Pub Date : 2024-10-22DOI: 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.
{"title":"Effect of business games on learning perception and satisfaction of students on technical courses in business administration integrated into high school","authors":"Adonai José Lacruz , Eduardo Sofiate","doi":"10.1016/j.chbr.2024.100515","DOIUrl":"10.1016/j.chbr.2024.100515","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100515"},"PeriodicalIF":4.9,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527099","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}
Pub Date : 2024-10-22DOI: 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.
{"title":"Depression and excessive internet use: The mediating roles of anxiety and intellectual difficulties","authors":"Meysam Haddadi Barzoki","doi":"10.1016/j.chbr.2024.100512","DOIUrl":"10.1016/j.chbr.2024.100512","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100512"},"PeriodicalIF":4.9,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527173","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}
Pub Date : 2024-10-22DOI: 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.
{"title":"The impact of virtual computer screen backgrounds on subjective performance evaluation in online videoconferences","authors":"Katharina Reiter , Alwine Mohnen , Gari Walkowitz","doi":"10.1016/j.chbr.2024.100516","DOIUrl":"10.1016/j.chbr.2024.100516","url":null,"abstract":"<div><div>We investigate the influence of real and virtual computer screen backgrounds in Zoom videoconferences on subjective performance evaluation. Using an incentivized online experiment (<em>N</em> = 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 (<em>d</em> = 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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100516"},"PeriodicalIF":4.9,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142662337","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}
Pub Date : 2024-10-22DOI: 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。
{"title":"Digital payment systems in an emerging economy","authors":"Romny Ly , Bora Ly","doi":"10.1016/j.chbr.2024.100517","DOIUrl":"10.1016/j.chbr.2024.100517","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100517"},"PeriodicalIF":4.9,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527098","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}
Pub Date : 2024-10-20DOI: 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.
{"title":"Social presence and collaborative creativity in leaner media","authors":"Vanessa Y. Oviedo, Jean E. Fox Tree","doi":"10.1016/j.chbr.2024.100514","DOIUrl":"10.1016/j.chbr.2024.100514","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100514"},"PeriodicalIF":4.9,"publicationDate":"2024-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142662333","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}
Pub Date : 2024-10-19DOI: 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.
{"title":"Inside the gamer's mind: How violent video games and emotional dysregulation affect EEG interbrain synchronization","authors":"Giorgio Veneziani , Federica Luciani , Marcello Miceli , Sara Spallaccini , Federica Galli , Lina Pezzuti , 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}
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.
{"title":"How can ChatGPT open promising avenues for L2 development? A phenomenological study involving EFL university students in Iran","authors":"Afsheen Rezai , Ehsan Namaziandost , Gwo-Jen Hwang","doi":"10.1016/j.chbr.2024.100510","DOIUrl":"10.1016/j.chbr.2024.100510","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100510"},"PeriodicalIF":4.9,"publicationDate":"2024-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527172","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}
Pub Date : 2024-10-16DOI: 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.
{"title":"Questionnaires for evaluating virtual reality: A systematic scoping review","authors":"Lina Bareišytė , Syl Slatman , Judith Austin , Martin Rosema , Iris van Sintemaartensdijk , Steven Watson , Christina Bode","doi":"10.1016/j.chbr.2024.100505","DOIUrl":"10.1016/j.chbr.2024.100505","url":null,"abstract":"<div><h3>Introduction</h3><div>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.</div></div><div><h3>Methods</h3><div>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.</div></div><div><h3>Results</h3><div>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 (<em>n</em> = 26), user experience (<em>n</em> = 15) and motion sickness (<em>n</em> = 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.</div></div><div><h3>Discussion</h3><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100505"},"PeriodicalIF":4.9,"publicationDate":"2024-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527100","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}
Pub Date : 2024-10-15DOI: 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.
{"title":"Recurrent pain symptoms among adolescents with generalized and specific problematic internet use: A large-scale cross-sectional study","authors":"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","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}
Pub Date : 2024-10-15DOI: 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.
{"title":"Relationship between regulatory processes and problematic social media use: A systematic review","authors":"Leyre San Martín Iñiguez , Elkin Luis García , Esther Rosado Luna , Laura Garcia-Rodriguez , Martín Aoiz Pinillos , Jesús de la Fuente Arias , Ignacio Moron Henche","doi":"10.1016/j.chbr.2024.100507","DOIUrl":"10.1016/j.chbr.2024.100507","url":null,"abstract":"<div><h3>Objective</h3><div>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.</div></div><div><h3>Method</h3><div>A systematic search was conducted in five databases, and all articles published from May 2013 to April 2024 were identified.</div></div><div><h3>Results</h3><div>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.</div></div><div><h3>Conclusion</h3><div>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.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100507"},"PeriodicalIF":4.9,"publicationDate":"2024-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142444766","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}