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Quality and quantity: The role of gratification and situation variety when measuring mobile media use 质量和数量:满意度和情况变化在衡量移动媒体使用时的作用
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2025-11-27 DOI: 10.1016/j.chbr.2025.100891
Roland Toth , Aurelio Fernández , Javier García-Manglano , Pedro de la Rosa
Mobile media use is usually measured through its quantity, particularly duration, in research. We argue that this approach overlooks how people use these versatile and complex devices. In this article, we explore the role of the variety of gratifications and situations as indicators of mobile media use quality. To investigate whether these dimensions can contribute to the measurement of mobile media use, we validate them against mobile vigilance. Using three waves of data (3,194 questionnaires) from a representative sample of 1,525 Spanish emerging adults (aged 19–25), we estimated a Multilevel Structural Equation Model. Our findings reveal that the variety of gratifications and situations are more strongly related to mobile vigilance an indicator of the relevance of mobile media in daily life than duration is. We advocate for considering both quantity and quality when measuring mobile media use to gain a deeper understanding of its dynamics and close relationship with mobile vigilance.
在研究中,移动媒体的使用通常通过其数量,特别是持续时间来衡量。我们认为,这种方法忽略了人们如何使用这些多功能和复杂的设备。在本文中,我们探讨了各种满足和情境作为移动媒体使用质量指标的作用。为了研究这些维度是否有助于移动媒体使用的测量,我们将它们与移动警惕性进行验证。使用三波数据(3194份问卷),来自1525名西班牙新兴成年人(19-25岁)的代表性样本,我们估计了一个多层次结构方程模型。我们的研究结果表明,各种各样的满足和情境与移动警惕性的关系比持续时间更强,这是日常生活中移动媒体相关性的一个指标。我们主张在衡量移动媒体使用时同时考虑数量和质量,以更深入地了解其动态以及与移动警惕性的密切关系。
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引用次数: 0
A cross-lagged prospective network analysis of deviant peer affiliation and phubbing in adolescents 青少年异常同伴关系与低头症的交叉滞后前瞻性网络分析
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2025-12-06 DOI: 10.1016/j.chbr.2025.100897
Tingting Gao , Sihan Lyu , Fengtong Qian , Rui Li , Yimeng Lyu , Yingying Su

Background

Prior studies examining the association between deviant peer affiliation and phubbing have predominantly relied on latent variable modeling. However, the directionality, symptom-level pathways, and sex-specific patterns of their longitudinal associations remain largely unexplored within a network-theoretical framework. To address these gaps, the present study aims to clarify how specific symptoms of deviant peer affiliation and phubbing mutually influence one another over time, while further investigating whether these temporal dynamics differ by sex.

Methods

A total of 3296 adolescents who participated in two waves of a longitudinal survey were included. Cross-lagged panel network (CLPN) analysis was conducted to clarify the temporal associations between deviant peer affiliation symptoms and phubbing symptoms across a 1.5-year follow-up.

Results

Sex-stratified contemporaneous networks revealed distinct patterns in how deviant peer affiliation and phubbing were organized among male and female adolescents. Specific deviant peer behaviors such as friends steal things (DPA4) among males and friends skip class (DPA7) among females predict subsequent increases in phubbing. In addition, friend's internet addiction (DPA5) and relieving stress by focusing on phones (GSP12) were the most influential symptoms in the male network, while friend smoking (DPA1) and friend bullying others (DPA8) played similarly central roles in the female network.

Conclusion

These findings highlight the significance of sex-sensitive interventions and valuable perspectives for addressing problematic behaviors in adolescents. By identifying symptom-level pathways linking deviant peer affiliation and phubbing, this study provides novel insights and contributes to a better understanding of the mechanisms underlying these behaviors.
背景先前的研究主要依赖于潜在变量模型来检验异常同伴关系与低头症之间的关系。然而,在网络理论框架内,其纵向关联的方向性、症状水平通路和性别特异性模式在很大程度上仍未被探索。为了解决这些差距,本研究旨在阐明异常同伴关系和低头症的具体症状如何随着时间的推移相互影响,同时进一步调查这些时间动态是否因性别而异。方法对3296名青少年进行两期纵向调查。交叉滞后面板网络(CLPN)分析,以澄清在1.5年的随访中,异常同伴关系症状和低头症状之间的时间关联。结果性别分层的同期网络揭示了男性和女性青少年异常同伴关系和低头行为的不同组织模式。特定的越轨同伴行为,如男性的朋友偷东西(DPA4)和女性的朋友逃课(DPA7),预示着随后的低头症的增加。此外,朋友网瘾(DPA5)和专注于手机缓解压力(GSP12)是男性网络中影响最大的症状,而朋友吸烟(DPA1)和朋友欺凌他人(DPA8)在女性网络中也发挥了同样重要的作用。结论这些发现强调了性别敏感干预对解决青少年问题行为的重要性和有价值的观点。通过识别连接异常同伴关系和低头症的症状水平途径,本研究提供了新的见解,有助于更好地理解这些行为背后的机制。
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引用次数: 0
Trophies, achievements, and badges: Explaining differences in gamification motivation using self-determination theory and hexad player-type 奖杯、成就和徽章:用自我决定理论和六边形玩家类型解释游戏化动机的差异
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2026-02-20 DOI: 10.1016/j.chbr.2026.100982
Jonas Mayrhofer, Ralph Ameseder, Raphael Feichtner, Selina Baldinger, Robert Weinhandl
Although gamification, i.e., the integration of game design elements in non-game contexts, is frequently being researched, there is a lack of understanding of how specific game design elements affect users’ motivation in digital environments. Previous research often attributes the effects of game design elements, such as trophies, achievements, and badges, to extrinsic motivation. This approach relies on a shallow conceptualization of extrinsic and intrinsic motivation and tends to neglect a more in-depth understanding of the motivational impact of gamification. A phenomenon in video game culture that is further shedding doubt on gamification only facilitating extrinsic motivation, is called Achievement- or Trophy-Hunting: many players collect trophies or achievements on third-party video game platforms in their leisure time, hence leading to the hypothesis that this gamification strategy employed by game distributors facilitates intrinsic motivation. In our quantitative questionnaire study (n = 392) targeting these achievement and trophy collectors, the motivational impact of collecting trophies, achievements, or badges was studied, employing scales targeting motivation (Self-Determination Theory) and the player type of participants (Hexad player type model). The results of ANOVA and multiple regression analysis imply that this gamification strategy could facilitate both extrinsic and intrinsic motivation. Our findings suggest that the individual player type could explain inter-personal differences in gamification motivation: Achievers are more likely intrinsically motivated, while Players are more likely extrinsically motivated by collecting trophies, achievements, or badges. These results give fundamental insights into the motivational impact of gamification that could support adapting digital gamification strategies in various fields of practice and research.
尽管游戏化(游戏邦注:即在非游戏环境中整合游戏设计元素)经常被研究,但对于特定游戏设计元素如何影响数字环境中用户的动机却缺乏理解。之前的研究通常将游戏设计元素(如奖杯、成就和徽章)的影响归因于外在动机。这种方法依赖于外在动机和内在动机的肤浅概念,往往忽视了对游戏化动机影响的更深入理解。电子游戏文化中的一种现象(游戏邦注:这种现象被称为成就或奖杯狩猎)进一步质疑游戏化只会促进外在动机:许多玩家在闲暇时间在第三方电子游戏平台上收集奖杯或成就,因此导致游戏发行商采用的这种游戏化策略会促进内在动机的假设。在我们针对这些成就和奖杯收集者的定量问卷研究(n = 392)中,我们采用针对动机(自决理论)和玩家类型(Hexad玩家类型模型)的量表,研究了收集奖杯、成就或徽章的动机影响。方差分析和多元回归分析的结果表明,这种游戏化策略可以促进外在动机和内在动机。我们的研究结果表明,个体玩家类型可以解释游戏化动机的个人差异:成就者更有可能是内在动机,而玩家更有可能是通过收集奖杯、成就或徽章来获得外在动机。这些结果为游戏化的动机影响提供了基本见解,可以支持在各个实践和研究领域采用数字游戏化策略。
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引用次数: 0
Mapping cyberbullying research: A systematic analysis of thematic trends and interdisciplinary integration 绘制网络欺凌研究:专题趋势和跨学科整合的系统分析
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2026-02-12 DOI: 10.1016/j.chbr.2026.100967
Young-Eun Lee , Kwangwon Lee , Garrett M. Dancik , Eunhye Park
Despite growing research on cyberbullying, studies in social science and computer science remain largely disconnected, limiting interdisciplinary advancements. This study systematically analyzed 2427 cyberbullying-related publications using bibliometric analysis and structural topic modeling to identify thematic trends and disciplinary differences. Results revealed that a topic regarding cyberbullying detection was the most dominant theme (9.9%), especially prevalent in computer science, reflecting the strong emphasis of the field on AI-based monitoring systems. In contrast, topics such as victimization and depression (4.3%) and teacher roles (6.2%) were more prominent in social science, highlighting the focus on psychological impacts and educational interventions. Significant differences in topic prevalence between disciplines underscore a clear divide: technical detection methods dominate computer science, whereas human-centered approaches shape social science. We discuss opportunities to integrate these approaches to foster interdisciplinary solutions for cyberbullying prevention.
尽管对网络欺凌的研究越来越多,但社会科学和计算机科学的研究在很大程度上仍然脱节,限制了跨学科的进步。本研究采用文献计量分析和结构主题模型,系统分析了2427篇与网络欺凌相关的出版物,以确定主题趋势和学科差异。结果显示,关于网络欺凌检测的主题是最主要的主题(9.9%),特别是在计算机科学领域,反映了该领域对基于人工智能的监控系统的高度重视。相比之下,诸如受害和抑郁(4.3%)以及教师角色(6.2%)等主题在社会科学中更为突出,突出了对心理影响和教育干预的关注。学科之间主题流行度的显著差异强调了一个明显的分歧:技术检测方法主导计算机科学,而以人为本的方法塑造社会科学。我们将讨论整合这些方法的机会,以促进预防网络欺凌的跨学科解决方案。
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引用次数: 0
Avatar-mediated online social support predicts later offline help-seeking: Evidence from a two-wave panel of 4619 Japanese Users 虚拟形象介导的在线社会支持预测以后的离线求助:来自4619名日本用户的两波面板的证据
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2026-03-06 DOI: 10.1016/j.chbr.2026.100992
Masanori Takano , Kenji Yokotani , Takahiro Kato , Nobuhito Abe , Fumiaki Taka
While social support buffers stress, evidence for the causal impact of online social support, particularly via avatars, on real-world help-seeking behavior is limited. This study longitudinally tested whether perceived online social support predicts help-seeking behaviors regarding difficulties (e.g., bullying, being gender/sexual minorities, poverty, and social withdrawal) and compared avatars (Second Life, ZEPETO, and Pigg Party) and text (X, Facebook, and Instagram) communication platforms. Analyzing two-wave survey data (N=4619; Japanese users) with a cross-lagged panel model, we found that online social support perception significantly predicted subsequent increases in help-seeking behavior towards various consultants (online/offline contacts and professionals). On the other hand, we did not find evidence that perceived offline support prospectively predicted increases in subsequent help-seeking The usage of avatar communication platforms showed a significantly stronger positive effect on help-seeking behavior than text communication platforms, mediated by higher online social support perception. This study provides novel longitudinal evidence that online social support predicts subsequent increases in real-world help-seeking behaviors, highlighting the potential of avatar communication to effectively complement offline resources for individuals facing difficulties.
虽然社会支持可以缓冲压力,但关于在线社会支持(尤其是通过虚拟化身)对现实世界寻求帮助行为的因果影响的证据有限。本研究纵向测试了感知到的在线社会支持是否能预测困难(如欺凌、性别/性少数、贫困和社交退缩)方面的求助行为,并比较了虚拟形象(Second Life、ZEPETO和Pigg Party)和文本(X、Facebook和Instagram)交流平台。使用交叉滞后面板模型分析两波调查数据(N=4619;日本用户),我们发现在线社会支持感知显著预测了随后向各种咨询师(在线/离线联系人和专业人员)寻求帮助行为的增加。另一方面,我们没有发现证据表明感知到的离线支持对随后的求助行为有前瞻性的预测作用。虚拟形象交流平台的使用对求助行为的正向影响显著强于文本交流平台,这是由更高的在线社会支持感知所介导的。本研究提供了新颖的纵向证据,表明在线社会支持预示着现实世界中寻求帮助行为的后续增加,突出了虚拟形象交流对面临困难的个人有效补充线下资源的潜力。
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引用次数: 0
Artificial intelligence and student creativity: An exploratory study of students’ experiences with AI tools 人工智能与学生创造力:学生使用人工智能工具体验的探索性研究
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2026-03-04 DOI: 10.1016/j.chbr.2026.100988
Tsai-Yun Mou
This study explores how students utilize AI tools in a short visual design task and how these experiences relate to self-reported creativity and creative self-efficacy, using an exploratory mixed-methods approach. The primary aim is to understand students' perspectives on AI-supported creation, with quantitative measures serving as contextual evidence. Fifty-eight undergraduate students completed a brief design project supported by AI tools and finished pre- and post-task surveys assessing creativity and creative self-efficacy. A subset of 18 students also joined focus group interviews to provide qualitative insights. High-performing students described using AI as a collaborative partner to augment ideas and validate directions while maintaining a sense of control. In contrast, medium- and low-performing students reported a greater reliance on AI outputs, feeling overwhelmed by the abundance of options, and a reduced confidence in their own creative abilities without AI support. Quantitative analyses revealed no detectable change in creativity or creative self-efficacy from pre-to post-intervention, and negligible associations between these self-reported measures and creative performance. Overall, the findings suggest that AI tools alone may not yield short-term gains in perceived creativity or creative self-efficacy; instead, students’ outcomes and experiences appear to vary with how critically and reflectively they engage with AI. The study highlights the need for pedagogical scaffolding and instructional guidance when integrating AI into creative education.
本研究采用探索性混合方法,探讨学生如何在一个简短的视觉设计任务中利用人工智能工具,以及这些体验如何与自我报告的创造力和创造性自我效能感联系起来。主要目的是了解学生对人工智能支持的创作的看法,并以定量指标作为背景证据。58名本科生在人工智能工具的支持下完成了一个简短的设计项目,并完成了评估创造力和创造性自我效能的任务前和任务后调查。18名学生还参加了焦点小组访谈,以提供定性见解。表现优异的学生将人工智能描述为一个协作伙伴,在保持控制感的同时增强想法和验证方向。相比之下,表现中差的学生更依赖于人工智能的输出,他们对大量的选择感到不知所措,而且在没有人工智能支持的情况下,他们对自己的创造能力的信心降低了。定量分析显示,从干预前到干预后,创造力或创造性自我效能没有可检测到的变化,这些自我报告的措施与创造性表现之间的关联可以忽略不计。总的来说,研究结果表明,人工智能工具本身可能不会在感知创造力或创造性自我效能方面产生短期收益;相反,学生的成果和经历似乎随着他们对人工智能的批判性和反思性而有所不同。该研究强调了在将人工智能融入创造性教育时需要教学脚手架和教学指导。
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引用次数: 0
The effect of Satir model-based group intervention on problematic smartphone use among college students: a randomized controlled trial 基于Satir模型的群体干预对大学生智能手机使用问题的影响:一项随机对照试验
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2026-01-14 DOI: 10.1016/j.chbr.2026.100935
Ping Yang , Yi Zhou , Shichen Zhang , Linlin Jiang , Jun Qi

Background

Problematic smartphone use is prevalent among youth and negatively impacts their mental health. Interpersonal problems may be a key contributing factor to this problematic smartphone use. To address this issue, a randomized controlled trial was conducted to evaluate the effectiveness of a Satir model-based group intervention.

Methods

The study recruited 74 college students with problematic smartphone use from a university, who were randomly assigned to two groups. After excluding 4 participants due to withdrawal or incomplete data, 70 students (mean age = 18.71 ± 0.90 years) completed the trial, including 21 males and 49 females. Participants were assigned to a Satir model–based group intervention (n = 3 4) or a control group (n = 36) that received no psychological intervention. The experimental group received a 22-day Satir model-based group intervention. The Mobile Phone Addiction Tendency Scale (MPATS) and the College Students' Interpersonal Relationship Comprehensive Diagnostic Scale (CS-IRCDS) were used to assess participants' problematic smartphone use and interpersonal problems at baseline and at baseline and post-intervention.

Results

The intervention led to significant reductions in interpersonal problems and in problematic smartphone use. The core indicators of problematic smartphone use—withdrawal reactions, salience, social comfort, and mood change—were also reduced following the group intervention. Moreover, the reduction in interpersonal problems significantly mediated the relationship between the intervention and decreases in problematic smartphone use and its core symptoms, particularly withdrawal and social comfort.

Conclusion

The Satir model-based group intervention significantly reduced both problematic smartphone use and interpersonal problems, providing valuable insights for both theory and practice.
有问题的智能手机使用在年轻人中很普遍,并对他们的心理健康产生负面影响。人际关系问题可能是导致智能手机使用问题的一个关键因素。为了解决这个问题,进行了一项随机对照试验来评估基于Satir模型的群体干预的有效性。研究人员从一所大学招募了74名使用智能手机有问题的大学生,将他们随机分为两组。在排除4名因退出或资料不完整的受试者后,70名学生(平均年龄= 18.71±0.90岁)完成了试验,其中男性21名,女性49名。参与者被分配到基于Satir模型的干预组(n = 34)和不接受心理干预的对照组(n = 36)。实验组接受22天的基于Satir模型的组干预。采用手机成瘾倾向量表(MPATS)和大学生人际关系综合诊断量表(CS-IRCDS)评估受试者在基线、基线和干预后的智能手机使用问题和人际关系问题。结果干预导致人际关系问题和智能手机使用问题显著减少。有问题的智能手机使用的核心指标——戒断反应、显著性、社交舒适和情绪变化——在小组干预后也有所减少。此外,人际问题的减少显著调节了干预与问题智能手机使用及其核心症状(特别是退缩和社交安慰)减少之间的关系。结论基于Satir模型的群体干预显著降低了智能手机使用问题和人际关系问题,为理论和实践提供了有价值的见解。
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引用次数: 0
Mindfulness meets OTT: Development and validation of Mindful OTT Content Consumption Scale (MOCCS) 正念与OTT:正念OTT内容消费量表(MOCCS)的编制与验证
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2026-01-29 DOI: 10.1016/j.chbr.2026.100951
Dinesh Chhabra, Samia Naved, Simarjeet Kaur Ajji, Tushya Sachan, Gursheel Kaur
In the rapidly evolving landscape of digital media, Over-the-Top (OTT) platforms have emerged as a primary source of entertainment for millions worldwide. While these platforms provide unprecedented access to diverse and plentiful content, they also present potential risks for physical and mental well-being when consumed mindlessly. Thus, the present study aims to develop a Mindful OTT Content Consumption Scale to assess the degree of mindfulness in content consumption on OTT platforms. Study 1 consisted of 325 participants (mean age: 21.61 years; females 72.6 %), and Study 2 included 234 (mean age: 21.48 years; females = 79.9 %). An exploratory factor analysis yielded a four-factor structure (17 items). A confirmatory factor analysis further confirmed these four factors of the scale (CFI = 0.90, RMSEA = 0.06, SRMR = 0.05, GFI = 0.99). Cronbach's alpha, McDonald's omega, and Guttman split-half coefficients were 0.87, 0.86, and 0.84, respectively, indicating excellent internal consistency. Content validity and face validity indices were computed, and the scale had satisfactory convergent and discriminant validity, measured through Average Variance Extracted (AVE), Composite Reliability (CR), the Fornell-Larcker criterion, and Heterotrait-Monotrait (HTMT) ratios. This research extends Langer's socio-cognitive mindfulness framework into an emergent domain of digital-media engagement. The scale holds potential for practical applications in media psychology research, digital well-being interventions, as well as increasing awareness about media consumption, aiding conscious decision-making, and reflective attitude formation. It can also be used to guide OTT platform interfaces and develop content that encourages more mindful engagement, potentially leading to a more enriching viewing experience.
在快速发展的数字媒体领域,OTT (Over-the-Top)平台已经成为全球数百万人娱乐的主要来源。虽然这些平台提供了前所未有的多样化和丰富的内容,但如果盲目消费,它们也会给身心健康带来潜在风险。因此,本研究旨在开发一个正念OTT内容消费量表,以评估OTT平台上内容消费的正念程度。研究1包括325名参与者(平均年龄:21.61岁,女性占72.6%),研究2包括234名参与者(平均年龄:21.48岁,女性占79.9%)。探索性因子分析产生了一个四因子结构(17个项目)。验证性因子分析进一步证实了量表的这四个因素(CFI = 0.90, RMSEA = 0.06, SRMR = 0.05, GFI = 0.99)。Cronbach’s alpha、McDonald’s omega和Guttman劈裂系数分别为0.87、0.86和0.84,表明内部一致性良好。通过平均方差提取(AVE)、复合信度(CR)、Fornell-Larcker标准和异性状-单性状(HTMT)比率测量量表具有满意的收敛效度和判别效度。这项研究将兰格的社会认知正念框架扩展到数字媒体参与的新兴领域。该量表在媒体心理学研究、数字幸福感干预、提高媒体消费意识、帮助有意识的决策和反思态度形成等方面具有实际应用潜力。它还可以用来指导OTT平台界面,并开发鼓励更多有意识参与的内容,从而有可能带来更丰富的观看体验。
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引用次数: 0
The impact of person-organization ethics fit on ethical performance of autonomous vehicles 个人-组织伦理契合度对自动驾驶汽车伦理绩效的影响
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2026-01-28 DOI: 10.1016/j.chbr.2026.100953
Qiunan Zhang , Mark L. Gillenson , Xihui Paul Zhang
The autonomous vehicles (AVs) operate in a challenging environment and must uphold ethical principles. As a result, ensuring strong ethical performance, defined as adherence to prescribed ethics requirements, is essential for AV development. Designers, developers, and testers play critical roles in this process and largely determine the ethical performance of AVs. However, members of such AV development teams may hold different ethical views or differ in their level of agreement with the ethics requirements for AVs. The correspondence between the ethics of individuals in development and ethics requirements for AVs can be regarded as person-organization (P-O) ethics fit. This study investigates the following research question: How does the person-organization (P-O) ethics fit influence the ethical performance of AVs? Based on a comprehensive literature review and relevant theoretical frameworks, we developed a research model and proposed ten hypotheses. Structural equation modeling (SEM) was applied to test the proposed model and hypotheses. The results showed that P-O ethics fit positively influences the ethical performance of AVs through work-related attitudes, motivation, and organizational citizenship behaviors. Finally, the limitations, theoretical contributions, and practical implications of this study were discussed, along with directions for future research.
自动驾驶汽车(av)在充满挑战的环境中运行,必须遵守道德原则。因此,确保良好的道德表现,即遵守规定的道德要求,对AV发展至关重要。设计师、开发人员和测试人员在这一过程中扮演着关键角色,并在很大程度上决定了自动驾驶汽车的道德表现。然而,这些自动驾驶汽车开发团队的成员可能持有不同的伦理观点,或者在他们对自动驾驶汽车伦理要求的认同程度上存在差异。个体在发展过程中的伦理与av的伦理要求之间的对应关系可以看作是人-组织(P-O)伦理契合。本研究探讨以下研究问题:个人-组织(P-O)伦理契合度如何影响av伦理绩效?在综合文献综述和相关理论框架的基础上,我们建立了一个研究模型,并提出了十个假设。采用结构方程模型(SEM)对所提出的模型和假设进行检验。结果表明,组织伦理契合度通过工作态度、工作动机和组织公民行为正向影响av伦理绩效。最后,讨论了本研究的局限性、理论贡献和现实意义,并展望了未来的研究方向。
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引用次数: 0
Realistic human-like avatar embodiment diminishes outcomes in digital emotion regulation interventions 逼真的人形化身减少了数字情绪调节干预的结果
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-03-01 Epub Date: 2026-01-28 DOI: 10.1016/j.chbr.2026.100952
Eva Naumann
Digital mental health prevention and therapy programs are increasingly integrating embodied conversational agents and avatars to improve user interaction and psychological well-being. However, the effects of human-like avatar embodiment remain underexplored, particularly in digital interventions targeting emotion regulation, a critical transdiagnostic factor of various mental health conditions. Thus, the current study investigates the impact of avatar realism in a brief online emotion regulation intervention.
In a between-subjects online experiment, 211 participants completed a single-session digital emotion regulation intervention, featuring psychoeducational content and practical exercises, facilitated by an embodied conversational avatar. Participants were randomly assigned to one of four conditions: realistic humanoid avatar, abstract humanoid avatar, robot avatar, or a control condition using audio waveform animations. Emotional ratings, satisfaction with the intervention, avatar user experience, self-disclosure levels, and open-ended feedback were assessed through self-report.
Positive emotions increased across all conditions, except for the realistic avatar group during a gratitude exercise. Results further revealed a significant main effect of condition on intervention satisfaction, with the realistic humanoid avatar receiving lower ratings than the other conditions. Interactions with the realistic avatar were rated as significantly more anxiety-inducing and less pleasant. Additionally, participants in the realistic humanoid avatar condition reported significantly lower levels of self-disclosure compared to the other conditions.
These findings suggest that realistic humanoid avatars may induce discomfort in emotion regulation interventions, potentially reducing their effectiveness. The results are discussed considering the uncanny valley and perceptual mismatch hypotheses, highlighting the need for careful multimodal avatar design in digital mental health interventions.
数字心理健康预防和治疗项目越来越多地整合了具体的对话代理和虚拟形象,以改善用户互动和心理健康。然而,类人化身的影响仍未得到充分探索,特别是在针对情绪调节的数字干预方面,情绪调节是各种心理健康状况的关键诊断因素。因此,本研究调查了虚拟现实主义在一个简短的网络情绪调节干预中的影响。在一项受试者之间的在线实验中,211名参与者完成了一项单会话的数字情绪调节干预,以心理教育内容和实践练习为特色,由一个具体化的对话化身提供便利。参与者被随机分配到四种条件中的一种:逼真的人形化身,抽象的人形化身,机器人化身,或者使用音频波形动画的控制条件。通过自我报告评估情绪评分、干预满意度、化身用户体验、自我披露水平和开放式反馈。积极情绪在所有情况下都有所增加,除了现实头像组在感恩练习中。结果进一步揭示了条件对干预满意度的显著主要影响,真实的人形化身得分低于其他条件。与真实化身的互动被评为明显更容易引起焦虑,更不愉快。此外,与其他条件相比,现实类人虚拟形象条件下的参与者报告的自我表露水平明显较低。这些发现表明,现实的人形化身可能会在情绪调节干预中引起不适,从而潜在地降低其有效性。考虑到恐怖谷和感知错配假设,结果被讨论,强调在数字心理健康干预中需要仔细的多模态化身设计。
{"title":"Realistic human-like avatar embodiment diminishes outcomes in digital emotion regulation interventions","authors":"Eva Naumann","doi":"10.1016/j.chbr.2026.100952","DOIUrl":"10.1016/j.chbr.2026.100952","url":null,"abstract":"<div><div>Digital mental health prevention and therapy programs are increasingly integrating embodied conversational agents and avatars to improve user interaction and psychological well-being. However, the effects of human-like avatar embodiment remain underexplored, particularly in digital interventions targeting emotion regulation, a critical transdiagnostic factor of various mental health conditions. Thus, the current study investigates the impact of avatar realism in a brief online emotion regulation intervention.</div><div>In a between-subjects online experiment, 211 participants completed a single-session digital emotion regulation intervention, featuring psychoeducational content and practical exercises, facilitated by an embodied conversational avatar. Participants were randomly assigned to one of four conditions: realistic humanoid avatar, abstract humanoid avatar, robot avatar, or a control condition using audio waveform animations. Emotional ratings, satisfaction with the intervention, avatar user experience, self-disclosure levels, and open-ended feedback were assessed through self-report.</div><div>Positive emotions increased across all conditions, except for the realistic avatar group during a gratitude exercise. Results further revealed a significant main effect of condition on intervention satisfaction, with the realistic humanoid avatar receiving lower ratings than the other conditions. Interactions with the realistic avatar were rated as significantly more anxiety-inducing and less pleasant. Additionally, participants in the realistic humanoid avatar condition reported significantly lower levels of self-disclosure compared to the other conditions.</div><div>These findings suggest that realistic humanoid avatars may induce discomfort in emotion regulation interventions, potentially reducing their effectiveness. The results are discussed considering the uncanny valley and perceptual mismatch hypotheses, highlighting the need for careful multimodal avatar design in digital mental health interventions.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100952"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146172717","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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Computers in human behavior reports
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