Pub Date : 2026-03-01Epub Date: 2025-11-27DOI: 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.
{"title":"Quality and quantity: The role of gratification and situation variety when measuring mobile media use","authors":"Roland Toth , Aurelio Fernández , Javier García-Manglano , Pedro de la Rosa","doi":"10.1016/j.chbr.2025.100891","DOIUrl":"10.1016/j.chbr.2025.100891","url":null,"abstract":"<div><div>Mobile media use is usually measured through its quantity, particularly duration, in research. We argue that this approach overlooks <em>how</em> 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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100891"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145685537","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}
Pub Date : 2026-03-01Epub Date: 2025-12-06DOI: 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.
{"title":"A cross-lagged prospective network analysis of deviant peer affiliation and phubbing in adolescents","authors":"Tingting Gao , Sihan Lyu , Fengtong Qian , Rui Li , Yimeng Lyu , Yingying Su","doi":"10.1016/j.chbr.2025.100897","DOIUrl":"10.1016/j.chbr.2025.100897","url":null,"abstract":"<div><h3>Background</h3><div>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.</div></div><div><h3>Methods</h3><div>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.</div></div><div><h3>Results</h3><div>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 <em>friends steal things</em> (DPA4) among males and <em>friends skip class</em> (DPA7) among females predict subsequent increases in phubbing. In addition, <em>friend's internet addiction</em> (DPA5) and <em>relieving stress by focusing on phones</em> (GSP12) were the most influential symptoms in the male network<em>,</em> while <em>friend smoking</em> (DPA1) <em>and friend bullying others</em> (DPA8) played similarly central roles in the female network.</div></div><div><h3>Conclusion</h3><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100897"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145685533","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}
Pub Date : 2026-03-01Epub Date: 2026-02-20DOI: 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.
{"title":"Trophies, achievements, and badges: Explaining differences in gamification motivation using self-determination theory and hexad player-type","authors":"Jonas Mayrhofer, Ralph Ameseder, Raphael Feichtner, Selina Baldinger, Robert Weinhandl","doi":"10.1016/j.chbr.2026.100982","DOIUrl":"10.1016/j.chbr.2026.100982","url":null,"abstract":"<div><div>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: <em>Achievers</em> are more likely intrinsically motivated, while <em>Players</em> 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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100982"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147394852","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}
Pub Date : 2026-03-01Epub Date: 2026-02-12DOI: 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.
{"title":"Mapping cyberbullying research: A systematic analysis of thematic trends and interdisciplinary integration","authors":"Young-Eun Lee , Kwangwon Lee , Garrett M. Dancik , Eunhye Park","doi":"10.1016/j.chbr.2026.100967","DOIUrl":"10.1016/j.chbr.2026.100967","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100967"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147394967","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}
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 (; 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.
{"title":"Avatar-mediated online social support predicts later offline help-seeking: Evidence from a two-wave panel of 4619 Japanese Users","authors":"Masanori Takano , Kenji Yokotani , Takahiro Kato , Nobuhito Abe , Fumiaki Taka","doi":"10.1016/j.chbr.2026.100992","DOIUrl":"10.1016/j.chbr.2026.100992","url":null,"abstract":"<div><div>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 (<span><math><mrow><mi>N</mi><mo>=</mo><mn>4619</mn></mrow></math></span>; 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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100992"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147395132","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}
Pub Date : 2026-03-01Epub Date: 2026-03-04DOI: 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.
{"title":"Artificial intelligence and student creativity: An exploratory study of students’ experiences with AI tools","authors":"Tsai-Yun Mou","doi":"10.1016/j.chbr.2026.100988","DOIUrl":"10.1016/j.chbr.2026.100988","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100988"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147395133","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}
Pub Date : 2026-03-01Epub Date: 2026-01-14DOI: 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.
{"title":"The effect of Satir model-based group intervention on problematic smartphone use among college students: a randomized controlled trial","authors":"Ping Yang , Yi Zhou , Shichen Zhang , Linlin Jiang , Jun Qi","doi":"10.1016/j.chbr.2026.100935","DOIUrl":"10.1016/j.chbr.2026.100935","url":null,"abstract":"<div><h3>Background</h3><div>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.</div></div><div><h3>Methods</h3><div>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.</div></div><div><h3>Results</h3><div>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.</div></div><div><h3>Conclusion</h3><div>The Satir model-based group intervention significantly reduced both problematic smartphone use and interpersonal problems, providing valuable insights for both theory and practice.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100935"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146076876","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}
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.
{"title":"Mindfulness meets OTT: Development and validation of Mindful OTT Content Consumption Scale (MOCCS)","authors":"Dinesh Chhabra, Samia Naved, Simarjeet Kaur Ajji, Tushya Sachan, Gursheel Kaur","doi":"10.1016/j.chbr.2026.100951","DOIUrl":"10.1016/j.chbr.2026.100951","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100951"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146172627","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}
Pub Date : 2026-03-01Epub Date: 2026-01-28DOI: 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.
{"title":"The impact of person-organization ethics fit on ethical performance of autonomous vehicles","authors":"Qiunan Zhang , Mark L. Gillenson , Xihui Paul Zhang","doi":"10.1016/j.chbr.2026.100953","DOIUrl":"10.1016/j.chbr.2026.100953","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"21 ","pages":"Article 100953"},"PeriodicalIF":5.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146172715","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}
Pub Date : 2026-03-01Epub Date: 2026-01-28DOI: 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.
{"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}