Pub Date : 2024-12-12DOI: 10.1016/j.chb.2024.108535
Samprada Dekate, Prashant Mehta
In the evolving landscape of the metaverse, this study examines the role of communication, trust, and knowledge sharing on team adaptive performance. It is proposed that team cohesion mediates these relationships. The descriptive study derives empirical insights from data collected from 426 middle-level managers of leading software companies in India, employing the stimulus-organism-response (SOR) framework. Data were gathered through both online and offline questionnaires, using a survey instrument that included Likert-scale items. The collected data were analyzed using partial least squares structural equation modeling (PLS-SEM) software. The findings indicate that team cohesion partially mediates the relationship between communication, trust, and team adaptive performance, while no mediation is found between knowledge sharing and team adaptive performance. However, knowledge sharing exerts a direct, significant influence on team adaptive performance. Important theoretical and practical implications are discussed.
{"title":"Team adaptive performance in the metaverse workspace: Team cohesion as a mediator","authors":"Samprada Dekate, Prashant Mehta","doi":"10.1016/j.chb.2024.108535","DOIUrl":"10.1016/j.chb.2024.108535","url":null,"abstract":"<div><div>In the evolving landscape of the metaverse, this study examines the role of communication, trust, and knowledge sharing on team adaptive performance. It is proposed that team cohesion mediates these relationships. The descriptive study derives empirical insights from data collected from 426 middle-level managers of leading software companies in India, employing the stimulus-organism-response (SOR) framework. Data were gathered through both online and offline questionnaires, using a survey instrument that included Likert-scale items. The collected data were analyzed using partial least squares structural equation modeling (PLS-SEM) software. The findings indicate that team cohesion partially mediates the relationship between communication, trust, and team adaptive performance, while no mediation is found between knowledge sharing and team adaptive performance. However, knowledge sharing exerts a direct, significant influence on team adaptive performance. Important theoretical and practical implications are discussed.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108535"},"PeriodicalIF":9.0,"publicationDate":"2024-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143155526","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 : 2024-12-12DOI: 10.1016/j.chb.2024.108537
Francesco Neri , Jacopo Della Toffola , Adriano Scoccia , Alberto Benelli , Francesco Lomi , Alessandra Cinti , Carmelo Luca Smeralda , Sara Romanella , Alessandro Giannotta , Simone Rossi , Emiliano Santarnecchi
Background
Recent studies have investigated methods for improving the acquisition of complex visuomotor skills in virtual reality (VR) settings, but the results have been inconclusive.
Objective/Hypothesis
This study aims to examine whether transcranial random noise stimulation (tRNS), a non-invasive brain stimulation technique, can accelerate the learning process of a VR first-person shooter (VR-FPS) training and its impact on gaming abilities and on cognitive functions.
Methods
After exclusion of 9 subjects due to VR-cybersickness, twenty-two healthy young volunteers (6 females, 16 males; mean age 26.5 ± 4.9 years) participated in a five-day VR-FPS training. The participants were randomly assigned to either the Active (real)-tRNS (n=11) or the Sham (placebo)-tRNS group (n=11). Each day, tRNS targeting an ad-hoc visuo-motor functional brain network was administered for the first two rounds (tRNS ON), but not in the last two rounds out of four (tRNS OFF). The difficulty of the round was adjusted according to the ratio of overwhelmed enemies (O) to the player's defeats (D): (O/D). The participants' shooting skills and cognitive abilities were evaluated before, immediately after and one week after the training (T0, T1, T2).
Results
The Active-tRNS group showed significantly higher O/D performance compared to the Sham-tRNS group (p < .05), particularly during tRNS OFF rounds (p < .05). Additionally, at T2, the Active-tRNS group exhibited significantly better performance in a long-range shooting task than the Sham-tRNS group. Both groups showed improved cognitive abilities at T1 and at T2.
Conclusions
tRNS of an hybrid visuo-motor network can enhance the learning curve of VR-FPS training, with persistent and strong after-effects. This finding has potential applications for both performance training and treatment of clinical conditions.
{"title":"Neuromodulation via tRNS accelerates learning and enhances in-game performance at a virtual-reality first person shooter game","authors":"Francesco Neri , Jacopo Della Toffola , Adriano Scoccia , Alberto Benelli , Francesco Lomi , Alessandra Cinti , Carmelo Luca Smeralda , Sara Romanella , Alessandro Giannotta , Simone Rossi , Emiliano Santarnecchi","doi":"10.1016/j.chb.2024.108537","DOIUrl":"10.1016/j.chb.2024.108537","url":null,"abstract":"<div><h3>Background</h3><div>Recent studies have investigated methods for improving the acquisition of complex visuomotor skills in virtual reality (VR) settings, but the results have been inconclusive.</div></div><div><h3>Objective/Hypothesis</h3><div>This study aims to examine whether transcranial random noise stimulation (tRNS), a non-invasive brain stimulation technique, can accelerate the learning process of a VR first-person shooter (VR-FPS) training and its impact on gaming abilities and on cognitive functions.</div></div><div><h3>Methods</h3><div>After exclusion of 9 subjects due to VR-cybersickness, twenty-two healthy young volunteers (6 females, 16 males; mean age 26.5 ± 4.9 years) participated in a five-day VR-FPS training. The participants were randomly assigned to either the Active (real)-tRNS (n=11) or the Sham (placebo)-tRNS group (n=11). Each day, tRNS targeting an ad-hoc visuo-motor functional brain network was administered for the first two rounds (tRNS ON), but not in the last two rounds out of four (tRNS OFF). The difficulty of the round was adjusted according to the ratio of overwhelmed enemies (O) to the player's defeats (D): (O/D). The participants' shooting skills and cognitive abilities were evaluated before, immediately after and one week after the training (T0, T1, T2).</div></div><div><h3>Results</h3><div>The Active-tRNS group showed significantly higher O/D performance compared to the Sham-tRNS group (p < .05), particularly during tRNS OFF rounds (p < .05). Additionally, at T2, the Active-tRNS group exhibited significantly better performance in a long-range shooting task than the Sham-tRNS group. Both groups showed improved cognitive abilities at T1 and at T2.</div></div><div><h3>Conclusions</h3><div>tRNS of an hybrid visuo-motor network can enhance the learning curve of VR-FPS training, with persistent and strong after-effects. This finding has potential applications for both performance training and treatment of clinical conditions.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108537"},"PeriodicalIF":9.0,"publicationDate":"2024-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143154538","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 : 2024-12-11DOI: 10.1016/j.chb.2024.108527
Maren Mayer , Daniel W. Heck , Joachim Kimmerle
Many online collaborative projects such as Wikipedia and OpenStreetMap organize collaboration among their contributors sequentially. When engaging in sequential collaboration, one contributor creates an initial entry which is then consecutively adjusted or maintained by the following contributors. Thereby, only the latest version of this entry is presented to subsequent contributors. Sequential collaboration was recently examined as a method for aggregating numerical judgments compared to averaging independently provided judgments (i.e., wisdom of crowds). Sequential collaboration was shown to yield increasingly accurate judgments that result in estimates that are at least as accurate as those obtained from aggregating independent judgments. However, sequential collaboration differs from simply aggregating independent judgments in the sequential nature of the process of providing judgments and in the possibility of contributors to opt out of providing a judgment by maintaining it. How these different features contribute to the accuracy of provided judgments is still unknown. In two experiments, we found that the most accurate judgments were provided by participants who engaged in standard sequential collaboration (with an opt-out option), whereas participants who performed sequential collaboration without opt-out gave less accurate judgments; and independent judgments were least accurate. Thus, both the sequential-collaboration process per se as well as the possibility to opt out and not provide a judgment contribute to the accuracy of contributions. These two features come together in a typical sequential-collaboration paradigm. Allowing contributors to use sequential collaboration in collaborative online projects or at least implement some features of sequential collaboration can be beneficial for the resulting entries and information.
{"title":"Opting out in computer-supported sequential collaboration","authors":"Maren Mayer , Daniel W. Heck , Joachim Kimmerle","doi":"10.1016/j.chb.2024.108527","DOIUrl":"10.1016/j.chb.2024.108527","url":null,"abstract":"<div><div>Many online collaborative projects such as Wikipedia and OpenStreetMap organize collaboration among their contributors sequentially. When engaging in sequential collaboration, one contributor creates an initial entry which is then consecutively adjusted or maintained by the following contributors. Thereby, only the latest version of this entry is presented to subsequent contributors. Sequential collaboration was recently examined as a method for aggregating numerical judgments compared to averaging independently provided judgments (i.e., wisdom of crowds). Sequential collaboration was shown to yield increasingly accurate judgments that result in estimates that are at least as accurate as those obtained from aggregating independent judgments. However, sequential collaboration differs from simply aggregating independent judgments in the sequential nature of the process of providing judgments and in the possibility of contributors to opt out of providing a judgment by maintaining it. How these different features contribute to the accuracy of provided judgments is still unknown. In two experiments, we found that the most accurate judgments were provided by participants who engaged in standard sequential collaboration (with an opt-out option), whereas participants who performed sequential collaboration without opt-out gave less accurate judgments; and independent judgments were least accurate. Thus, both the sequential-collaboration process per se as well as the possibility to opt out and not provide a judgment contribute to the accuracy of contributions. These two features come together in a typical sequential-collaboration paradigm. Allowing contributors to use sequential collaboration in collaborative online projects or at least implement some features of sequential collaboration can be beneficial for the resulting entries and information.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108527"},"PeriodicalIF":9.0,"publicationDate":"2024-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143155529","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 : 2024-12-10DOI: 10.1016/j.chb.2024.108536
Dong Zhang , Joanna Strycharz , Sophie C. Boerman , Theo Araujo , Hilde Voorveld
Enabled by ubiquitous dataveillance practices, corporations try to construct accurate algorithmic profiles of their users for various purposes, such as personalized advertising. In this study, we confront users with their personal algorithmic profiles and employ a cross-sectional survey (N = 685) to investigate how perceived accuracy of algorithmic profiling relates to perceived surveillance and subsequent coping strategies. Our findings reveal that the more accurate individuals perceive their algorithmic profiles to be, the more they feel surveilled. Subsequently, they experience more privacy cynicism, are less likely to downplay the harm of dataveillance, and have stronger intentions to adjust ad settings. Furthermore, whereas individuals with lower online privacy literacy have higher privacy cynicism regardless of their level of perceived surveillance, those with higher literacy are more likely to experience privacy cynicism as they feel more surveilled. These findings suggest that subjective evaluations of algorithmic profiling can contribute to feelings of surveillance and individual coping responses.
{"title":"Google knows me too well! Coping with perceived surveillance in an algorithmic profiling context","authors":"Dong Zhang , Joanna Strycharz , Sophie C. Boerman , Theo Araujo , Hilde Voorveld","doi":"10.1016/j.chb.2024.108536","DOIUrl":"10.1016/j.chb.2024.108536","url":null,"abstract":"<div><div>Enabled by ubiquitous dataveillance practices, corporations try to construct accurate algorithmic profiles of their users for various purposes, such as personalized advertising. In this study, we confront users with their personal algorithmic profiles and employ a cross-sectional survey (<em>N</em> = 685) to investigate how perceived accuracy of algorithmic profiling relates to perceived surveillance and subsequent coping strategies. Our findings reveal that the more accurate individuals perceive their algorithmic profiles to be, the more they feel surveilled. Subsequently, they experience more privacy cynicism, are less likely to downplay the harm of dataveillance, and have stronger intentions to adjust ad settings. Furthermore, whereas individuals with lower online privacy literacy have higher privacy cynicism regardless of their level of perceived surveillance, those with higher literacy are more likely to experience privacy cynicism as they feel more surveilled. These findings suggest that subjective evaluations of algorithmic profiling can contribute to feelings of surveillance and individual coping responses.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108536"},"PeriodicalIF":9.0,"publicationDate":"2024-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143154938","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 : 2024-12-09DOI: 10.1016/j.chb.2024.108533
Lini Zhang , Haidong Zhao
This study investigates whether the use of mobile payments makes consumers more vulnerable to debt delinquency and explores whether this relationship works through excessive spending. Based on a large nationally representative sample of the U.S. population, the results show that mobile payment users are more likely to be delinquent than non-users. By examining the three main sources of indebtedness (mortgages, student loans, and credit card debt) in the U.S., this study concludes that the use of mobile payments not only leads to delinquency in credit card debt but spills over into delinquency in mortgages and student loans. Further evidence reveals the underlying transmission mechanism by demonstrating that mobile payment usage is related to debt delinquency both directly and indirectly through provoking excessive spending. The findings suggest that while enjoying the benefits of mobile payments, consumers should be wary of the severe adverse consequences of using them. Implications for consumers, financial service providers, financial educators, and financial planners are provided.
{"title":"From excessive spending to debt delinquency: Should we blame mobile payments?","authors":"Lini Zhang , Haidong Zhao","doi":"10.1016/j.chb.2024.108533","DOIUrl":"10.1016/j.chb.2024.108533","url":null,"abstract":"<div><div>This study investigates whether the use of mobile payments makes consumers more vulnerable to debt delinquency and explores whether this relationship works through excessive spending. Based on a large nationally representative sample of the U.S. population, the results show that mobile payment users are more likely to be delinquent than non-users. By examining the three main sources of indebtedness (mortgages, student loans, and credit card debt) in the U.S., this study concludes that the use of mobile payments not only leads to delinquency in credit card debt but spills over into delinquency in mortgages and student loans. Further evidence reveals the underlying transmission mechanism by demonstrating that mobile payment usage is related to debt delinquency both directly and indirectly through provoking excessive spending. The findings suggest that while enjoying the benefits of mobile payments, consumers should be wary of the severe adverse consequences of using them. Implications for consumers, financial service providers, financial educators, and financial planners are provided.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108533"},"PeriodicalIF":9.0,"publicationDate":"2024-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143155527","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 : 2024-12-06DOI: 10.1016/j.chb.2024.108530
Rylie Yager , Michelle Drouin , Tara L. Cornelius
Miscommunications caused by ambiguous consent practices increase the risk of sexual assault. However, minimal research has investigated the interpretation of sexually ambiguous behaviors that occur through electronic communication. This study fills a gap in sexual communication literature by examining perceptions of sexting as a means of communicating sexual intent and sexual consent. The study also examined the effects of gender and sexual precedence on perceptions of sexual intent and consent, in light of their influence on sexual communication. Using a factorial vignette design, 1483 U.S. college students were randomly assigned to one of four scenarios regarding a sexual encounter between two heterosexual individuals with suggestive texting/sexting and/or sexual precedence (i.e., previous sexual involvement), followed by measures that assessed perceptions of sexual intent and consent. Sexting was commonly conceptualized as a form of communicating sexual intent and consent. Male-identifying participants perceived a higher likelihood of sexual consent being exchanged through sexts than female-identifying participants. Sexual precedence increased perceived sexual intent and sexual consent ratings. Results suggest that while sexting was mutually viewed as a signal of sexual intent, there are gender differences in perceptions of sexual consent. Further, the influence of sexual precedence on sexual communication was present via electronic communication. These results offer important implications for sexual assault prevention programs that are situated within modern, technology-mediated means of sexual communication.
{"title":"Do individuals interpret sexting as an indicator of sexual intent and sexual consent?","authors":"Rylie Yager , Michelle Drouin , Tara L. Cornelius","doi":"10.1016/j.chb.2024.108530","DOIUrl":"10.1016/j.chb.2024.108530","url":null,"abstract":"<div><div>Miscommunications caused by ambiguous consent practices increase the risk of sexual assault. However, minimal research has investigated the interpretation of sexually ambiguous behaviors that occur through electronic communication. This study fills a gap in sexual communication literature by examining perceptions of sexting as a means of communicating sexual intent and sexual consent. The study also examined the effects of gender and sexual precedence on perceptions of sexual intent and consent, in light of their influence on sexual communication. Using a factorial vignette design, 1483 U.S. college students were randomly assigned to one of four scenarios regarding a sexual encounter between two heterosexual individuals with suggestive texting/sexting and/or sexual precedence (i.e., previous sexual involvement), followed by measures that assessed perceptions of sexual intent and consent. Sexting was commonly conceptualized as a form of communicating sexual intent and consent. Male-identifying participants perceived a higher likelihood of sexual consent being exchanged through sexts than female-identifying participants. Sexual precedence increased perceived sexual intent and sexual consent ratings. Results suggest that while sexting was mutually viewed as a signal of sexual intent, there are gender differences in perceptions of sexual consent. Further, the influence of sexual precedence on sexual communication was present via electronic communication. These results offer important implications for sexual assault prevention programs that are situated within modern, technology-mediated means of sexual communication.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108530"},"PeriodicalIF":9.0,"publicationDate":"2024-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143154940","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 : 2024-12-05DOI: 10.1016/j.chb.2024.108531
Bijie Tie , Tianyuan Zhang , Miao He , Li Geng , Qiuyang Feng , Cheng Liu , Xuyang Wang , Yunhong Wang , Dingyue Tian , Yixin Gao , Pengcheng Wang , Wenjing Yang , Jiang Qiu
Background
Although neuroimaging patterns linked to problematic smartphone use (PSU) are increasingly understood, studies utilizing whole-brain machine learning to identify connectome-based neuromarkers are lacking. Additionally, however the I-PACE model has identified affective (e.g., stress) and cognitive (e.g., self-control) as key contributors to PSU, the neuroscientific basis of these factors remains underexplored. This study employed connectome-based predictive modeling (CPM) to examine how distributed brain networks influence PSU and to investigate the mediating roles of stress and self-control.
Methods
We analyzed functional MRI and behavioral data from 403 participants (mean age, 19.37 SD = 1.24; 111 males). CPM with leave-one-out cross-validation was used to identify functional networks predictive of PSU. Additionally, results were subjected to ten-fold cross-validation. The predictive ability of the identified networks was validated using two datasets (dataset 1: n = 320; dataset 2: n = 115). Mediation analysis explored the roles of stress and self-control between CPM results and PSU.
Results
Connectivity predictive of PSU primarily involved connections between the frontal-parietal and the salience, motor/sensory, and visual networks, as well as connections between the motor/sensory and visual networks. The negative network connections associated with PSU, identified in one sample, was successfully generalized to predict PSU in validation datasets. Significant findings included the single mediative effect of stress and the serial mediative effect of both stress and self-control.
Conclusions
These findings confirm that distributed brain networks are predictive of individual PSU and highlight the need to consider both affective and cognitive factors in understanding and addressing PSU.
{"title":"Smartphone and the brain: Stress and self-control mediate the association between the connectome-based predictive modeling of fMRI brain network and problematic smartphone use","authors":"Bijie Tie , Tianyuan Zhang , Miao He , Li Geng , Qiuyang Feng , Cheng Liu , Xuyang Wang , Yunhong Wang , Dingyue Tian , Yixin Gao , Pengcheng Wang , Wenjing Yang , Jiang Qiu","doi":"10.1016/j.chb.2024.108531","DOIUrl":"10.1016/j.chb.2024.108531","url":null,"abstract":"<div><h3>Background</h3><div>Although neuroimaging patterns linked to problematic smartphone use (PSU) are increasingly understood, studies utilizing whole-brain machine learning to identify connectome-based neuromarkers are lacking. Additionally, however the I-PACE model has identified affective (e.g., stress) and cognitive (e.g., self-control) as key contributors to PSU, the neuroscientific basis of these factors remains underexplored. This study employed connectome-based predictive modeling (CPM) to examine how distributed brain networks influence PSU and to investigate the mediating roles of stress and self-control.</div></div><div><h3>Methods</h3><div>We analyzed functional MRI and behavioral data from 403 participants (mean age, 19.37 SD = 1.24; 111 males). CPM with leave-one-out cross-validation was used to identify functional networks predictive of PSU. Additionally, results were subjected to ten-fold cross-validation. The predictive ability of the identified networks was validated using two datasets (dataset 1: <em>n</em> = 320; dataset 2: <em>n</em> = 115). Mediation analysis explored the roles of stress and self-control between CPM results and PSU.</div></div><div><h3>Results</h3><div>Connectivity predictive of PSU primarily involved connections between the frontal-parietal and the salience, motor/sensory, and visual networks, as well as connections between the motor/sensory and visual networks. The negative network connections associated with PSU, identified in one sample, was successfully generalized to predict PSU in validation datasets. Significant findings included the single mediative effect of stress and the serial mediative effect of both stress and self-control.</div></div><div><h3>Conclusions</h3><div>These findings confirm that distributed brain networks are predictive of individual PSU and highlight the need to consider both affective and cognitive factors in understanding and addressing PSU.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108531"},"PeriodicalIF":9.0,"publicationDate":"2024-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143154939","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 : 2024-12-05DOI: 10.1016/j.chb.2024.108526
Ionut Dorin Stanciu , Ángel Hernández-García , Miguel Ángel Conde , Nicolae Nistor
This article concludes the special issue “Learning Analytics 10 Years After: A Retrospective and Research Agenda” with a summary of the contributed studies. To assess their representativeness of the last decade's learning analytics research, a literature analysis was performed based on topic extraction. Following PRISMA guidelines, 3897 journal articles and conference papers in Learning Analytics were analyzed with Latent Dirichlet Allocation with Gibbs sampling to uncover common topics. Nine primary topics emerged: skills assessment and program evaluation; adoption of learning analytics in higher education; educational tool design and teacher support; student engagement in online courses; predictive modeling in education; technology integration in education; social learning and collaborative knowledge building; data mining in educational research; and online learning environments and student behavior. Time and publication type significantly influenced topic presence. The articles selected for this special issue spanned the most frequent publication themes, demonstrating their representativeness. Furthermore, the review underscores the importance of integrating methodology with educational theory, as highlighted in the authoritative review that opens the issue, paving the way for continued advancements.
{"title":"Decoding a decade. Trends and evolution in learning analytics: A comprehensive synthesis","authors":"Ionut Dorin Stanciu , Ángel Hernández-García , Miguel Ángel Conde , Nicolae Nistor","doi":"10.1016/j.chb.2024.108526","DOIUrl":"10.1016/j.chb.2024.108526","url":null,"abstract":"<div><div>This article concludes the special issue “Learning Analytics 10 Years After: A Retrospective and Research Agenda” with a summary of the contributed studies. To assess their representativeness of the last decade's learning analytics research, a literature analysis was performed based on topic extraction. Following PRISMA guidelines, 3897 journal articles and conference papers in Learning Analytics were analyzed with Latent Dirichlet Allocation with Gibbs sampling to uncover common topics. Nine primary topics emerged: skills assessment and program evaluation; adoption of learning analytics in higher education; educational tool design and teacher support; student engagement in online courses; predictive modeling in education; technology integration in education; social learning and collaborative knowledge building; data mining in educational research; and online learning environments and student behavior. Time and publication type significantly influenced topic presence. The articles selected for this special issue spanned the most frequent publication themes, demonstrating their representativeness. Furthermore, the review underscores the importance of integrating methodology with educational theory, as highlighted in the authoritative review that opens the issue, paving the way for continued advancements.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108526"},"PeriodicalIF":9.0,"publicationDate":"2024-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143155792","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 : 2024-12-05DOI: 10.1016/j.chb.2024.108529
Adrian A. Mabalay
This systematic review examines gamification applications for sustainability across the UN Sustainable Development Goals. Analyzing 324 peer-reviewed articles published up to 2023, it reveals a rapidly growing research field emphasizing Quality Education, Affordable Clean Energy, Sustainable Cities, Responsible Consumption, and Climate Action. Engagement, motivation, and social interaction emerge as key gamification functions. The review identifies trends, best practices, and research gaps, pointing to opportunities for rigorous empirical studies and interdisciplinary collaboration. Findings contribute to a concept integration for gamification in sustainability, informing future research and practical interventions. This work spotlights gamification's potential for driving sustainable change and achieving the SDGs.
{"title":"Gamification for sustainability: A systematic review of applications, trends, and opportunities","authors":"Adrian A. Mabalay","doi":"10.1016/j.chb.2024.108529","DOIUrl":"10.1016/j.chb.2024.108529","url":null,"abstract":"<div><div>This systematic review examines gamification applications for sustainability across the UN Sustainable Development Goals. Analyzing 324 peer-reviewed articles published up to 2023, it reveals a rapidly growing research field emphasizing Quality Education, Affordable Clean Energy, Sustainable Cities, Responsible Consumption, and Climate Action. Engagement, motivation, and social interaction emerge as key gamification functions. The review identifies trends, best practices, and research gaps, pointing to opportunities for rigorous empirical studies and interdisciplinary collaboration. Findings contribute to a concept integration for gamification in sustainability, informing future research and practical interventions. This work spotlights gamification's potential for driving sustainable change and achieving the SDGs.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108529"},"PeriodicalIF":9.0,"publicationDate":"2024-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143155193","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 : 2024-12-02DOI: 10.1016/j.chb.2024.108528
Alejandro Araya-Flores , Esteban Núñez-Carrillo , Diego Tolvett-Tolvett , Celso Sánchez-Ramírez , Cristian Cofré-Bolados , Roberto Vera-Salazar , José Luis Márquez
Introduction
This study examines cardiopulmonary and metabolic responses in young adults during two sedentary activities: watching television and playing seated video games. Sedentary behavior (SB), defined as activities with ≤1.5 METs performed while seated, is associated with increased cardiovascular risks and mortality. While television viewing correlates with adverse health outcomes, video gaming in adolescence is linked to fewer cardiovascular risks. However, their impacts on young adults remain unclear.
Methods
Twelve male kinesiology students (mean age: 22.6 ± 2.1 years) from the Universidad de Santiago de Chile participated in a cross-sectional study. Two 80-min sessions—television viewing and video gaming—were structured into Pre-Activity (10 min), Activity (60 min), and Post-Activity (10 min) phases. Oxygen consumption (VO₂), carbon dioxide production (VCO₂), heart rate (HR), and breathing parameters were measured. Energy expenditure (EE) and metabolic equivalents (METs) were calculated from expired gas samples.
Results
Video gaming elicited significantly higher HR and breathing rates (p < 0.01), as well as greater VO₂, VCO₂, EE, and METs (p < 0.05) compared to television viewing, indicating higher metabolic and cardiovascular demand. However, the energy expenditure during gaming remained within the sedentary range, failing to exceed basal metabolic rates.
Conclusion
Video gaming is more metabolically demanding than television viewing but does not qualify as light physical activity. These findings emphasize the need for public health strategies that differentiate between sedentary behaviors and promote more vigorous activities to mitigate sedentary lifestyle risks.
{"title":"Comparative physiological impact of television viewing and video gaming in young adults: Cardiopulmonary and metabolic responses","authors":"Alejandro Araya-Flores , Esteban Núñez-Carrillo , Diego Tolvett-Tolvett , Celso Sánchez-Ramírez , Cristian Cofré-Bolados , Roberto Vera-Salazar , José Luis Márquez","doi":"10.1016/j.chb.2024.108528","DOIUrl":"10.1016/j.chb.2024.108528","url":null,"abstract":"<div><h3>Introduction</h3><div>This study examines cardiopulmonary and metabolic responses in young adults during two sedentary activities: watching television and playing seated video games. Sedentary behavior (SB), defined as activities with ≤1.5 METs performed while seated, is associated with increased cardiovascular risks and mortality. While television viewing correlates with adverse health outcomes, video gaming in adolescence is linked to fewer cardiovascular risks. However, their impacts on young adults remain unclear.</div></div><div><h3>Methods</h3><div>Twelve male kinesiology students (mean age: 22.6 ± 2.1 years) from the Universidad de Santiago de Chile participated in a cross-sectional study. Two 80-min sessions—television viewing and video gaming—were structured into Pre-Activity (10 min), Activity (60 min), and Post-Activity (10 min) phases. Oxygen consumption (VO₂), carbon dioxide production (VCO₂), heart rate (HR), and breathing parameters were measured. Energy expenditure (EE) and metabolic equivalents (METs) were calculated from expired gas samples.</div></div><div><h3>Results</h3><div>Video gaming elicited significantly higher HR and breathing rates (p < 0.01), as well as greater VO₂, VCO₂, EE, and METs (p < 0.05) compared to television viewing, indicating higher metabolic and cardiovascular demand. However, the energy expenditure during gaming remained within the sedentary range, failing to exceed basal metabolic rates.</div></div><div><h3>Conclusion</h3><div>Video gaming is more metabolically demanding than television viewing but does not qualify as light physical activity. These findings emphasize the need for public health strategies that differentiate between sedentary behaviors and promote more vigorous activities to mitigate sedentary lifestyle risks.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108528"},"PeriodicalIF":9.0,"publicationDate":"2024-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143154943","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}