Pub Date : 2024-07-10DOI: 10.1016/j.chbr.2024.100458
Corina Lacombe , Karine Elalouf , Charles Collin
Individuals with social anxiety have been shown to prefer communicating through online platforms. Part of this preference may be accounted for by their self-perceived level of social skill ability in online modalities. However, it is unclear whether perceived social skill abilities change across in-person and online contexts. Therefore, this study investigated whether specific social skills, like sociability, assertiveness, self-disclosure, and non-verbal emotion recognition vary across online and face-to-face settings. We first validated the Real and Electronic Communications Skills (RECS) questionnaire using a confirmatory factor analysis in a sample of 780 participants, who completed the survey through Qualtrics. We then conducted a series of correlations and a doubly multivariate GLM to evaluate whether perceived social skills abilities are influenced by communication medium and social anxiety. Our results indicated that we were able to validate the RECS, and that specific social skills like sociability and assertiveness are influenced by communication medium. Specifically, higher social anxiety scores were associated with decreased in-person sociability, emotion recognition, and assertiveness. The results highlight a potential perceived barrier to approaching in-person interactions, which may exacerbate avoidance of social interaction, thus resulting in social isolation and loneliness.
{"title":"Impact of social anxiety on communication skills in face-to-face vs. online contexts","authors":"Corina Lacombe , Karine Elalouf , Charles Collin","doi":"10.1016/j.chbr.2024.100458","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100458","url":null,"abstract":"<div><p>Individuals with social anxiety have been shown to prefer communicating through online platforms. Part of this preference may be accounted for by their self-perceived level of social skill ability in online modalities. However, it is unclear whether perceived social skill abilities change across in-person and online contexts. Therefore, this study investigated whether specific social skills, like sociability, assertiveness, self-disclosure, and non-verbal emotion recognition vary across online and face-to-face settings. We first validated the <em>Real and Electronic Communications Skills</em> (RECS) questionnaire using a confirmatory factor analysis in a sample of 780 participants, who completed the survey through Qualtrics. We then conducted a series of correlations and a doubly multivariate GLM to evaluate whether perceived social skills abilities are influenced by communication medium and social anxiety. Our results indicated that we were able to validate the RECS, and that specific social skills like sociability and assertiveness are influenced by communication medium. Specifically, higher social anxiety scores were associated with decreased in-person sociability, emotion recognition, and assertiveness. The results highlight a potential perceived barrier to approaching in-person interactions, which may exacerbate avoidance of social interaction, thus resulting in social isolation and loneliness.</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100458"},"PeriodicalIF":4.9,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000915/pdfft?md5=a6327c38a03981a1df8f708b0e2db984&pid=1-s2.0-S2451958824000915-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141606397","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 : 2024-07-06DOI: 10.1016/j.chbr.2024.100456
M.S.M. Sachisthal , C. Paans , A.D. Hofman , C.M. Stevenson , H.L.J. van der Maas , I. Molenaar , B.R.J. Jansen
Much research on collaborative learning focuses on working together on tasks that are designed with collaboration in mind. However, teachers may ask children to collaborate on single player tasks as well, given a scarcity of available computers in the classroom or assuming that children can learn from each other and motivate each other. In the current study, we studied the conversations of primary school children (N = 64; 39 girls, 25 boys) working together in dyads in an adaptive single-player math learning environment (Math Garden). We aimed to investigate (1) how dyads collaborate across two math tasks aimed at practicing different math skills (arithmetic vs. reasoning skills) embedded within Math Garden and (2) whether collaborative activities differed across the two math tasks. We studied both individual utterances as well as episodes of social metacognitive interactions between the dyad members. We found that children engaged in activities important for successful collaboration, such as relational and metacognitive activities. Moreover, we identified social metacognitive episodes, meaning that children regulated their groups’ learning and that the regulatory processes which took part within the collaborative learning session cannot be reduced to individual activities. We conclude that children engage in collaborative activities when working together on single player tasks. And, in line with previous research, these collaborative activities differed across games, highlighting that collaborative learning is shaped by the task at hand.
{"title":"Playing single-player tasks together: Dyads’ collaborative activities across two games in Math Garden","authors":"M.S.M. Sachisthal , C. Paans , A.D. Hofman , C.M. Stevenson , H.L.J. van der Maas , I. Molenaar , B.R.J. Jansen","doi":"10.1016/j.chbr.2024.100456","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100456","url":null,"abstract":"<div><p>Much research on collaborative learning focuses on working together on tasks that are designed with collaboration in mind. However, teachers may ask children to collaborate on single player tasks as well, given a scarcity of available computers in the classroom or assuming that children can learn from each other and motivate each other. In the current study, we studied the conversations of primary school children (N = 64; 39 girls, 25 boys) working together in dyads in an adaptive single-player math learning environment (Math Garden). We aimed to investigate (1) how dyads collaborate across two math tasks aimed at practicing different math skills (arithmetic vs. reasoning skills) embedded within Math Garden and (2) whether collaborative activities differed across the two math tasks. We studied both individual utterances as well as episodes of social metacognitive interactions between the dyad members. We found that children engaged in activities important for successful collaboration, such as relational and metacognitive activities. Moreover, we identified social metacognitive episodes, meaning that children regulated their groups’ learning and that the regulatory processes which took part within the collaborative learning session cannot be reduced to individual activities. We conclude that children engage in collaborative activities when working together on single player tasks. And, in line with previous research, these collaborative activities differed across games, highlighting that collaborative learning is shaped by the task at hand.</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100456"},"PeriodicalIF":4.9,"publicationDate":"2024-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000897/pdfft?md5=1fd8ad06901081939ca9f53cde844f4f&pid=1-s2.0-S2451958824000897-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141582463","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 : 2024-07-06DOI: 10.1016/j.chbr.2024.100449
Emma Engström , Irina Vartanova , Jennifer Viberg Johansson , Minna Persson , Pontus Strimling
This study explores a new way to model the adoption of AI, specifically online recommender systems. It aims to find factors that can explain the variation in usage in terms of differences between individuals and differences over technologies. We analyzed survey data from users of online platforms in the U.S. using a two-level structural equation model (SEM) (N = 1007). In this model, the dependent variable was the usage rate, which was defined as the share of time a person used a particular recommender system (e.g., “People You May Know”) when they use the platform (e.g., Facebook). The individual responses (within-systems level) were clustered in the 26 recommender systems (between-systems level). We hypothesized that three technology-specific factors, adapted from the Diffusion of Innovations (DOI) theory and the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), could explain the variations in usage at both levels: perceived performance expectancy (PE), perceived effort expectancy (EE), and perceived hedonic motivation (HM). Our estimated model showed that usage was associated with PE and HM at the within-system level and only with PE at the between-system level. A considerable part of the variation in usage across the 26 systems could be explained by PE only (R2 = 0.30). The most important contribution to practitioners is that this study provides evidence for the idea that there are inherent, measurable differences across recommender technologies that affect their usage rates, and specifically it finds usefulness to be a key factor. This is potentially valuable for app developers and marketeers who look to promote the adoption of novel recommender systems. The main contribution to the literature is that it presents a proof-of-concept of a two-level model for AI adoption, conceptualizing it as an effect of both variations over users and variations over applications. This finding is potentially valuable for policymakers, as better predictive models might enable improved assessments of AI's social implications. In future studies, the two-level approach presented here could be applied to other forms of AI, such as voice assistants, chatbots, or Internet of Things (IoT).
本研究探索了一种新的方法来模拟人工智能的应用,特别是在线推荐系统的应用。其目的是从个体差异和技术差异两个方面寻找能够解释使用差异的因素。我们使用两级结构方程模型(SEM)分析了美国网络平台用户的调查数据(N = 1007)。在该模型中,因变量是使用率,它被定义为一个人在使用平台(如 Facebook)时使用特定推荐系统(如 "你可能认识的人")的时间份额。个人回复(系统内层面)在 26 个推荐系统(系统间层面)中进行聚类。我们假设,从创新扩散(DOI)理论和技术接受与使用统一理论 2(UTAUT2)改编而来的三个技术特定因素可以解释两个层面的使用率变化:感知绩效预期(PE)、感知努力预期(EE)和感知享乐动机(HM)。我们估计的模型显示,在系统内层面,使用率与 PE 和 HM 相关,而在系统间层面,仅与 PE 相关。在 26 个系统中,使用率的很大一部分差异只能用 PE 来解释(R2 = 0.30)。这项研究对从业人员最重要的贡献在于,它为以下观点提供了证据,即不同推荐技术之间存在着影响使用率的固有的、可测量的差异,特别是它发现有用性是一个关键因素。这对于希望促进新型推荐系统采用的应用程序开发人员和营销人员来说具有潜在的价值。该研究对文献的主要贡献在于,它提出了人工智能采用的两级模型的概念验证,将其概念化为用户变化和应用程序变化的影响。这一发现对政策制定者具有潜在的价值,因为更好的预测模型可以改进对人工智能社会影响的评估。在未来的研究中,本文提出的两级方法可应用于其他形式的人工智能,如语音助手、聊天机器人或物联网(IoT)。
{"title":"Comparing and modeling the use of online recommender systems","authors":"Emma Engström , Irina Vartanova , Jennifer Viberg Johansson , Minna Persson , Pontus Strimling","doi":"10.1016/j.chbr.2024.100449","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100449","url":null,"abstract":"<div><p>This study explores a new way to model the adoption of AI, specifically online recommender systems. It aims to find factors that can explain the variation in usage in terms of differences between individuals and differences over technologies. We analyzed survey data from users of online platforms in the U.S. using a two-level structural equation model (SEM) (<em>N</em> = 1007). In this model, the dependent variable was the usage rate, which was defined as the share of time a person used a particular recommender system (e.g., “People You May Know”) when they use the platform (e.g., Facebook). The individual responses (within-systems level) were clustered in the 26 recommender systems (between-systems level). We hypothesized that three technology-specific factors, adapted from the Diffusion of Innovations (DOI) theory and the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), could explain the variations in usage at both levels: perceived performance expectancy (PE), perceived effort expectancy (EE), and perceived hedonic motivation (HM). Our estimated model showed that usage was associated with PE and HM at the within-system level and only with PE at the between-system level. A considerable part of the variation in usage across the 26 systems could be explained by PE only (<em>R</em><sup>2</sup> = 0.30). The most important contribution to practitioners is that this study provides evidence for the idea that there are inherent, measurable differences across recommender technologies that affect their usage rates, and specifically it finds usefulness to be a key factor. This is potentially valuable for app developers and marketeers who look to promote the adoption of novel recommender systems. The main contribution to the literature is that it presents a proof-of-concept of a two-level model for AI adoption, conceptualizing it as an effect of both variations over users and variations over applications. This finding is potentially valuable for policymakers, as better predictive models might enable improved assessments of AI's social implications. In future studies, the two-level approach presented here could be applied to other forms of AI, such as voice assistants, chatbots, or Internet of Things (IoT).</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100449"},"PeriodicalIF":4.9,"publicationDate":"2024-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000824/pdfft?md5=85475544bfa8184d3fccdc6631bf7dc6&pid=1-s2.0-S2451958824000824-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141594488","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 : 2024-07-05DOI: 10.1016/j.chbr.2024.100454
Olga Chernikova , Matthias Stadler , Daniel Sommerhoff , Christian Schons , Nicole Heitzmann , Doris Holzberger , Tina Seidel , Constanze Richters , Amadeus J. Pickal , Christof Wecker , Michael Nickl , Elias Codreanu , Stefan Ufer , Stephanie Kron , Caroline Corves , Birgit J. Neuhaus , Martin R. Fischer , Frank Fischer
Simulation-based learning is being increasingly implemented across different domains of higher education to facilitate essential skills and competences (e.g. diagnostic skills, problem-solving, etc.). However, the lack of research that assesses and compares simulations used in different contexts (e.g., from design perspective) makes it challenging to effectively transfer good practices or establish guidelines for effective simulations across different domains. This study suggests some initial steps to address this issue by investigating the relations between learners' experience in simulation-based learning environments and learners' diagnostic accuracy across several different domains and types of simulations, with the goal of facilitating cross-domain research and generalizability. The findings demonstrate that used learners' experience ratings are correlated with objective performance measures, and can be used for meaningful comparisons across different domains. Measures of perceived extraneous cognitive load were found to be specific to the simulation and situation, while perceived involvement and authenticity were not. Further, the negative correlation between perceived extraneous cognitive load and perceived authenticity was more pronounced in interaction-based simulations. These results provide supporting evidence for theoretical models that highlight the connection between learners' experience in simulated learning environments and their performance. Overall, this research contributes to the understanding of the relationship between learners’ experience in simulation-based learning environments and their diagnostic accuracy, paving the way for the dissemination of best practices across different domains within higher education.
{"title":"The relation between learners’ experience in simulations and diagnostic accuracy: Generalizability across medical and teacher education","authors":"Olga Chernikova , Matthias Stadler , Daniel Sommerhoff , Christian Schons , Nicole Heitzmann , Doris Holzberger , Tina Seidel , Constanze Richters , Amadeus J. Pickal , Christof Wecker , Michael Nickl , Elias Codreanu , Stefan Ufer , Stephanie Kron , Caroline Corves , Birgit J. Neuhaus , Martin R. Fischer , Frank Fischer","doi":"10.1016/j.chbr.2024.100454","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100454","url":null,"abstract":"<div><p>Simulation-based learning is being increasingly implemented across different domains of higher education to facilitate essential skills and competences (e.g. diagnostic skills, problem-solving, etc.). However, the lack of research that assesses and compares simulations used in different contexts (e.g., from design perspective) makes it challenging to effectively transfer good practices or establish guidelines for effective simulations across different domains. This study suggests some initial steps to address this issue by investigating the relations between learners' experience in simulation-based learning environments and learners' diagnostic accuracy across several different domains and types of simulations, with the goal of facilitating cross-domain research and generalizability. The findings demonstrate that used learners' experience ratings are correlated with objective performance measures, and can be used for meaningful comparisons across different domains. Measures of perceived extraneous cognitive load were found to be specific to the simulation and situation, while perceived involvement and authenticity were not. Further, the negative correlation between perceived extraneous cognitive load and perceived authenticity was more pronounced in interaction-based simulations. These results provide supporting evidence for theoretical models that highlight the connection between learners' experience in simulated learning environments and their performance. Overall, this research contributes to the understanding of the relationship between learners’ experience in simulation-based learning environments and their diagnostic accuracy, paving the way for the dissemination of best practices across different domains within higher education.</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100454"},"PeriodicalIF":4.9,"publicationDate":"2024-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000873/pdfft?md5=8c75829df377df219f8e2cadfae2d4bf&pid=1-s2.0-S2451958824000873-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141582460","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 : 2024-07-04DOI: 10.1016/j.chbr.2024.100451
Vanessa Y. Oviedo , Khia A. Johnson , Madeline Huberth , W. Owen Brimijoin
People often use audio-only communication to connect with others. Spatialization of audio has been previously found to improve immersion, presence, and social presence during conversations. We propose that spatial audio improves social connectedness between dyads. Participants engaged in three 8-min semi-structured conversations with an acquainted partner in three conditions: in-person communication, monaural audio communication, and spatial audio communication. Using Media Naturalness Theory as our theoretical framework, we found that the use of spatial audio benefited aspects of social connectedness. While in-person communication yielded the greatest social connectedness, spatial audio better facilitated social connectedness than traditional monaural communication. Spatial audio improved feelings of being physically in the same room and being on the same wavelength and produced more nonverbal behaviors associated with rapport building than monaural communication.
{"title":"Social connectedness in spatial audio calling contexts","authors":"Vanessa Y. Oviedo , Khia A. Johnson , Madeline Huberth , W. Owen Brimijoin","doi":"10.1016/j.chbr.2024.100451","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100451","url":null,"abstract":"<div><p>People often use audio-only communication to connect with others. Spatialization of audio has been previously found to improve immersion, presence, and social presence during conversations. We propose that spatial audio improves social connectedness between dyads. Participants engaged in three 8-min semi-structured conversations with an acquainted partner in three conditions: in-person communication, monaural audio communication, and spatial audio communication. Using Media Naturalness Theory as our theoretical framework, we found that the use of spatial audio benefited aspects of social connectedness. While in-person communication yielded the greatest social connectedness, spatial audio better facilitated social connectedness than traditional monaural communication. Spatial audio improved feelings of being physically in the same room and being on the same wavelength and produced more nonverbal behaviors associated with rapport building than monaural communication.</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100451"},"PeriodicalIF":4.9,"publicationDate":"2024-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000848/pdfft?md5=9e9884d4f89ae0ac351c40ae76f375be&pid=1-s2.0-S2451958824000848-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141582461","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}
The Metaverse represents an innovative post-reality universe that seamlessly blends physical reality with virtual digital environments, facilitated by advanced technologies like virtual reality. As the adoption of Metaverse gains momentum, it becomes essential to comprehend individuals’ perceptions, attitudes, and the potential influence of demographic factors on their engagement with this novel digital realm. To address this gap, a comprehensive questionnaire survey was conducted in the United Arab Emirates (UAE) to investigate participants’ understanding, attention, interest, and confidence in the Metaverse. The study also sought to examine how variables such as age, gender, education level, and professional background might impact respondents’ perceptions. This cross-sectional survey involved a diverse sample of 252 individuals residing in the UAE, encompassing different age groups, educational backgrounds, and occupations. The survey instrument was carefully designed to generate responses related to four primary dimensions: understanding, attention, interest, and confidence in the Metaverse. Demographic information, including age, gender, education level, and professional background, was also collected to assess potential associations with respondents’ perceptions. The survey findings revealed disparities based on gender and age in terms of understanding, attention, and interest in the Metaverse. Particularly, male respondents demonstrated higher levels of comprehension and attention in specific aspects, while undergraduate students or higher expressed significantly greater interest in Metaverse technology compared to individuals with lower educational backgrounds.
{"title":"Perceptions, attitudes, and demographic influences on metaverse: A comprehensive investigation","authors":"Mohamad Daradkeh , Diana W. Dawoud , Shereen Ismail , Wathiq Mansoor","doi":"10.1016/j.chbr.2024.100441","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100441","url":null,"abstract":"<div><p>The Metaverse represents an innovative post-reality universe that seamlessly blends physical reality with virtual digital environments, facilitated by advanced technologies like virtual reality. As the adoption of Metaverse gains momentum, it becomes essential to comprehend individuals’ perceptions, attitudes, and the potential influence of demographic factors on their engagement with this novel digital realm. To address this gap, a comprehensive questionnaire survey was conducted in the United Arab Emirates (UAE) to investigate participants’ understanding, attention, interest, and confidence in the Metaverse. The study also sought to examine how variables such as age, gender, education level, and professional background might impact respondents’ perceptions. This cross-sectional survey involved a diverse sample of 252 individuals residing in the UAE, encompassing different age groups, educational backgrounds, and occupations. The survey instrument was carefully designed to generate responses related to four primary dimensions: understanding, attention, interest, and confidence in the Metaverse. Demographic information, including age, gender, education level, and professional background, was also collected to assess potential associations with respondents’ perceptions. The survey findings revealed disparities based on gender and age in terms of understanding, attention, and interest in the Metaverse. Particularly, male respondents demonstrated higher levels of comprehension and attention in specific aspects, while undergraduate students or higher expressed significantly greater interest in Metaverse technology compared to individuals with lower educational backgrounds.</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100441"},"PeriodicalIF":4.9,"publicationDate":"2024-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000745/pdfft?md5=99089b2720ef12a8018772398e0176a1&pid=1-s2.0-S2451958824000745-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141541840","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 : 2024-07-03DOI: 10.1016/j.chbr.2024.100448
Kiemute Oyibo, Shogo Toyonaga
Effective persuasive messages are indispensable when it comes to using technology to motivate behavior change. However, no scoping or systematic review has explored the landscape of using conceptual frameworks to design and evaluate persuasive messages for effective persuasive communication in different domains. The primary aim of this review is to map published articles on conceptual frameworks that aid effective persuasive message design and evaluation in technology-driven interventions with a view to uncovering their potential and unfilled research gaps. The secondary aim is to uncover how persuasive message design and evaluation frameworks have been applied to address behavior change using the United Nations' Sustainable Development Goals as an analytical lens. Our results show that about three-quarter of the articles on persuasive message design and evaluation frameworks were published in the last decade. While the reviewed user studies were not longitudinal, the presented frameworks show strong promise in fostering behavior change among the target audiences if implemented correctly. However, there is a need to (1) conduct more research among underrepresented groups (e.g., in lower-to-middle-income countries in Africa, South America, and Asia) and in unexplored domains related to other United Nations’ Sustainable Development Goals other than Good Health and Wellbeing; and (2) move away from ad hoc design principles, use of only behavior theories, and non-use of validated frameworks towards using established behavioral theory-driven frameworks to design and evaluate persuasive messages to make them more effective.
{"title":"Conceptual frameworks for designing and evaluating persuasive messages aimed at changing behavior: Systematic review","authors":"Kiemute Oyibo, Shogo Toyonaga","doi":"10.1016/j.chbr.2024.100448","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100448","url":null,"abstract":"<div><p>Effective persuasive messages are indispensable when it comes to using technology to motivate behavior change. However, no scoping or systematic review has explored the landscape of using conceptual frameworks to design and evaluate persuasive messages for effective persuasive communication in different domains. The primary aim of this review is to map published articles on conceptual frameworks that aid effective persuasive message design and evaluation in technology-driven interventions with a view to uncovering their potential and unfilled research gaps. The secondary aim is to uncover how persuasive message design and evaluation frameworks have been applied to address behavior change using the United Nations' Sustainable Development Goals as an analytical lens. Our results show that about three-quarter of the articles on persuasive message design and evaluation frameworks were published in the last decade. While the reviewed user studies were not longitudinal, the presented frameworks show strong promise in fostering behavior change among the target audiences if implemented correctly. However, there is a need to (1) conduct more research among underrepresented groups (e.g., in lower-to-middle-income countries in Africa, South America, and Asia) and in unexplored domains related to other United Nations’ Sustainable Development Goals other than Good Health and Wellbeing; and (2) move away from ad hoc design principles, use of only behavior theories, and non-use of validated frameworks towards using established behavioral theory-driven frameworks to design and evaluate persuasive messages to make them more effective.</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100448"},"PeriodicalIF":4.9,"publicationDate":"2024-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000812/pdfft?md5=163831944c54d000f1e1372c3674f865&pid=1-s2.0-S2451958824000812-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141582464","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 : 2024-07-02DOI: 10.1016/j.chbr.2024.100453
Zahraa Tahhan, Georges Hatem, Ahmed M. Abouelmaty, Zad Rafei, Sanaa Awada
{"title":"Design and validation of an artificial intelligence-powered instrument for the assessment of migraine risk in university students in Lebanon","authors":"Zahraa Tahhan, Georges Hatem, Ahmed M. Abouelmaty, Zad Rafei, Sanaa Awada","doi":"10.1016/j.chbr.2024.100453","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100453","url":null,"abstract":"","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100453"},"PeriodicalIF":4.9,"publicationDate":"2024-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000861/pdfft?md5=ded968fbc761827a5ebacf5b20efba45&pid=1-s2.0-S2451958824000861-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141541839","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 : 2024-07-02DOI: 10.1016/j.chbr.2024.100450
Pascal Kowalczuk, Jennifer Musial
Digital voice assistants (DVAs) are application programs that can understand and interpret natural language voice commands. They are embedded in various products like smartphones and smart speakers and have thus become integral in everyday life, interpersonal communications, and social relationships. Despite users tend to humanize DVAs, emotions that arise in interpersonal interactions such as self-conscious emotions (i.e., pride, shame, guilt, and vicarious embarrassment) and their influence on human-machine interaction remain unstudied. Grounding on regulatory focus theory, we argue that these emotions are fundamental for promoting or preventing future DVA use. Additionally, drawing on social influence theory, we contend that the influence of self-conscious emotions on continuous DVA use varies across specific usage situations. Thus, we extend the expectation-confirmation model with self-conscious emotions and empirically compare user reactions between different social scenarios (alone and with friends in private vs. public places). Analyzing 860 DVA user responses through structural equation modeling and multigroup analysis, our findings reveal that pride consistently positively influences continuance intention across all social contexts. Furthermore, shame acts as an important inhibitor of continuance intentions in public, while guilt inhibits continuance intentions in private places. Vicarious embarrassment, however, does not exhibit significant effects in any scenario. These results carry valuable implications for both research and management in understanding and optimizing DVA user experiences.
数字语音助手(DVA)是一种能够理解和解释自然语言语音指令的应用程序。它们被嵌入到智能手机和智能扬声器等各种产品中,因此已成为日常生活、人际沟通和社会关系中不可或缺的一部分。尽管用户倾向于将 DVA 人性化,但人际交往中产生的情绪,如自我意识情绪(即自豪感、羞耻感、内疚感和替代性尴尬)及其对人机交互的影响仍未得到研究。基于调节焦点理论,我们认为这些情绪是促进或预防未来使用 DVA 的基础。此外,借鉴社会影响理论,我们认为自我意识情绪对持续使用 DVA 的影响在不同的特定使用情况下是不同的。因此,我们用自我意识情绪扩展了期望-确认模型,并通过经验比较了用户在不同社交场景(单独使用和与朋友在私人场所使用与在公共场所使用)下的反应。通过结构方程建模和多组分析对 860 个 DVA 用户的反应进行分析,我们的研究结果表明,在所有社交情境中,自豪感都会对持续意向产生积极影响。此外,在公共场合,羞耻感是继续使用意图的重要抑制因素,而在私人场所,内疚感则会抑制继续使用意图。然而,模仿性尴尬在任何情况下都没有表现出显著的影响。这些结果对研究和管理部门了解和优化 DVA 用户体验具有重要意义。
{"title":"The impact of self-conscious emotions on the continuance intention of digital voice assistants in private and public contexts","authors":"Pascal Kowalczuk, Jennifer Musial","doi":"10.1016/j.chbr.2024.100450","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100450","url":null,"abstract":"<div><p>Digital voice assistants (DVAs) are application programs that can understand and interpret natural language voice commands. They are embedded in various products like smartphones and smart speakers and have thus become integral in everyday life, interpersonal communications, and social relationships. Despite users tend to humanize DVAs, emotions that arise in interpersonal interactions such as self-conscious emotions (i.e., pride, shame, guilt, and vicarious embarrassment) and their influence on human-machine interaction remain unstudied. Grounding on regulatory focus theory, we argue that these emotions are fundamental for promoting or preventing future DVA use. Additionally, drawing on social influence theory, we contend that the influence of self-conscious emotions on continuous DVA use varies across specific usage situations. Thus, we extend the expectation-confirmation model with self-conscious emotions and empirically compare user reactions between different social scenarios (alone and with friends in private vs. public places). Analyzing 860 DVA user responses through structural equation modeling and multigroup analysis, our findings reveal that pride consistently positively influences continuance intention across all social contexts. Furthermore, shame acts as an important inhibitor of continuance intentions in public, while guilt inhibits continuance intentions in private places. Vicarious embarrassment, however, does not exhibit significant effects in any scenario. These results carry valuable implications for both research and management in understanding and optimizing DVA user experiences.</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100450"},"PeriodicalIF":4.9,"publicationDate":"2024-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2451958824000836/pdfft?md5=a111d2eec73477421612e39df0590c96&pid=1-s2.0-S2451958824000836-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141582462","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 : 2024-07-01DOI: 10.1016/j.chbr.2024.100452
Haohan Lily Hu , Alison Hui , Patrick Ip , King-Wa Fu
Hand hygiene compliance is well known as an important measure in preventing the transmission of infectious disease. Even though general public was aware of this health message during the COVID-19 pandemic, sustaining such personal hygiene behavior is difficult. While personal hygiene virtual reality intervention via an immersive experience has been found as an effective health promotion strategy, its prior implementation was mostly among healthcare workers but not among people in the community. Using a mixed methods approach, this study draws on the theory of planned behaviors to design two experimental studies for testing this interventional approach's sustainability and applicability to the general population. The result confirmed the virtual reality scenario with both presence and embodiment demonstrated a more sustainable treatment effect in boosting individual's self-efficacy over other experimental arms. Post-hoc analysis revealed the reduction of perceived barrier after exposure to immersive environment was attributable to treatment effect. The findings were reconfirmed through triangulation in the qualitative post-intervention interviews. Finally, we highlight the theoretical and practical implication of the study for the future development of personal hygiene immersive environment-based intervention.
{"title":"Effectiveness of virtual reality intervention in promoting sustainable hand hygiene for community participants: A mixed methods approach","authors":"Haohan Lily Hu , Alison Hui , Patrick Ip , King-Wa Fu","doi":"10.1016/j.chbr.2024.100452","DOIUrl":"https://doi.org/10.1016/j.chbr.2024.100452","url":null,"abstract":"<div><p>Hand hygiene compliance is well known as an important measure in preventing the transmission of infectious disease. Even though general public was aware of this health message during the COVID-19 pandemic, sustaining such personal hygiene behavior is difficult. While personal hygiene virtual reality intervention via an immersive experience has been found as an effective health promotion strategy, its prior implementation was mostly among healthcare workers but not among people in the community. Using a mixed methods approach, this study draws on the theory of planned behaviors to design two experimental studies for testing this interventional approach's sustainability and applicability to the general population. The result confirmed the virtual reality scenario with both presence and embodiment demonstrated a more sustainable treatment effect in boosting individual's self-efficacy over other experimental arms. Post-hoc analysis revealed the reduction of perceived barrier after exposure to immersive environment was attributable to treatment effect. The findings were reconfirmed through triangulation in the qualitative post-intervention interviews. Finally, we highlight the theoretical and practical implication of the study for the future development of personal hygiene immersive environment-based intervention.</p></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"15 ","pages":"Article 100452"},"PeriodicalIF":4.9,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S245195882400085X/pdfft?md5=f2ebc7eed5be32142a0ead6b5d7c857f&pid=1-s2.0-S245195882400085X-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141541838","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}