类型(基于事实的错误信息、基于逻辑的错误信息、真实信息)的促进(事实检查、逻辑检查、控制)和推动(存在或不存在)。214名参与者评估了一个模拟的Facebook信息流,其中包括嵌入到现实世界在线资源链接的互动帖子,代表真实信息和错误信息。参与者对帖子的可信度进行评级,为他们的判断提供开放式的理由,以捕捉分析推理,并报告分享或评论的可能性,表明潜在的反思交流行为。研究结果显示,助推和轻推都能增强用户辨别内容可信度的能力,两者结合在不同条件下的效果更强。接受技能提升的参与者也不太可能分享有问题的内容。通过嵌入在Facebook界面中的基于规范的信息来推动是有效的,当与助推相结合时,它的影响会增强。研究结果表明,一个简单的数字提醒可以有效地补充教育工作,提供了一种实用且可扩展的方式来支持社交媒体使用过程中的批判性思维。
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Computers in Human Behavior
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