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Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks 在世界卫生组织和美国心理学会游戏障碍症状框架内验证在线游戏动机问卷(MOGQ)
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-05 DOI: 10.1016/j.chbr.2024.100504
Christian Bäcklund , Daniel Eriksson Sörman , Hanna M. Gavelin , Zsolt Demetrovics , Orsolya Király , Jessica K. Ljungberg
The increasing interest in digital games and the reasons behind their popularity worldwide warrants further psychometric investigation of motivation factors for engagement in digital games. The present study aimed to validate the Motives for Online Gaming Questionnaire (MOGQ) in a Swedish sample and compare the associations between the seven motivational factors and gaming disorder symptoms across the American Psychiatric Association and World Health Organization diagnostic frameworks. Furthermore, considering the utility of more concise psychological measures, a 14-item version of the MOGQ was developed (MOGQ-14). A sample of 678 Swedish video game players (68.4% men, 29.7% women, and 1.9% other, Mage = 29.5 years, range 15–66) were included in the analyses after participating in an online survey. The analyses revealed that the Swedish version of the MOGQ had good psychometric properties. All MOGQ factors showed good reliability (McDonald's omega), and all intercorrelations among the MOGQ dimensions were consistent with previous findings. The results showed that, on average, men reported higher gaming motivations concerning competition than women. The relationships between six gaming motivation factors (social, escape, competition, coping, skill development, fantasy) and gaming disorder symptoms were consistent with previous research. Findings indicated that the relationship between motivations (escape and recreation) and gaming disorder symptoms varied across APA and WHO diagnostic frameworks, depending on the motivation scale used (MOGQ or MOGQ-14). Recreation significantly differed in its relationship with symptoms when using MOGQ, and the MOGQ-14 showed larger effect sizes in the WHO framework for escape and recreation motivations.
随着人们对数字游戏的兴趣与日俱增,以及数字游戏风靡全球的原因,我们有必要对参与数字游戏的动机因素进行进一步的心理测量调查。本研究的目的是在瑞典样本中验证在线游戏动机问卷(MOGQ),并在美国精神病学协会和世界卫生组织的诊断框架内比较七个动机因素与游戏障碍症状之间的关联。此外,考虑到更简洁的心理测量方法的实用性,我们还开发了一个包含 14 个项目的 MOGQ 版本(MOGQ-14)。678 名瑞典电子游戏玩家(68.4% 为男性,29.7% 为女性,1.9% 为其他年龄段,年龄 = 29.5 岁,年龄范围在 15-66 岁之间)在参与在线调查后被纳入分析样本。分析结果显示,瑞典版 MOGQ 具有良好的心理测量特性。所有 MOGQ 因子都显示出良好的可靠性(麦当劳Ω),MOGQ 各维度之间的相互关系与之前的研究结果一致。结果表明,平均而言,男性在竞争方面的游戏动机高于女性。六个游戏动机因素(社交、逃避、竞争、应对、技能发展、幻想)与游戏障碍症状之间的关系与之前的研究结果一致。研究结果表明,在美国心理学会(APA)和世界卫生组织(WHO)的诊断框架中,游戏动机(逃避和娱乐)与游戏障碍症状之间的关系因所使用的游戏动机量表(MOGQ或MOGQ-14)而异。在使用MOGQ时,娱乐与症状的关系存在明显差异,而在WHO框架下,MOGQ-14在逃避和娱乐动机方面显示出更大的效应量。
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引用次数: 0
Global research trends on cyberbullying: A bibliometric study 关于网络欺凌的全球研究趋势:文献计量学研究
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-04 DOI: 10.1016/j.chbr.2024.100499
Arti Singh , Abderahman Rejeb , Hunnar Nangru , Smriti Pathak
The rapid growth of the media industry, particularly social media, has enhanced interaction and information sharing but has also led to harmful uses of cyberspace, such as cyberbullying. This phenomenon, primarily affecting adolescents, involves repeated harm through electronic devices in forms like abusive or aggressive text messages, inappropriate videos, and identity theft. The present study utilizes the Scopus database to analyze 5201 publications on cyberbullying from 1999 to 2023. Using various bibliometric network methods for analysis such as networks, citation, co-citation, collaboration, and keyword co-occurrence networks, along with intellectual structure maps, we identified key contributors and publications from this field.
The study identifies significant growth in scientific output over the years, with prominent contributors like Michelle F. Wright, Heidi Vandebosch, and Rosario Ortega-Ruiz, and key journals including Computers in Human behavior, International Journal of Environmental Research and Public Health, and Journal of Interpersonal Violence. The United States leads research production, with substantial collaboration among American institutions, followed by Canada and the United Kingdom. This study recognizes social media, gender, and online abuse as key topics well-explored in studies on cyberbullying. However, further investigation is required in fields such as cyber dating violence and harassment, along with the associated challenges faced by sexual minorities. Our results show a growing research interest among academics in understanding the various aspects of cyberbullying in recent years.
媒体行业,尤其是社交媒体的快速发展加强了互动和信息共享,但也导致了网络空间的有害使用,如网络欺凌。这种现象主要影响青少年,涉及通过电子设备以辱骂或攻击性短信、不当视频和身份盗用等形式反复造成伤害。本研究利用 Scopus 数据库分析了 1999 年至 2023 年期间有关网络欺凌的 5201 篇出版物。通过使用各种文献计量学网络分析方法,如网络、引文、共引、合作和关键词共现网络,以及知识结构图,我们确定了该领域的主要贡献者和出版物。研究发现,这些年来科学产出显著增长,主要贡献者包括米歇尔-F-赖特(Michelle F. Wright)、海蒂-万德博什(Heidi Vandebosch)和罗萨里奥-奥尔特加-鲁伊斯(Rosario Ortega-Ruiz),主要期刊包括《人类行为中的计算机》(Computers in Human behavior)、《国际环境研究与公共卫生期刊》(International Journal of Environmental Research and Public Health)和《人际暴力期刊》(Journal of Interpersonal Violence)。美国的研究成果居首位,美国机构之间开展了大量合作,其次是加拿大和英国。本研究认为,社交媒体、性别和在线虐待是网络欺凌研究中探讨较多的关键主题。然而,网络约会暴力和骚扰以及性少数群体面临的相关挑战等领域还需要进一步调查。我们的研究结果表明,近年来学术界对了解网络欺凌各个方面的研究兴趣日益浓厚。
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引用次数: 0
Enhancing M Enhancing mathematics problem-solving skills in AI-driven environment: Integrated SEM-neural network approach 在人工智能驱动的环境中提高数学解题技巧:SEM-神经网络综合方法
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-30 DOI: 10.1016/j.chbr.2024.100491
Anass Bayaga
This study explores the nexus of gamification, artificial intelligence (AI), and mathematics cognition. Sample size of 71 responded in an intervention using game-based learning (GBL) approach. The purpose of designing the GBL was to enhance computational thinking and mathematical skills. The research employed multigroup partial least squares structural equation modelling (MGA-PLS-SEM) and artificial neural networks (ANN) through multilayer perceptron (MLP) as data analysis technique. The findings showed significant positive influence on class engagement, attitudes toward mathematics, as well as student performance. The analysis also revealed gender-related variations, which affirmed the model's consistency across diverse groups. The study validated the hypothesis and consequently advocated for the transformative potential of gamification, in preparation of 21st-century learners for AI-driven digital landscape. The implications are to ensure the integration of gamified elements into educational strategies, benefiting educators, curriculum developers, and policymakers resonating strongly for educators, curriculum developers, and policymakers.
本研究探讨了游戏化、人工智能(AI)和数学认知之间的联系。71个样本对基于游戏的学习(GBL)方法进行了干预。设计 GBL 的目的是提高计算思维和数学技能。研究采用了多组偏最小二乘结构方程模型(MGA-PLS-SEM)和多层感知器(MLP)人工神经网络(ANN)作为数据分析技术。研究结果表明,数学教学对学生的课堂参与度、数学学习态度和学习成绩都有明显的积极影响。分析还揭示了与性别有关的差异,这证实了该模型在不同群体中的一致性。这项研究验证了假设,并因此倡导游戏化的变革潜力,为 21 世纪的学习者做好准备,迎接人工智能驱动的数字时代。研究的意义在于确保将游戏化元素融入教育战略,使教育工作者、课程开发人员和政策制定者从中受益。
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引用次数: 0
Trust models and theories in human–computer interaction: A systematic literature review 人机交互中的信任模型和理论:系统文献综述
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-29 DOI: 10.1016/j.chbr.2024.100495
Siddharth Gulati , Joe McDonagh , Sonia Sousa , David Lamas
Trust in human–computer interaction (HCI) has been studied from multiple angles using a variety of theoretical frameworks. However, there is no comprehensive overview of these frameworks in the literature. We conducted a systematic literature review of 47 studies to establish a body of knowledge on trust frameworks in HCI. We found that 22 studies used theories from diverse fields such as psychology, economics, and communication to study trust formation and development. Our review highlights the challenge of capturing the dynamic nature of trust in HCI, given the complex interplay of multiple underlying factors. We also identify significant gaps in the current body of literature, highlighting the scarcity of standardized, empirically validated instruments for trust measurement. To address these issues, we propose avenues for future research, both theoretical and empirical. Furthermore, we emphasize the imperative of advancing new methods to capture better the multi-dimensional nature of trust. Our review contributes to broadening the discourse on trust in HCI, stimulating further inquiry and offering valuable insights for future research and practice.
人们利用各种理论框架从多个角度研究了人机交互(HCI)中的信任问题。然而,文献中并没有对这些框架进行全面概述。我们对 47 项研究进行了系统的文献综述,以建立人机交互信任框架的知识体系。我们发现,有 22 项研究使用了心理学、经济学和传播学等不同领域的理论来研究信任的形成和发展。鉴于多种基本因素的复杂相互作用,我们的综述强调了捕捉人机交互中信任的动态性质所面临的挑战。我们还发现了当前文献中存在的重大空白,强调了缺乏标准化的、经过经验验证的信任测量工具。为了解决这些问题,我们提出了未来研究的途径,包括理论研究和实证研究。此外,我们强调必须推进新的方法,以更好地捕捉信任的多维性。我们的综述有助于拓宽人机交互中有关信任的讨论,激发进一步的探索,并为未来的研究和实践提供有价值的见解。
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引用次数: 0
AI in STEM education: The relationship between teacher perceptions and ChatGPT use STEM 教育中的人工智能:教师认知与 ChatGPT 使用之间的关系
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-28 DOI: 10.1016/j.chbr.2024.100494
Maik Beege, Christopher Hug, Josef Nerb
The rapid development of AI in the recent years has triggered numerous discussions in the education sector since it offers numerous opportunities, but also challenges. This study addresses one context in which AI might become a relevant tool for different purposes: German secondary education. This study therefore examines the extent to which STEM teachers in German secondary education assess the benefits but also the risks of ChatGPT and how this influences the future use of AI in an educational context. As part of a questionnaire study, 102 STEM teachers were investigated. The current and future use of ChatGPT and various teacher variables were recorded with questionnaires based on classifications of researchers as well as political institutions. Relationships between the variables were explored using a path model investigating hypotheses regarding the affect heuristic, perceived risks and benefits as well as effects on teaching quality. In general, AI is still used relatively rarely, but future usage expectations are high compared to current usage. Results further revealed that perceived competence and benefits of ChatGPT have a positive influence on the use and intention to use it. Perceived risks and concerns have no significant influence on the usefulness of ChatGPT in the classroom, indicating that STEM teachers use AI in the classroom despite potential concerns and perceived risks. Additionally, perceived benefits and risks are negatively associated with each other, indicating that teachers rely on an affect heuristic when judging the usefulness of AI technology in the classroom.
近年来,人工智能的快速发展在教育领域引发了众多讨论,因为它带来了众多机遇,同时也带来了挑战。本研究探讨了人工智能可能成为用于不同目的的相关工具的一种情况:德国中学教育。因此,本研究探讨了德国中学教育中的 STEM 教师对 ChatGPT 的益处和风险的评估程度,以及这对未来在教育环境中使用人工智能的影响。作为问卷调查的一部分,我们对 102 名 STEM 教师进行了调查。根据研究人员和政治机构的分类,通过调查问卷记录了 ChatGPT 当前和未来的使用情况以及各种教师变量。使用路径模型探讨了变量之间的关系,并就影响启发式、感知风险和收益以及对教学质量的影响提出了假设。总体而言,人工智能的使用仍然相对较少,但与目前的使用情况相比,未来的使用预期较高。结果进一步显示,ChatGPT 的感知能力和益处对使用和使用意向有积极影响。感知到的风险和担忧对 ChatGPT 在课堂上的实用性没有显著影响,这表明尽管存在潜在的担忧和感知到的风险,STEM 教师仍在课堂上使用人工智能。此外,感知到的益处和风险呈负相关,表明教师在判断人工智能技术在课堂中的实用性时依赖于情感启发式。
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引用次数: 0
Increasing citizen engagement in sustainable architecture using augmented reality: A pilot study 利用增强现实技术提高公民对可持续建筑的参与度:试点研究
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-28 DOI: 10.1016/j.chbr.2024.100498
Claudia Moscoso , Roya Morad , Andreas Oksvold , Olav Dimmen , Jo Skjermo , Kristoffer Tangrand
Sustainability processes aim to include citizens as it is their behaviour and use of the cities that will play a pivotal role in achieving sustainable communities. Yet, active participation of citizens can be challenging, mostly due to lack of information about the topic. Augmented Reality (AR) has been identified as a useful tool to provide information to people, yet it is unclear whether its use can contribute to achieve citizen engagement in sustainability. The present study explores whether the use of AR can increase people's understanding of sustainable architecture topics, thus increasing their interest and engagement. An experimental pilot study was designed, using a self-developed AR application (app). The AR app presented information on how different façade materials of a Sports Hall building in Oslo might impact the CO2-emissions. Two aspects were evaluated in the study: the technical aspect (related to the use of the AR tool), and the sustainability aspects (related to the users' engagement in sustainable architecture). Both aspects were evaluated via subjective assessments (i.e. how user-friendly, useful, realistic and satisfactory the app is evaluated for the technical aspects, and how users understand, get interested and engaged in sustainability aspects). In addition, possible effects of reported gender and professional background (experts vs non-experts) on the subjective evaluations were evaluated. The pilot study included 27 participants, who evaluated the AR tool using a Likert-scale to rate both the technical and the sustainability aspects. The statistical results showed that there were no significant differences between males and females or between experts and non-experts in the technical evaluation of the AR tool nor the evaluation of environmental interest. The results also showed positive correlations between the positive technical experience of the AR tool with the increment of understanding, engagement and interest of the users in sustainability. The findings show advancement in understanding the potential of the use of AR as a practical tool for increasing users' interest and engaging them into the creation of more sustainable communities.
可持续发展进程旨在将公民纳入其中,因为公民的行为和对城市的使用将在实现可持续社区方面发挥关键作用。然而,公民的积极参与可能具有挑战性,主要原因是缺乏相关信息。增强现实(AR)已被认为是向人们提供信息的有用工具,但其使用是否有助于实现公民参与可持续发展还不清楚。本研究探讨了 AR 的使用是否能增加人们对可持续建筑主题的了解,从而提高他们的兴趣和参与度。我们设计了一项实验性试点研究,使用的是自主开发的 AR 应用程序(App)。该 AR 应用程序介绍了奥斯陆体育馆建筑的不同外墙材料可能对二氧化碳排放产生的影响。该研究对两个方面进行了评估:技术方面(与 AR 工具的使用有关)和可持续性方面(与用户对可持续建筑的参与有关)。这两个方面都是通过主观评估进行评价的(即应用程序在技术方面的用户友好性、实用性、现实性和令人满意程度,以及用户对可持续发展方面的理解、兴趣和参与程度)。此外,还评估了性别和专业背景(专家与非专家)对主观评价可能产生的影响。试点研究包括 27 名参与者,他们使用李克特量表对 AR 工具的技术和可持续性方面进行了评价。统计结果表明,在对 AR 工具的技术评价和环境兴趣评价方面,男性和女性之间、专家和非专家之间没有明显差异。结果还显示,用户对 AR 工具的积极技术体验与他们对可持续发展的理解、参与度和兴趣的提高之间存在正相关。研究结果表明,将 AR 作为一种实用工具来提高用户的兴趣,并让他们参与到创建更可持续的社区中来,在理解其使用潜力方面取得了进展。
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引用次数: 0
Validation of the Virtual Reality Stroop Room: Effects of inhibiting interfering information under time-pressure and task-switching demands 虚拟现实 Stroop 房间的验证:时间压力和任务切换需求下抑制干扰信息的效果
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-26 DOI: 10.1016/j.chbr.2024.100497
Veronika Ringgold , Luca Abel , Bjoern M. Eskofier , Nicolas Rohleder
The physiological stress response affects executive functions, such as inhibition, as assessed by the Stroop Color and Word Test. In this study, we investigated the effects of the Virtual Reality Stroop Room (VRSR), a research paradigm assessing these cognitive top-down processes while inducing mild acute stress, on self-reported stress states, heart rate, salivary alpha-amylase, and cortisol. Our sample consisted of 89 participants (52 women; Age: 23.60 ± 3.88 years) and was evenly allocated to the three conditions of the VRSR (regular, time pressure, and rotation). The Stroop Effect, reflected in prolonged processing times and increased errors in the incongruent phase, was observed. Participants reported heightened Distress and Engagement post-experiment, alongside lower Worry, assessed via the Short Stress State Questionnaire. Scores from the Positive and Negative Affect Schedule indicated elevated positive affect and decreased negative affect post-study. With regard to biosignals we found that heart rate was higher in the incongruent phase, compared to the congruent phase and a significant time × condition interaction was observed. Salivary alpha-amylase exhibited a significant time effect. Results for cortisol do not support a uniform response of the hypothalamus-pituitary-adrenal (HPA) axis. In conclusion, the VRSR appears to be a valid measure for executive functions while activating the sympathetic nervous system, but not the HPA axis. Its current implementation induces mild physiological and psychological stress responses, with fewer adverse reactions compared to the Trier Social Stress Test. Future studies should leverage the adaptability of virtual reality applications to refine this research paradigm.
生理应激反应会影响执行功能,例如抑制功能,这可以通过施特罗普色彩和文字测试来评估。在本研究中,我们调查了虚拟现实 Stroop 室(VRSR)对自我报告的压力状态、心率、唾液α-淀粉酶和皮质醇的影响,虚拟现实 Stroop 室是一种评估这些自上而下认知过程的研究范式,同时会诱发轻度急性压力。我们的样本包括 89 名参与者(52 名女性;年龄:23.60 ± 3.88 岁),他们被平均分配到 VRSR 的三个条件中(常规、时间压力和旋转)。实验中观察到了 Stroop 效应,即在不一致阶段处理时间延长,错误增加。实验后,受试者的苦恼和参与度均有所提高,同时,通过短期压力状态问卷评估,受试者的担忧程度也有所降低。积极和消极情绪表的得分表明,实验后积极情绪升高,消极情绪降低。在生物信号方面,我们发现不协调阶段的心率比协调阶段高,并且观察到了显著的时间×条件交互作用。唾液中的α-淀粉酶表现出明显的时间效应。皮质醇的结果不支持下丘脑-垂体-肾上腺(HPA)轴的统一反应。总之,在激活交感神经系统而非 HPA 轴的同时,VRSR 似乎是一项有效的执行功能测试。与特里尔社会压力测试相比,目前的实施方法能诱发轻微的生理和心理压力反应,不良反应较少。未来的研究应利用虚拟现实应用的适应性来完善这一研究范式。
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引用次数: 0
Turing tests in chess: An experiment revealing the role of human subjectivity 国际象棋中的图灵测试:揭示人类主观能动性作用的实验
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-26 DOI: 10.1016/j.chbr.2024.100496
Yke Bauke Eisma, Robin Koerts, Joost de Winter
With the growing capabilities of AI, technology is increasingly able to match or even surpass human performance. In the current study, focused on the game of chess, we investigated whether chess players could distinguish whether they were playing against a human or a computer, and how they achieved this. A total of 24 chess players each played eight 5 + 0 Blitz games from different starting positions. They played against (1) a human, (2) Maia, a neural network-based chess engine trained to play in a human-like manner, (3) Stockfish 16, the best chess engine available, downgraded to play at a lower level, and (4) Stockfish 16 at its maximal level. The opponent’s move time was fixed at 10 s. During the game, participants verbalized their thoughts, and after each game, they indicated by means of a questionnaire whether they thought they had played against a human or a machine and if there were particular moves that revealed the nature of the opponent. The results showed that Stockfish at the highest level was usually correctly identified as an engine, while Maia was often incorrectly identified as a human. The moves of the downgraded Stockfish were relatively often labeled as ‘strange’ by the participants. In conclusion, the Turing test, as applied here in a domain where computers can perform superhumanly, is essentially a test of whether the chess computer can devise suboptimal moves that correspond to human moves, and not necessarily a test of computer intelligence.
随着人工智能能力的不断提高,技术越来越能够与人类的表现相媲美,甚至超越人类。在本研究中,我们以国际象棋游戏为重点,调查了棋手能否分辨出他们的对手是人类还是电脑,以及他们是如何做到这一点的。共有 24 位棋手从不同的起始位置开始,每人下了八盘 5+0 闪电战。他们的对手分别是:(1) 人类;(2) Maia(一种基于神经网络的国际象棋引擎,经过训练后能以类似人类的方式下棋);(3) Stockfish 16(目前最好的国际象棋引擎,经过降级后能以较低水平下棋);(4) Stockfish 16 的最高水平。在对局过程中,参赛者用语言表达自己的想法,并在每局对局结束后通过问卷调查的方式表明他们认为自己的对手是人类还是机器,以及是否有特定的棋步暴露了对手的性质。结果显示,最高级别的 Stockfish 通常被正确地识别为引擎,而 Maia 则经常被错误地识别为人类。被降级的 "斯托克鱼 "的棋步则相对较多地被参赛者称为 "奇怪"。总之,图灵测试应用于计算机可以超人发挥的领域,本质上是测试国际象棋计算机能否设计出与人类棋步相对应的次优棋步,而不一定是对计算机智力的测试。
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引用次数: 0
Bias at play: Investigating sensitization and desensitization to diversity and inclusion via interactions with bots 游戏中的偏见:通过与机器人的互动调查对多样性和包容性的敏感和脱敏情况
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-26 DOI: 10.1016/j.chbr.2024.100493
Geoff Kaufman, Kevin Jarbo, Cleotilde Gonzalez
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引用次数: 0
Digital eye strain symptoms worsen during prolonged digital tasks, associated with a reduction in productivity 在长时间执行数字任务时,数字眼疲劳症状会加重,从而降低工作效率
IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-09-24 DOI: 10.1016/j.chbr.2024.100489
Danielle Beeson, James S. Wolffsohn, Thameena Baigum, Talaal Qureshi, Serena Gohil, Rozia Wahid, Amy L. Sheppard

Purpose

It is often stated that digital eye strain can impact productivity and/or work accuracy, but the relationship between symptoms, productivity, and work accuracy has been unclear. Hence this study tracked the development of visuo-ocular symptoms during prolonged digital tasks and to explore the impact of higher and lower cognitive load levels on visuo-ocular symptoms, productivity, and work accuracy.

Methods

Thirty-five participants (23.2 ± 4.0 years) who had digital eye strain (diagnosed with the Computer Vision Syndrome Questionnaire) undertook an uninterrupted laptop adapted Eriksen Flanker task for 60 min on two separate days, once with a high cognitive load in randomised sequence. Symptoms were assessed at baseline and every 10 min throughout the task.

Results

All visuo-ocular symptom scores significantly worsened (F = 87.783, p < 0.001) with time, with the symptom severity increasing faster with the higher cognitive load (F = 7.110, p < 0.001). The mean total number of tasks completed was greater for the lower (1060.8 ± 296.5) than the higher (532.2 ± 123.4) cognitive load tasks (F = 138.830, p < 0.001), reducing with time (F = 7.339, p < 0.001), but in a similar way for both cognitive loads (F = 1.795, p = 0.154). Task accuracy was not affected by the cognitive load of the task (F = 1.729, p = 0.197) and was consistent over time (F = 1.885, p = 0.135).

Conclusions

Symptoms increased with task duration in individuals with digital eye strain, with a faster rate for more demanding tasks. This was associated with a decrease in the task completion rate (productivity), but not the work accuracy.
目的 人们常说数码眼疲劳会影响工作效率和/或工作准确性,但症状、工作效率和工作准确性之间的关系一直不清楚。因此,本研究追踪了长时间执行数字任务时视力-眼部症状的发展情况,并探讨了较高和较低认知负荷水平对视力-眼部症状、工作效率和工作准确性的影响。方法35名患有数字眼疲劳的参与者(23.2 ± 4.0 岁)(通过计算机视觉综合症问卷诊断)在两天内分别进行了一次不间断的笔记本电脑改编的埃里克森侧手任务,每次60分钟,并随机安排了一次高认知负荷。结果随着时间的推移,所有视力-眼部症状评分都明显恶化(F = 87.783,p < 0.001),认知负荷越高,症状严重程度增加越快(F = 7.110,p < 0.001)。认知负荷较低(1060.8 ± 296.5)时完成任务的平均总数比认知负荷较高(532.2 ± 123.4)时多(F = 138.830,p < 0.001),随着时间的推移而减少(F = 7.339,p < 0.001),但两种认知负荷的完成情况相似(F = 1.795,p = 0.154)。任务准确性不受任务认知负荷的影响(F = 1.729,p = 0.197),并且随着时间的推移保持一致(F = 1.885,p = 0.135)。这与任务完成率(生产率)的下降有关,但与工作准确性无关。
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引用次数: 0
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Computers in human behavior reports
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