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Effect of business games on learning perception and satisfaction of students on technical courses in business administration integrated into high school 商业游戏对高中工商管理技术课程学生学习感知和满意度的影响
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-22 DOI: 10.1016/j.chbr.2024.100515
Adonai José Lacruz , Eduardo Sofiate
The research aims to investigate the effect of business games on learning perception and the satisfaction of students in technical courses in Business Administration integrated with high school from the analytical perspective of Experiential learning. To achieve this objective, a study was conducted using three different types of business games (online computerised, board, and gamebook), with students completing the technical course integrated into high school at the Federal Institute of Espírito Santo (Ifes) in Brazil. Data were collected using a self-administered online questionnaire and analysed using partial least squares structural equation modelling. Two competing models were evaluated. In both cases, the experience of the game has an effect on learning perception and satisfaction. However, one considers that learning perception has an effect on satisfaction and another in which it is the satisfaction that has an effect on learning perception (i.e., the halo effect). The study's results demonstrated that experience in the business game has a positive effect on students' perception of learning and satisfaction and that the hypothesis of the existence of the halo effect was rejected. This suggests that business games can be adjusted to fit different levels of education, depending on how they are applied.
本研究旨在从体验式学习的分析角度出发,调查商业游戏对学习感知的影响以及高中工商管理技术课程学生的满意度。为实现这一目标,研究使用了三种不同类型的商业游戏(在线电脑游戏、棋盘游戏和游戏书),对象是巴西圣埃斯皮里图联邦学院(Ifes)高中技术课程的学生。数据通过自填式在线问卷收集,并使用偏最小二乘法结构方程模型进行分析。对两个相互竞争的模型进行了评估。在两种情况下,游戏体验对学习感知和满意度都有影响。但是,一种认为学习感知对满意度有影响,另一种认为是满意度对学习感知有影响(即光环效应)。研究结果表明,在商业游戏中的体验对学生的学习感知和满意度有积极影响,并且否定了存在光环效应的假设。这表明,商业游戏可以根据其应用方式进行调整,以适应不同的教育水平。
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引用次数: 0
Depression and excessive internet use: The mediating roles of anxiety and intellectual difficulties 抑郁与过度使用互联网:焦虑和智力障碍的中介作用
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-22 DOI: 10.1016/j.chbr.2024.100512
Meysam Haddadi Barzoki
The Internet has become an integral part of modern life, providing easy access to resources that fulfill various human needs. This study examines the factors influencing Excessive Internet Use (EIU) among adolescents, with a focus on mental health, intellectual difficulties and sociodemographic factors, to better understand risk factors and inform targeted interventions. A total of 155,166 adolescents aged 13–17 years participated in this questionnaire-based study, utilizing national survey data. The findings reveal a social gradient in EIU, with disadvantaged groups—such as girls, sexual minorities, and those from lower/middle socioeconomic statuses—showing a higher tendency towards EIU compared to advantaged groups, including boys, heterosexuals, and individuals from higher SES backgrounds. Regression analysis identified intellectual difficulties and anxiety disorders as the strongest predictors of EIU. Mediation analysis underscore the mediating roles of anxiety and intellectual difficulties in the relationship between depressive symptoms and EIU. The moderation analysis indicated that the relationship between depressive symptoms and EIU was weaker among disadvantaged adolescents. The findings suggest that interventions addressing EIU should be tailored to the specific needs of disadvantaged groups, particularly girls, sexual minorities, and those from lower-SES backgrounds, who are at higher risk. Additionally, the attenuated impact of depressive symptoms on EIU in these groups indicates that anxiety disorders and intellectual difficulties may play a more critical role in driving EIU, highlighting the importance of comprehensive mental health strategies that extend beyond treating depression alone.
互联网已成为现代生活不可或缺的一部分,它提供了获取资源的便捷途径,满足了人类的各种需求。本研究探讨了影响青少年过度使用互联网(EIU)的因素,重点关注心理健康、智力障碍和社会人口因素,以便更好地了解风险因素,为有针对性的干预措施提供依据。共有 155,166 名 13-17 岁的青少年参与了这项基于问卷的研究,研究利用的是全国性调查数据。研究结果表明,与男孩、异性恋者和社会经济地位较高的个人等优势群体相比,弱势群体(如女孩、性少数群体和社会经济地位中下等者)在 "EIU "方面表现出更高的倾向性。回归分析表明,智力障碍和焦虑症是预测 "儿童孤独症 "的最主要因素。中介分析强调了焦虑症和智力障碍在抑郁症状与 EIU 之间关系中的中介作用。调节分析表明,在弱势青少年中,抑郁症状与EIU之间的关系较弱。研究结果表明,针对EIU的干预措施应针对弱势群体的特殊需要,尤其是女孩、性少数群体和社会经济地位较低的群体,因为他们面临的风险更高。此外,在这些群体中,抑郁症状对EIU的影响减弱,这表明焦虑症和智力障碍可能在驱动EIU方面起着更为关键的作用,这凸显了综合心理健康策略的重要性,而不仅仅是治疗抑郁症。
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引用次数: 0
The impact of virtual computer screen backgrounds on subjective performance evaluation in online videoconferences 虚拟电脑屏幕背景对在线视频会议主观绩效评价的影响
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-22 DOI: 10.1016/j.chbr.2024.100516
Katharina Reiter , Alwine Mohnen , Gari Walkowitz
We investigate the influence of real and virtual computer screen backgrounds in Zoom videoconferences on subjective performance evaluation. Using an incentivized online experiment (N = 210), we systematically vary workers' computer screen backgrounds in a supervisor–worker bargaining situation carried out in a videoconference. We find a significant influence of workers' applied computer screen backgrounds on supervisors' subjective performance evaluations, with significantly more positive ratings when workers use a virtual white background than a real white background (d = 0.47). This finding is robust when we control for workers' measurable and salient objective performance and gender and for supervisors' gender and age. Regarding the underlying processes, we show that supervisors' perceptions of the workers’ likability and trustworthiness enhance subjective performance evaluations when virtual white videoconference backgrounds are applied. Practical implications for the application of human resource practices in digitalized environments are discussed.
我们研究了 Zoom 视频会议中真实和虚拟电脑屏幕背景对主观绩效评估的影响。通过一个激励性在线实验(N = 210),我们系统地改变了视频会议中主管与工人讨价还价情境中工人的电脑屏幕背景。我们发现,工人使用的电脑屏幕背景对主管的主观绩效评价有明显影响,工人使用虚拟白色背景时,主管的正面评价明显高于真实白色背景(d = 0.47)。当我们控制了工人的可测量和突出的客观绩效和性别以及主管的性别和年龄后,这一发现是稳健的。关于潜在的过程,我们表明,在使用虚拟白色视频会议背景时,主管对工作人员可亲度和可信度的感知会提高主观绩效评价。我们还讨论了在数字化环境中应用人力资源实践的实际意义。
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引用次数: 0
Digital payment systems in an emerging economy 新兴经济体的数字支付系统
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-22 DOI: 10.1016/j.chbr.2024.100517
Romny Ly , Bora Ly
This study investigates the factors influencing the adoption of digital payment systems in Cambodia, employing a quantitative approach with 359 Cambodian participants. The research integrates concepts from the Technology Acceptance Model (TAM) and the Theory of Planned Behavior (TPB) to explore the relationships between perceived ease of use (PEU), perceived usefulness, public attitudes, perceived behavioral control, financial literacy, and the adoption of digital payment systems. Using Partial Least Squares Structural Equation Modeling (PLS-SEM), the study identifies a significant positive relationship between PEU and attitudes toward digital payment systems, corroborating the TAM's assertion that ease of use is a crucial determinant in technology acceptance. The findings also highlight the critical role of perceived usefulness, extending its implications to include convenience, security, and transactional efficiency. The study underscores the influence of public attitudes and perceived behavioral control on adopting digital payment systems, particularly in an emerging economy. In addition, it reveals the impact of financial literacy, not only as a determinant of adoption but also as a mediator in the relationship between public attitudes and adoption. Behavioral nudges are also identified as significant influences in this context. The research contributes to understanding digital payment adoption in emerging markets. It provides digital financial technology insights for practitioners, policymakers, and educators.
本研究采用定量方法,对 359 名柬埔寨参与者进行了调查,探讨了影响柬埔寨采用数字支付系统的因素。研究综合了技术接受模型(TAM)和计划行为理论(TPB)的概念,探讨了感知易用性(PEU)、感知有用性、公众态度、感知行为控制、金融知识和采用数字支付系统之间的关系。通过使用偏最小二乘法结构方程模型(PLS-SEM),研究确定了感知易用性(PEU)与对数字支付系统的态度之间存在显著的正相关关系,从而证实了 TAM 的观点,即易用性是技术接受的关键决定因素。研究结果还强调了感知有用性的关键作用,并将其影响扩展到便利性、安全性和交易效率。研究强调了公众态度和感知行为控制对采用数字支付系统的影响,尤其是在新兴经济体。此外,研究还揭示了金融知识的影响,金融知识不仅是采用数字支付系统的决定因素,也是公众态度与采用数字支付系统之间关系的中介。在这种情况下,行为引导也被认为是重要的影响因素。这项研究有助于了解新兴市场采用数字支付的情况。它为从业人员、政策制定者和教育工作者提供了数字金融技术方面的见解。
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引用次数: 0
Social presence and collaborative creativity in leaner media 精简媒体中的社会存在和协作创造力
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-20 DOI: 10.1016/j.chbr.2024.100514
Vanessa Y. Oviedo, Jean E. Fox Tree
As people increasingly rely on virtual spaces for both personal and professional exchanges, the dynamics of how we connect, share ideas, and work together have evolved. Online interactions often engage in modality switching where communication starts in one modality, such as talking, then switches to another, such as texting. We examined how modality switching affected creativity and social presence when collaborating using computer mediated communication. Participants first met via an audio or text modality, then switched to the other modality. They then engaged in a collaborative story creation task. Using the Social Information Processing Theory for our theoretical framework, we found that switching from text to audio benefitted creativity. We found no differences between texted and audio communication in social presence, desire for future interaction, or creativity. Replicating others’ results, we did find differences in conversational balance: Texted conversations were more balanced than audio conversations. We newly discovered that modality switching affected balance. Audio conversations were more balanced when they followed text interactions rather than preceded them. Ultimately, more balanced conversations – regardless of modality – led to greater creativity in dyads.
随着人们越来越多地依赖虚拟空间进行个人和职业交流,我们联系、分享想法和合作的方式也发生了变化。在线互动通常会进行模式切换,即从一种模式(如交谈)开始交流,然后切换到另一种模式(如发短信)。我们研究了在使用计算机辅助通信进行合作时,模式切换如何影响创造力和社交存在感。参与者首先通过音频或文本方式进行会面,然后切换到另一种方式。然后,他们参与了一项合作创作故事的任务。利用社会信息处理理论作为我们的理论框架,我们发现从文字模式切换到音频模式有利于提高创造力。我们发现,文字交流和音频交流在社交存在感、对未来互动的渴望或创造力方面没有差异。与其他人的结果相同,我们确实发现了对话平衡方面的差异:文本对话比音频对话更平衡。我们新发现,模式切换会影响平衡。音频会话在文字互动之后而不是之前进行时更平衡。最终,无论采用哪种模式,更平衡的对话都能提高二人组的创造力。
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引用次数: 0
Inside the gamer's mind: How violent video games and emotional dysregulation affect EEG interbrain synchronization 游戏玩家的内心世界:暴力电子游戏和情绪失调如何影响脑电图的脑间同步
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-19 DOI: 10.1016/j.chbr.2024.100509
Giorgio Veneziani , Federica Luciani , Marcello Miceli , Sara Spallaccini , Federica Galli , Lina Pezzuti , Carlo Lai

Background

Exposure to violent video games influences players’ cortical activations. In addition, intra-individual variables like emotional regulation play an important role in the consequences of such exposures. However, most research has studied these relationships at the intra-individual level. Therefore, the present study investigated the effects of violent video games on the interbrain synchronization (IBS) of dyads in which one member played video games, and evaluated IBS differences between high and low-emotionally dysregulated groups.

Methods

Eighteen participants (M = 24.1 ± 2.1) were enrolled in this study. Participants gazed into another person's eyes before playing (“First Direct Gaze”), after playing a violent video game (“Post-VV”), and after playing a nonviolent video game (“Post-NVV”) during an electroencephalographic hyperscanning acquisition. Afterward, each participant completed a socio-demographic questionnaire and the Difficulties in Emotion Regulation Scale.

Results

A cluster-based analysis revealed an increased theta IBS Post-VV compared to Post-NVV. A median split was used to define the high emotionally dysregulated (“HED”) and low emotionally dysregulated (“LED”) groups. Results showed a decreased alpha IBS in the First Direct Gaze, Post-VV, and Post-NVV in the HED group compared to the LED group.

Conclusions

Exposure to violent video games was associated with higher theta IBS, suggesting a greater social attunement, potentially due to a higher perceived dominance and control or due to an effort of managing the emotional activations elicited. In addition, difficulties in emotional regulation could elicit specific alpha activities regardless of exposure to a video game, leading to a lower tendency to attune with another person on this band.
Results from this study should not be generalized to infer that playing any type of video game causes harm to people's brains.
背景接触暴力视频游戏会影响玩家的大脑皮层激活。此外,个体内部变量(如情绪调节)在此类暴露的后果中也起着重要作用。然而,大多数研究都是从个体内部层面研究这些关系的。因此,本研究调查了暴力电子游戏对其中一人玩电子游戏的二人组脑间同步(IBS)的影响,并评估了高情绪失调组和低情绪失调组的 IBS 差异。在脑电图超扫描采集过程中,参与者分别在游戏前("第一次直接凝视")、游戏后("游戏后-VV")和游戏后("游戏后-NVV")凝视他人的眼睛。之后,每位受试者都填写了一份社会人口学问卷和情绪调节困难量表。结果基于聚类分析的结果显示,与 "后暴力视频游戏 "相比,"后暴力视频游戏 "的θ IBS 增加了。采用中位数分割法界定了高情绪失调组("HED")和低情绪失调组("LED")。结果显示,与 LED 组相比,HED 组在第一次直接注视、VV 后和 NVV 后的α IBS 均有所下降。结论接触暴力视频游戏与较高的θ IBS 有关,这表明社会适应性更强,这可能是由于感知到的支配力和控制力较强,也可能是由于努力管理所引起的情绪激活。此外,无论是否接触过电子游戏,情绪调节方面的困难都会引起特定的阿尔法活动,从而导致在这一波段上与他人的调和倾向降低。
{"title":"Inside the gamer's mind: How violent video games and emotional dysregulation affect EEG interbrain synchronization","authors":"Giorgio Veneziani ,&nbsp;Federica Luciani ,&nbsp;Marcello Miceli ,&nbsp;Sara Spallaccini ,&nbsp;Federica Galli ,&nbsp;Lina Pezzuti ,&nbsp;Carlo Lai","doi":"10.1016/j.chbr.2024.100509","DOIUrl":"10.1016/j.chbr.2024.100509","url":null,"abstract":"<div><h3>Background</h3><div>Exposure to violent video games influences players’ cortical activations. In addition, intra-individual variables like emotional regulation play an important role in the consequences of such exposures. However, most research has studied these relationships at the intra-individual level. Therefore, the present study investigated the effects of violent video games on the interbrain synchronization (IBS) of dyads in which one member played video games, and evaluated IBS differences between high and low-emotionally dysregulated groups.</div></div><div><h3>Methods</h3><div>Eighteen participants (M = 24.1 ± 2.1) were enrolled in this study. Participants gazed into another person's eyes before playing (“First Direct Gaze”), after playing a violent video game (“Post-VV”), and after playing a nonviolent video game (“Post-NVV”) during an electroencephalographic hyperscanning acquisition. Afterward, each participant completed a socio-demographic questionnaire and the Difficulties in Emotion Regulation Scale.</div></div><div><h3>Results</h3><div>A cluster-based analysis revealed an increased theta IBS Post-VV compared to Post-NVV. A median split was used to define the high emotionally dysregulated (“HED”) and low emotionally dysregulated (“LED”) groups. Results showed a decreased alpha IBS in the First Direct Gaze, Post-VV, and Post-NVV in the HED group compared to the LED group.</div></div><div><h3>Conclusions</h3><div>Exposure to violent video games was associated with higher theta IBS, suggesting a greater social attunement, potentially due to a higher perceived dominance and control or due to an effort of managing the emotional activations elicited. In addition, difficulties in emotional regulation could elicit specific alpha activities regardless of exposure to a video game, leading to a lower tendency to attune with another person on this band.</div><div>Results from this study should not be generalized to infer that playing any type of video game causes harm to people's brains.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100509"},"PeriodicalIF":4.9,"publicationDate":"2024-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527169","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
How can ChatGPT open promising avenues for L2 development? A phenomenological study involving EFL university students in Iran ChatGPT 如何为 L2 发展开辟前景广阔的道路?一项涉及伊朗 EFL 大学生的现象学研究
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-18 DOI: 10.1016/j.chbr.2024.100510
Afsheen Rezai , Ehsan Namaziandost , Gwo-Jen Hwang
As technology becomes increasingly embedded in English as a foreign language (EFL) education, understanding the pedagogical potential of tools like ChatGPT is essential. This phenomenological study investigates how ChatGPT facilitates L2 development from the perspectives of senior EFL students. A purposive sample of 21 students (9 males, 12 females) engaged with ChatGPT over a 12-month period. Data were gathered through participant diaries and semi-structured interviews, analyzed via phenomenological methods to capture the essence of their experiences. The analysis uncovered four key categories: (e.g., expanded vocabulary, promoted grammar accuracy, and improved pronunciation), interactive language practice (e.g., real-time conversations and instant feedback), personalized learning experience (e.g., adaptive learning path, targeted skill improvement, and self-paced learning), and enriched learning environments (e.g., conversational AI companionship, gamification element, and continuous learning support). These findings evidence that ChatGPT can be considered as a valuable resource in EFL instruction because its personalized, interactive features can significantly support language acquisition and learner engagement.
随着技术在英语作为外语(EFL)教育中的应用日益广泛,了解 ChatGPT 等工具的教学潜力至关重要。本现象学研究从高年级 EFL 学生的视角出发,调查 ChatGPT 如何促进 L2 发展。在为期 12 个月的时间里,21 名学生(9 名男生,12 名女生)有目的地参与了 ChatGPT 的使用。数据通过参与者日记和半结构化访谈收集,并通过现象学方法进行分析,以捕捉他们经历的本质。分析发现了四个关键类别:(如扩大词汇量、提高语法准确性和改善发音)、互动式语言练习(如实时会话和即时反馈)、个性化学习体验(如自适应学习路径、有针对性的技能改进和自定进度学习)和丰富的学习环境(如人工智能会话陪伴、游戏化元素和持续学习支持)。这些研究结果证明,ChatGPT 可被视为 EFL 教学中的宝贵资源,因为其个性化、交互式的特点可以极大地支持语言学习和学习者的参与。
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引用次数: 0
Questionnaires for evaluating virtual reality: A systematic scoping review 虚拟现实评估问卷:系统性范围审查
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-16 DOI: 10.1016/j.chbr.2024.100505
Lina Bareišytė , Syl Slatman , Judith Austin , Martin Rosema , Iris van Sintemaartensdijk , Steven Watson , Christina Bode

Introduction

Virtual reality (VR) is an emerging technology in fields including education and healthcare. A challenge for VR researchers is knowing which VR evaluation instruments exist, and which best align with their research objectives. Therefore, a systematic scoping review was conducted to identify and appraise questionnaires that evaluate VR.

Methods

A scoping review across five scientific databases identified articles that described the development of questionnaires that evaluated VR. All identified articles were screened and data about the measured constructs, (psychometric) properties, and availability were extracted.

Results

The initial search identified 4461 articles, 151 were full text screened, and 56 were included in the review. In total, seven constructs were measured to evaluate VR, of which presence (n = 26), user experience (n = 15) and motion sickness (n = 6) were most commonly used. However, these constructs were not always clearly defined, and measures of the same construct often differed in their content. Reliability was reported for 34 (59%) questionnaires, evaluations of validity were found in 42 (72%) questionnaires. Moreover, recommendations per construct on most optimal VR questionnaires were proposed.

Discussion

A wide range of questionnaires used to evaluate VR were identified. Further, VR-related constructs were reviewed by comparing definitions, exploring questionnaire items, and examining their differences. Where relevant, constructs were divided (e.g. presence was divided into social, self, and spatial), and suitable definitions for each (sub-)construct were given. We provide recommendations for a structured approach of the development of measures to evaluate VR alongside priority areas where new measures are most sorely needed.
导言 虚拟现实(VR)是教育和医疗等领域的新兴技术。虚拟现实研究人员面临的一个挑战是了解有哪些虚拟现实评估工具,以及哪些最符合他们的研究目标。因此,我们进行了一次系统性的范围界定审查,以确定和评估评估 VR 的问卷。方法 通过对五个科学数据库进行范围界定审查,确定了描述开发 VR 评估问卷的文章。对所有确定的文章进行了筛选,并提取了有关所测量的构造、(心理测量)特性和可用性的数据。结果初步搜索确定了 4461 篇文章,对其中 151 篇进行了全文筛选,56 篇被纳入综述。总共测量了七种结构来评估虚拟现实,其中最常用的是临场感(26)、用户体验(15)和晕动病(6)。然而,这些构念并不总是有明确的定义,对同一构念的测量往往在内容上有所不同。据报告,34 份(59%)问卷具有可靠性,42 份(72%)问卷具有有效性评估。此外,还就最理想的 VR 问卷的每个构念提出了建议。此外,还通过比较定义、探索问卷项目和研究它们之间的差异,对与虚拟现实相关的构造进行了审查。在相关的情况下,我们对建构进行了划分(例如,临场感被划分为社会、自我和空间),并对每个(子)建构给出了合适的定义。我们为制定虚拟现实评估措施的结构化方法提供了建议,同时也为最急需新措施的优先领域提供了建议。
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引用次数: 0
Recurrent pain symptoms among adolescents with generalized and specific problematic internet use: A large-scale cross-sectional study 有普遍和特殊网络使用问题的青少年中反复出现的疼痛症状:大规模横断面研究
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-15 DOI: 10.1016/j.chbr.2024.100506
Sergey Tereshchenko , Edward Kasparov , Valery Manchuk , Lidia Evert , Olga Zaitseva , Marina Smolnikova , Margarita Shubina , Nina Gorbacheva , Ivan Novitckii , Olga Moskalenko , Ludmila Lapteva , Mark D. Griffiths
Numerous studies suggest a negative impact of problematic internet use (PIU) not only on mental health but also on somatic components of adolescent health. The present study aimed to identify the associations between different types of PIU – generalized PIU (GPIU), problematic video game use (PVGU), and problematic social media use (PSMU) – and recurrent pain symptoms (headache, abdominal pain, and back pain), as well as to determine the role of psychosocial factors in these associations. In a cross-sectional school-based study, 4411 urban Siberian adolescents were asked about the presence, frequency, and intensity of pain symptoms in the past three months. Standardized psychometric scales were used to assess GPIU, PSMU and PVGU. Given the presence of psychosocial problems as a major confounder, direct associations of PSMU and GPIU with recurrent pain symptoms (headache, abdominal pain, and back pain) were found. PVGU was weakly associated only with abdominal pain. Further analysis indicated that the positive associations were largely mediated by comorbid psychosocial problems. These findings highlight the importance of addressing both problematic internet use and comorbid psychosocial problems to effectively reduce PIU-associated recurrent headaches, abdominal pain, and back pain among adolescents.
大量研究表明,问题性网络使用(PIU)不仅对心理健康有负面影响,而且对青少年的躯体健康也有负面影响。本研究旨在确定不同类型的 PIU(广泛性 PIU(GPIU)、问题电子游戏使用(PVGU)和问题社交媒体使用(PSMU))与反复疼痛症状(头痛、腹痛和背痛)之间的关联,并确定心理社会因素在这些关联中的作用。在一项以学校为基础的横断面研究中,4411 名西伯利亚城市青少年被问及过去三个月中疼痛症状的存在、频率和强度。研究使用标准化的心理测量量表来评估 GPIU、PSMU 和 PVGU。鉴于社会心理问题是主要的混淆因素,研究发现 PSMU 和 GPIU 与反复出现的疼痛症状(头痛、腹痛和背痛)直接相关。PVGU仅与腹痛有微弱关联。进一步的分析表明,这种正相关在很大程度上是由并发的社会心理问题促成的。这些发现凸显了解决有问题的互联网使用和合并心理社会问题对于有效减少青少年中与 PIU 相关的复发性头痛、腹痛和背痛的重要性。
{"title":"Recurrent pain symptoms among adolescents with generalized and specific problematic internet use: A large-scale cross-sectional study","authors":"Sergey Tereshchenko ,&nbsp;Edward Kasparov ,&nbsp;Valery Manchuk ,&nbsp;Lidia Evert ,&nbsp;Olga Zaitseva ,&nbsp;Marina Smolnikova ,&nbsp;Margarita Shubina ,&nbsp;Nina Gorbacheva ,&nbsp;Ivan Novitckii ,&nbsp;Olga Moskalenko ,&nbsp;Ludmila Lapteva ,&nbsp;Mark D. Griffiths","doi":"10.1016/j.chbr.2024.100506","DOIUrl":"10.1016/j.chbr.2024.100506","url":null,"abstract":"<div><div>Numerous studies suggest a negative impact of problematic internet use (PIU) not only on mental health but also on somatic components of adolescent health. The present study aimed to identify the associations between different types of PIU – generalized PIU (GPIU), problematic video game use (PVGU), and problematic social media use (PSMU) – and recurrent pain symptoms (headache, abdominal pain, and back pain), as well as to determine the role of psychosocial factors in these associations. In a cross-sectional school-based study, 4411 urban Siberian adolescents were asked about the presence, frequency, and intensity of pain symptoms in the past three months. Standardized psychometric scales were used to assess GPIU, PSMU and PVGU. Given the presence of psychosocial problems as a major confounder, direct associations of PSMU and GPIU with recurrent pain symptoms (headache, abdominal pain, and back pain) were found. PVGU was weakly associated only with abdominal pain. Further analysis indicated that the positive associations were largely mediated by comorbid psychosocial problems. These findings highlight the importance of addressing both problematic internet use and comorbid psychosocial problems to effectively reduce PIU-associated recurrent headaches, abdominal pain, and back pain among adolescents.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100506"},"PeriodicalIF":4.9,"publicationDate":"2024-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527168","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Relationship between regulatory processes and problematic social media use: A systematic review 监管程序与问题社交媒体使用之间的关系:系统回顾
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-15 DOI: 10.1016/j.chbr.2024.100507
Leyre San Martín Iñiguez , Elkin Luis García , Esther Rosado Luna , Laura Garcia-Rodriguez , Martín Aoiz Pinillos , Jesús de la Fuente Arias , Ignacio Moron Henche

Objective

This review aimed to synthesize and analyze the relationship between regulatory processes (self-regulation, emotion regulation, self-control and impulsivity) and problematic social media use (PSMU) in the general population.

Method

A systematic search was conducted in five databases, and all articles published from May 2013 to April 2024 were identified.

Results

After screening 2655 articles, 45 studies were included in the review. The total sample comprised 34,332 participants. The results confirm the effect of regulatory processes on the PSMU. This relationship is present in all age groups and in different cultures. Furthermore, the mediating effect of regulation on the relationship between PSMU and variables like anxiety, depression, self-esteem or attachment has been observed. Despite the confirmatory nature of these studies, their results should be interpreted with caution because they may be influenced by certain methodological limitations in the research on which they are based.

Conclusion

Regulatory processes play a fundamental role in the PSMU. These findings contribute to a deeper understanding of this behavior and offer insights for the development of effective prevention and intervention strategies.
目的本综述旨在综合分析普通人群的调节过程(自我调节、情绪调节、自我控制和冲动)与问题社交媒体使用(PSMU)之间的关系。方法在五个数据库中进行了系统性检索,确定了2013年5月至2024年4月期间发表的所有文章。总样本包括 34332 名参与者。结果证实了监管流程对 PSMU 的影响。这种关系存在于所有年龄组和不同文化中。此外,还观察到调节对 PSMU 与焦虑、抑郁、自尊或依恋等变量之间关系的中介效应。尽管这些研究具有证实性,但在解释其结果时仍需谨慎,因为它们可能受到其所依据的研究中某些方法论局限性的影响。这些发现有助于加深对这一行为的理解,并为制定有效的预防和干预策略提供启示。
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引用次数: 0
期刊
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