{"title":"Zoom Fatigue and Facial Dissatisfaction Relate to Virtual Meeting Engagement Differently in the U.S. and South Korean Contexts.","authors":"Chaeyun Lim, Rabindra Ratan","doi":"10.1089/cyber.2024.0099","DOIUrl":"10.1089/cyber.2024.0099","url":null,"abstract":"<p><p>Virtual meetings, facilitated through videoconferencing or virtual reality, have become a common form of workplace communication. Despite the advantages these meetings offer, enabling collaboration among workers in dispersed locations, the phenomenon of virtual meeting fatigue, commonly referred to as Zoom fatigue, has emerged as a significant concern. This study explores whether facial appearance dissatisfaction, a known contributor to Zoom fatigue, leads to reduced engagement in virtual meeting interactions by mediating the role of Zoom fatigue. Furthermore, this study examines the impact of facial dissatisfaction and Zoom fatigue on virtual meeting engagement cross-culturally, within the contexts of South Korea and the United States. The findings indicate that in the United States, facial dissatisfaction led to a lower level of virtual meeting engagement through the mediating role of Zoom fatigue, while in South Korea, facial dissatisfaction negatively impacted virtual meeting engagement regardless of Zoom fatigue levels. Additionally, we reveal that Zoom fatigue and facial dissatisfaction are more pronounced among U.S. women than U.S. men, but differences were not observed between South Korean women and men. These results underscore the influence of societal competitiveness, as seen in South Korea, on impression management concerns in technology-mediated work environments. We highlight the importance of developing virtual meeting features to mitigate facial dissatisfaction and Zoom fatigue, thereby enhancing engagement in virtual interactions.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"82-89"},"PeriodicalIF":4.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142794547","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}
Nicholas A Palomares, Caroline Murray, Mir Md Fazla Rabby, Maya Blitch, Rebecca Baumler, Sarah E Boro
{"title":"Anonymous and Insecure Bullies are Less Depressed than Confident and Identifiable Ones, but Only if Remorseful: Cyberbullying Goals, Identifiability, and Depression.","authors":"Nicholas A Palomares, Caroline Murray, Mir Md Fazla Rabby, Maya Blitch, Rebecca Baumler, Sarah E Boro","doi":"10.1089/cyber.2024.0289","DOIUrl":"10.1089/cyber.2024.0289","url":null,"abstract":"<p><p>The connection between bullying others and depression is clear. Less clear are the communicative paths through which being a bully leads to depression. Cyberbullying consists of communicative episodes that transcend modes of communication, contexts, and relationships wherein a social network of communicators pursues a subordinate goal of harming other(s) mentally, emotionally, and/or physically to achieve a hierarchically represented set of superordinate goals. Rooted in this conceptualization, we asked 739 undergraduate students to report on a memorable episode of which 374 met our criteria and reported on sending a series of hurtful messages. We employed close-ended self-report measures, as well as open-ended responses subjected to Linguistic Inquiry and Word Count (LIWC-22) sentiment analysis, and moderated mediation models. Data suggest four conclusions. First, the extent to which bullies attack for five cyberbullying goals (insecurity, past-harm, highlight-differences, upward-mobility, and revenge) depends on how identifiable a cyberbully feels during the bullying episodes. Second, whereas bivariate associations among the five goals and depression emerged, when considering the full theoretical model, only insecurity goals sustained as an effective predictor of increased levels of depression. Third, anonymous bullies who attack because they are insecure are less depressed than confident and identifiable bullies, but only if they experience negative emotions post-attack. Finally, message severity (assessed via LIWC-22) was (a) an ineffective mediator, (b) not associated with depression or identifiability, and (c) mostly not associated with goals.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"120-125"},"PeriodicalIF":4.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142767051","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}
Patrick J Ewell, James C Hamilton, Rosanna E Guadagno
{"title":"The Spoilers of Virtual War: Experience and Performance Mediate the Relationship Between Violent Video Games and Hostility.","authors":"Patrick J Ewell, James C Hamilton, Rosanna E Guadagno","doi":"10.1089/cyber.2024.0246","DOIUrl":"10.1089/cyber.2024.0246","url":null,"abstract":"<p><p>A substantial portion of the literature investigating whether playing video games with violent content causes aggressive thoughts, feelings, and behaviors has relied on experimental exposure to video game violence. To date, there is significant evidence suggesting these concepts are positively related, while other experiments demonstrate a null effect. A potential explanation for these contradicting findings is a failure to account for confounding such as video game performance and video game experience. This was examined across two experiments in which dyads played a violent video game and then completed state measures of hostility and positive and negative affects. Players with superior performance and greater gaming experience reported less hostility, less negative affect, and more positive affect. Mediation models showed that experience reduced hostility indirectly through performance. Historically, concern for hostility was greatest for frequent players, however, the current evidence suggests that these two variables should be accounted for prior to drawing conclusions. More broadly, future research might benefit by considering the phenomenology of gameplay in research on the risks and benefits of this hobby.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"98-104"},"PeriodicalIF":4.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142946006","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}
Youngju Jung, Taeyeon Kim, Sojin Lee, Seung Min, Yongjun Sung
{"title":"Short Made Them Powerful: Exploring Motivations and Problematic Uses of TikTok.","authors":"Youngju Jung, Taeyeon Kim, Sojin Lee, Seung Min, Yongjun Sung","doi":"10.1089/cyber.2024.0328","DOIUrl":"10.1089/cyber.2024.0328","url":null,"abstract":"<p><p>The penetration of short-form content in daily life is undeniable. TikTok is one of the most popular and fastest-growing short-form video applications globally. This study examined the underlying motives for using TikTok and explored differences in psychological symptoms related to TikTok usage patterns (i.e., active vs. passive). A survey of 500 TikTok users identified six prominent reasons for engaging in TikTok. These are \"information-seeking,\" \"time-killing,\" \"self-expression,\" \"trend-seeking,\" \"escapism,\" and \"inspiration-seeking.\" In addition, the active use of TikTok was positively associated with dependency and addictive symptoms. The results contribute to the understanding of TikTok and other short-form videos by uncovering motives and demonstrating the distinguished outcomes of usage types.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"28 2","pages":"90-97"},"PeriodicalIF":4.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143363859","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":"Dating App Users: Interpersonal Styles and Self-Reported Mating Success.","authors":"Lennart Freyth, Peter K Jonason","doi":"10.1089/cyber.2023.0256","DOIUrl":"10.1089/cyber.2023.0256","url":null,"abstract":"<p><p>In this study (<i>N</i> = 495), dating apps were conceptualized as digital leks. We examined how interpersonal (narcissism, Machiavellianism, psychopathy), sexual (sociosexual attitudes, desires, and behavior), and search (satisficing, alternatives) styles relate to mating success through dating apps (dates and sex). Individuals with a faster life history strategy, particularly men high in psychopathy and sexual desires, report more mating success via dating apps. Women who were easier satisficed also experienced more Tinder-sex. These findings clarify the nuanced roles of sociosexuality facets in dating app success, enriching the discourse on digital mating behaviors. Using the life history framework, this research advances our understanding of how personality shapes real-world mating outcomes that originate in digital contexts.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"112-119"},"PeriodicalIF":4.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142715522","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":"Exploring the Influence of the Dark Triad on Indirect Cyber Aggression: A Longitudinal Study of a Taiwanese Sample.","authors":"Cheng-Yen Wang, Kaiwen Bi","doi":"10.1089/cyber.2024.0303","DOIUrl":"10.1089/cyber.2024.0303","url":null,"abstract":"<p><p>A growing body of research suggests a link between Dark Triad personality traits and cyber aggression but inconsistencies exist. These inconsistencies may be due to limitations in past studies (e.g., using single measures of cyber aggression, summing up individual Dark Triad measures without assessing their interactions, and/or over-relying on cross-sectional data). To address these gaps, this innovative study followed a large sample of Taiwanese (<i>N</i> = 880) and employed a longitudinal design to examine the main and potentially interactive effects of individual Dark Triad traits (Machiavellianism, narcissism, and psychopathy) on three specific forms of indirect cyber aggression (cyberstalking, exclusion, and outing) assessed one year apart. By investigating these relationships over time, this longitudinal study aims to shed light on the nuanced interplay between personality and online misconduct. Findings reveal a significant interaction between Machiavellianism and narcissism, such that individuals high in both traits exhibit a greater propensity for all three forms of indirect cyber aggression. Moreover, individuals high on both psychopathy and narcissism are more likely to engage in outing behaviors, potentially due to the ease of accessing personal information online. These findings contribute to a deeper understanding of the complex interplay between personality and online aggression.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":" ","pages":"105-111"},"PeriodicalIF":4.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142715539","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":"I Did 10,000 Steps so I Earned This Treat: Problematic Smartwatch Use and Exercise Tracking Associations with Compensatory Eating and Sedentary Activity.","authors":"Aysha Siddika,Morgan E Ellithorpe","doi":"10.1089/cyber.2024.0204","DOIUrl":"https://doi.org/10.1089/cyber.2024.0204","url":null,"abstract":"Smartwatches are digital devices, similar to smartphones, and come with the possibility of problematic use. Problematic technology use is the experience of psychological distress or reduced daily functioning in response to excessive or addictive technology use. The purpose of this study was to explore whether problematic use of smartwatch devices for exercise tracking influences user's health behaviors such as eating habits and sedentary activity. An online survey was conducted among college-aged smartwatch users (n = 221). Results showed that using smartwatches for exercise tracking has a positive relationship with compensatory eating behavior (i.e., increasing caloric intake after exercise) when the use is higher in problematic use. This study concludes that although smartwatch devices are promoted to aid healthy behaviors, their impact on positive health outcomes may be limited for some users, to the extent that compensatory eating can derail fitness goals and may exacerbate eating behaviors. Future research should aim to develop health messaging for smartwatch users to make them aware of the potential for compensatory eating behavior to undermine their goals in the face of excessive smartwatch use for fitness purposes.","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"98 1","pages":""},"PeriodicalIF":6.6,"publicationDate":"2025-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142989147","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}
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":"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}