Jiaxin Shi,Zaixuan Zhang,Zhansheng Chen,Tianhua Wei,Xianyou He
{"title":"Down the Digital Rabbit Hole: Objectification Increases Problematic Gaming.","authors":"Jiaxin Shi,Zaixuan Zhang,Zhansheng Chen,Tianhua Wei,Xianyou He","doi":"10.1089/cyber.2024.0362","DOIUrl":"https://doi.org/10.1089/cyber.2024.0362","url":null,"abstract":"Objectification, being perceived and treated merely as an object with a denial of one's humanness, has been linked to numerous adverse outcomes in daily life. Despite this, its influence on online behaviors, particularly problematic gaming, remains underexplored. The current research (total N = 1,000) extends the literature on objectification by investigating the effect of objectification on problematic gaming. Study 1, with a correlational design (N = 300), established a significant association between objectification and problematic gaming. Subsequent experimental studies (Studies 2 and 3) demonstrated that objectification directly contributes to increased problematic gaming intentions. Study 2, with a measurement-of-mediation design (N = 300), also identified escapism as a mediating factor, suggesting that objectification intensifies the motive to escape from reality, thereby increasing problematic gaming intentions. Furthermore, Study 3, with a moderation design (N = 400), revealed that perceived meaning in life could mitigate the negative impact of objectification on problematic gaming intentions. Collectively, these findings advance our understanding of the detrimental effects of objectification, highlighting its role in problematic gaming and identifying the potential intervention.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"30 1","pages":""},"PeriodicalIF":6.6,"publicationDate":"2025-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142989145","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sarah Todisco,Alessandra Magrelli,Chiara Stramba-Badiale,Giuseppe Riva
{"title":"VEGI GRASP: A Virtual Reality Platform for Integrated Cognitive-Motor Assessment in Frail Older Adults.","authors":"Sarah Todisco,Alessandra Magrelli,Chiara Stramba-Badiale,Giuseppe Riva","doi":"10.1089/cyber.2025.18562.ceu","DOIUrl":"https://doi.org/10.1089/cyber.2025.18562.ceu","url":null,"abstract":"","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"27 1","pages":""},"PeriodicalIF":6.6,"publicationDate":"2025-01-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142989146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"From Cyberspace to Outer Space: How Technology Will Preserve Mental Health in the Final Frontier.","authors":"Brenda K Wiederhold","doi":"10.1089/cyber.2024.0609","DOIUrl":"https://doi.org/10.1089/cyber.2024.0609","url":null,"abstract":"","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"44 1","pages":"1-3"},"PeriodicalIF":6.6,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142989148","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"FARE-Food Augmented Reality Exposure.","authors":"Luca Chittaro, Fabio Buttussi, Giuseppe Riva","doi":"10.1089/cyber.2025.18561.ceu","DOIUrl":"https://doi.org/10.1089/cyber.2025.18561.ceu","url":null,"abstract":"","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"28 1","pages":"72-74"},"PeriodicalIF":4.2,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143001587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People.","authors":"Marco Marinucci, Paolo Riva","doi":"10.1089/cyber.2024.0027","DOIUrl":"10.1089/cyber.2024.0027","url":null,"abstract":"<p><p>Virtual reality (VR) interventions are receiving increasing attention from research seeking to promote harmonious intergroup relations. Despite this, the effectiveness of VR methods and the underlying mechanisms for enhancing intergroup relations yield mixed findings. The current research examined if a 360° immersive video where participants embodied an unhoused person could improve attitudes and behavioral intentions toward unhoused people by making participants experience social exclusion and its psychological repercussions. The study (<i>N</i> = 210) adopted a 2 × 2 between-subject design where participants were assigned to embody an unhoused or housed person either watching the video in VR (in 3D using head-mounted devices) or in 2D (on a monitor). The study included a followup after 9 days. Results revealed that embodying the unhoused person (vs. housed control) led to increased experiences of social exclusion, need-threat, and negative emotions. These experiences, in turn, were associated with reduced negative attitudes toward unhoused individuals and heightened intentions to engage in charitable behaviors. Notably, the effects on attitudes and behavioral intentions persisted at the followup, with a stronger impact observed for participants who embodied the unhoused person in 3D compared to 2D. The findings suggest that tailoring VR video interventions to elicit social exclusion by embodying the perspective of marginalized social groups can enhance intergroup attitudes and intentions over time. Overall, this research underscores the prominence of VR-based interventions in improving intergroup harmony compared to less-immersive paradigms.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"65-71"},"PeriodicalIF":4.2,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142603595","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sara Ventura, Georgina Cardenas, Giuseppe Riva, Rosa Baños
{"title":"Empathy Through Immersion: The Impact of 360-Degree Virtual Reality on Fostering Perspective-Taking and Sense of Oneness in the Embodiment of a Sexual Harassment Victim.","authors":"Sara Ventura, Georgina Cardenas, Giuseppe Riva, Rosa Baños","doi":"10.1089/cyber.2024.0238","DOIUrl":"10.1089/cyber.2024.0238","url":null,"abstract":"<p><p>Sexual harassment (SH) against women is one of the most worldwide problems. To mitigate its incidence, various programs, including virtual reality (VR), have been developed for both prevention and treatment. 360-degree video has emerged as a subfield of VR capable of inducing the body swap illusion and facilitating perspective-taking (PT), as well as eliciting related emotions. The present study represents a progression from a previously published work, featuring a within-subjects design approach that showed the superiority of the immersive video to elicit empathy compared to a control condition. The aim is to investigate and validate the feasibility of using 360-degree video to foster empathy, PT, and a sense of oneness, potentially reducing violent attitudes toward a female victim of SH compared with a traditional PT task (control condition) in a between-subjects design. Forty Mexican men were randomly assigned to one of the conditions. Results confirmed the feasibility of the 360-degree video in significantly enhancing PT and a sense of oneness compared with the control condition. However, no significant changes were observed for the variables of empathy and violent attitude. Moreover, the findings supported the potential of the 360-degree video in eliciting a sense of ownership and presence with the virtual character and the immersive environment, with ownership showing a positive correlation with empathy and PT. Lastly, participant body awareness was found to be a positive predictor of ownership. Limitations and future directions are discussed.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"28-36"},"PeriodicalIF":4.2,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142715534","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Anna Davidovic, Adam Joinson, Catherine Hamilton-Giachritsis, Othman Esoul
{"title":"Not All Interventions are Made Equal: Harnessing Design and Messaging to Nudge Bystander Intervention.","authors":"Anna Davidovic, Adam Joinson, Catherine Hamilton-Giachritsis, Othman Esoul","doi":"10.1089/cyber.2024.0223","DOIUrl":"10.1089/cyber.2024.0223","url":null,"abstract":"<p><p>This study examined the influence of design \"nudges\" on bystanders' willingness to intervene in online harassment using a social media simulation. Utilizing a 2 × 2 experimental design, we tested the ability of key design features (community guidelines and pop-up messaging) to induce a sense of self-efficacy (low/high) and personal responsibility (low/high) and thence to influence intervention levels. Participants (<i>n</i> = 206) were invited to \"beta test\" a new social networking site (SNS) for 15 minutes. All participants were exposed to four instances of online harassment against a victim. Bystanders in the low efficacy and high responsibility condition were most likely to intervene, although this finding only applied to \"private\" (e.g., direct, 1-2-1 messaging) rather than \"public\" (e.g., posting on a public feed) interventions. Overall, participants preferred \"private\" interventions that avoided public confrontation. Qualitative insights highlight a perceived lack of transparency in reporting options and a belief that interventions rarely made a difference as the \"damage had been done.\" Results are discussed in relation to the amplification of personal responsibility when the SNS does not provide clear guidelines and reminders. We recommend ways of \"designing in\" nudges in practice, to facilitate bystander intervention.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"60-64"},"PeriodicalIF":4.2,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142616378","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions.","authors":"Adrià Gabarnet, Guillem Feixas, Adrián Montesano","doi":"10.1089/cyber.2024.0231","DOIUrl":"10.1089/cyber.2024.0231","url":null,"abstract":"<p><p>Virtual environments like online videogames offer increasingly more people the opportunity to socialize purely within the digital plane. These interactions, often done through customizable avatars, have brought about the concept of the \"virtual-self,\" understood as the multiple identities that can be expressed in virtual environments. This can take many forms and fulfill different psychological roles, from portraying the individual's ideal-self to allowing them to explore what it feels like to be someone completely different. In this study, we used a constructivist perspective to put forward a typology of the different ways in which players construe their virtual identities in online videogames. We administered the repertory grid technique to 202 online videogame players to measure their perceived discrepancies between their actual-self (how they see themselves), ideal-self (how they wish to be), and virtual-self (how they see their main character in a game of their choice). After conducting a cluster analysis, we found three main patterns of virtual-self construal. The projection-type, where players with a high actual-ideal discrepancy created a virtual character resembling their ideal-self; the exploration-type, where players with a lower actual-ideal discrepancy tended to create a character that was different from both their actual and ideal selves; and the proximal-type, where players created characters that were similar to their actual-self. This typology can be a useful resource for any videogame research that wishes to include an identity perspective, as well as in the diagnosis and treatment of internet gaming disorder.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"52-59"},"PeriodicalIF":4.2,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142582327","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Acknowledgment of Reviewers 2024.","authors":"","doi":"10.1089/cyber.2024.70021.revack","DOIUrl":"https://doi.org/10.1089/cyber.2024.70021.revack","url":null,"abstract":"","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"28 1","pages":"75-77"},"PeriodicalIF":4.2,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143001586","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Support of the Dimensionality and Internal Consistency of the Generalized Problematic Internet Use Scale-2: Systematic Review and Meta-Analysis.","authors":"Paula Elosua, Francisco J Abad, Ana Hernández","doi":"10.1089/cyber.2024.0162","DOIUrl":"10.1089/cyber.2024.0162","url":null,"abstract":"<p><p>The field of problematic Internet use (PIU) has seen significant academic interest in recent years. In the absence of a universally accepted definition of PIU, a multitude of scales have been developed to evaluate it. Notably, the Generalized Problematic Internet Use Scale 2 (GPIUS-2), formulated on the cognitive-behavioral model by Caplan, emerges as a significant instrument in this domain. This research conducts a systematic review and meta-analysis of the GPIUS-2. The central aim is to assess its internal structure and reliability. This is achieved by a meta-analysis of the Cronbach's alpha and the factorial structure, which is carried out in the framework of the Meta-Analytic Structural Equation Modeling. The results reveal high internal consistency of the GPIUS-2, support the multidimensional nature of the scale, and provide evidence about the presence of a generalized factor supporting the use of a total scale value as indicator of GPIUS. In addition, the study delineates potential areas for future research aimed at further refining the validity of the GPIUS-2.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"7-17"},"PeriodicalIF":4.2,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142715541","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}