Lucas Silva de Amorim, Janaína dos Santos Benvindo, Áurio Lúcio Leocádio, Rodrigo Ladeira, Wesley Vieira da Silva, Claudimar Pereira da Veiga
{"title":"Beyond Gaming: Determinants of Behavioral Intention to Adopt the Metaverse Among Gamers and Nongamers in an Emerging Market","authors":"Lucas Silva de Amorim, Janaína dos Santos Benvindo, Áurio Lúcio Leocádio, Rodrigo Ladeira, Wesley Vieira da Silva, Claudimar Pereira da Veiga","doi":"10.1155/hbe2/8822963","DOIUrl":"https://doi.org/10.1155/hbe2/8822963","url":null,"abstract":"<p>The rapid diffusion of the metaverse is reshaping consumer behavior worldwide, yet consumers′ behavioral intention to adopt the metaverse remains theoretically fragmented across user groups and insufficiently understood in emerging markets. Prior research has relied heavily on homogeneous samples, particularly gamer-centered populations, providing limited comparative evidence on how the mechanisms of behavioral intention to adopt the metaverse differ between gamers and nongamers. As a result, it remains unclear whether traditional technology acceptance models (TAMs) adequately explain the adoption of immersive technology across distinct user segments. To address this gap, this study investigates the determinants of behavioral intention to adopt the metaverse in Brazil through a multigroup analysis comparing gamers and nongamers. The TAM was refined by incorporating trust, compatibility, social influence, and technology availability to capture the drivers of behavioral intention to adopt the metaverse among gamers (<i>n</i> = 201) and nongamers (<i>n</i> = 238). Survey data were analyzed using PLS-SEM to test the proposed relationships. The findings reveal heterogeneous pathways to adoption intention across user groups. Ease of use, compatibility, and trust emerged as significant drivers for both groups, whereas perceived usefulness influenced behavioral intention to adopt the metaverse only among nongamers. Conversely, social influence and technology availability had stronger effects on gamers, suggesting that social interactions and experiential dynamics play a central role for digitally immersed users. These results demonstrate that intention to adopt immersive technology cannot be fully explained by universal utilitarian mechanisms, as the TAM explanatory structure varies with users′ levels of digital immersion and consumption-related interactions. The findings also indicate that the Brazilian emerging-market context amplifies differences in infrastructure, trust, and access to technology. From a managerial perspective, the results suggest that intuitive design and trust-building mechanisms constitute universal requirements, whereas communication strategies should emphasize usefulness and accessibility for nongamers and leverage community endorsement and immersive engagement for gamers. The study contributes to the literature by revealing the boundary conditions of TAM in immersive digital environments and advancing a more segment-sensitive understanding of behavioral intention to adopt the metaverse.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8822963","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146152","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}
{"title":"Dialogue Simulation With Interactive Agents for Personality Measurement Under Instructed Faking","authors":"Kei Hyodo, Tomonori Kubota, Satoshi Sato, Hideki Tanaka, Kohei Ogawa","doi":"10.1155/hbe2/7782135","DOIUrl":"https://doi.org/10.1155/hbe2/7782135","url":null,"abstract":"<p>Measurement of personality traits through self-assessment questionnaires is widely used because of its ease of implementation; however, the validity of such measurements is compromised by social desirability bias (SDB), in which respondents provide answers that portray themselves favorably. Although observation methods through dialogue simulation can mitigate SDB, their practical application is limited by high costs and implementation complexity. Observation-based dialogue simulations may reduce reliance on direct self-report, but their practical application is limited by high costs and implementation complexity. This paper proposes a personality measurement method through dialogue simulation with interactive agents powered by large language models (LLMs) to suppress faking responses caused by SDB while addressing cost and complexity challenges. This paper proposes a personality measurement method through dialogue simulation with interactive agents powered by LLMs and conducts an initial examination of whether its scores change under instructed faking, while addressing cost and complexity challenges. The proposed method configures dialogue scenarios based on target personality traits and corresponding psychological scales, then derives measurement scores by automatically analyzing dialogue logs obtained from respondents′ interactions with interactive agents. To examine the proposed method, we conducted one online study with two measurement conditions: a questionnaire condition and a dialogue simulation condition. Each measurement condition included an honest instruction condition and a faking instruction condition. In the questionnaire condition, personality scores shifted in socially desirable directions under the faking instruction. In the dialogue simulation condition, no statistically significant differences were found between the two instruction conditions, and equivalence was supported for openness and extraversion. However, equivalence was not established for the other Big Five factors, and the present design did not directly examine convergent validity between questionnaire-based and dialogue-based scores. These findings provide preliminary evidence that dialogue simulation with interactive agents may reduce the influence of instructed faking in some cases, although further validation with larger samples and within-participant comparisons is needed.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/7782135","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146216","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}
Virginia Martel-Pérez, Claudio-Alberto Rodríguez-Suárez, Candelaria de la Merced Díaz-González, Milagros De La Rosa-Hormiga, Héctor González-De La Torre
{"title":"Problematic Smartphone Use and Addiction Among University Health Sciences Students: A Cross-Sectional Analytical Study","authors":"Virginia Martel-Pérez, Claudio-Alberto Rodríguez-Suárez, Candelaria de la Merced Díaz-González, Milagros De La Rosa-Hormiga, Héctor González-De La Torre","doi":"10.1155/hbe2/4119424","DOIUrl":"https://doi.org/10.1155/hbe2/4119424","url":null,"abstract":"<div>\u0000 \u0000 <section>\u0000 \u0000 <h3> Aim</h3>\u0000 \u0000 <p>This study is aimed at evaluating problematic smartphone use among health science university students and examining its association with sociodemographic, academic, and smartphone-use-related factors.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <h3> Design</h3>\u0000 \u0000 <p>This is a cross-sectional analytical study.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <h3> Methods</h3>\u0000 \u0000 <p>Nursing, physiotherapy, and medicine students enrolled at the University of Las Palmas de Gran Canaria (Spain) were recruited through stratified nonprobabilistic sampling. Problematic smartphone use was assessed using the Spanish version of the Smartphone Addiction Inventory (SPAI-SV), analyzed as a continuous score using the established ≥ 44-point cutoff. Nonparametric tests were applied, and effect sizes were calculated with Jamovi (Version 2.4.12). The study was approved by the research ethics committee.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <h3> Results</h3>\u0000 \u0000 <p>A total of 262 responses were obtained (mean age 22.7 ± 6.3 years; 74.4% women). The mean SPAI-SV score was 52.30 ± 14.60 (95% CI: 50.52–54.07), and 68.3% of participants scored ≥ 44. Tolerance and compulsive behavior showed the highest standardized scores. Higher SPAI-SV scores were associated with younger age, earlier smartphone acquisition, longer recreational use, and predominant social media use. Physiotherapy students and first-year students showed higher scores, although subgroup findings should be interpreted cautiously.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <h3> Conclusion</h3>\u0000 \u0000 <p>Problematic smartphone use was frequent in this sample and was associated with several demographic and smartphone-use characteristics, supporting the relevance of targeted preventive and digital education strategies.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <h3> Impact</h3>\u0000 \u0000 <p>These findings identify problematic smartphone use as a relevant digital-health issue among health sciences students and support strategies promoting healthier technology use.</p>\u0000 </section>\u0000 </div>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/4119424","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146036","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}
Sylvester Kyei-Gyamfi, Frank Kyei-Arthur, Abena Kyere, Ellen Abakah
{"title":"Gendered Patterns and Meanings of Social Media Use Among Children in Tema, Ghana","authors":"Sylvester Kyei-Gyamfi, Frank Kyei-Arthur, Abena Kyere, Ellen Abakah","doi":"10.1155/hbe2/9930693","DOIUrl":"https://doi.org/10.1155/hbe2/9930693","url":null,"abstract":"<p>Although past studies have documented children′s social media use, the gendered dynamics shaping how boys and girls engage with specific platforms remain underexplored, particularly in sub-Saharan Africa. This study explored the prevalence of social media usage among children, gendered differences in patterns of use and the motivations behind platform choices. The study employed a cross-sectional design using convenience and snowball sampling techniques for data collection and analysis, with explicit attention to gender as an analytical category. The social cognitive theory (SCT) underpins the study. A total of 400 children aged 8–17 years (200 males and 200 females) from Tema were surveyed, alongside in-depth telephone interviews with 50 children (25 males and 25 females). The findings show that 81.3% of children have ever used social media, with usage significantly higher among males (85.5%) than females (77.0%). Also, more children aged 14–17 years (99.2%) had ever used social media than those aged 11–13 years (62.1%) and 8–10 years (44.4%). TikTok emerged as the most preferred platform overall. However, marked gendered patterns were observed: Girls predominantly used platforms that prioritise communication, trust and safety, whereas boys favoured platforms oriented towards entertainment, sports and visibility. These findings demonstrate that children′s social media use is deeply embedded in gendered socialisation processes, cultural norms and expectations. Programme managers and policymakers should adopt gender-responsive communication strategies when engaging children through digital platforms.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/9930693","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146150","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}
Mauricio Vásquez-Carbonell, Rafael Blanco-Puello, Jorge Bolívar-Redondo, Juan C. Torres
{"title":"Symptoms of Cybersickness Do Not Negatively Affect the Intention to Use Virtual Reality in Education","authors":"Mauricio Vásquez-Carbonell, Rafael Blanco-Puello, Jorge Bolívar-Redondo, Juan C. Torres","doi":"10.1155/hbe2/6742321","DOIUrl":"https://doi.org/10.1155/hbe2/6742321","url":null,"abstract":"<p>Virtual reality (VR) is an innovative technology that has shown considerable potential for enhancing professional training across a range of disciplines. Nevertheless, several factors may hinder its widespread adoption, with motion sickness (also referred to as cybersickness) being among the most significant. This condition can adversely affect the user experience and contribute to negative perceptions of VR. To investigate this issue in greater depth, a study was conducted with a sample of <i>n</i> = 76, male and female engineering students, employing the Simulation Sickness Questionnaire (SSQ) with personalized questions, to evaluate both the prevalence of cybersickness symptoms and participants’ intention to use VR in the future. The findings revealed that although 25% of users reported experiencing symptoms associated with cybersickness, 96% still expressed a willingness to use the technology again. These results indicate that, despite the discomfort that cybersickness can cause, users largely remain motivated to engage with VR technology in the near future. Additionally, significant gender differences were found in cybersickness susceptibility, with female participants reporting higher levels of discomfort, although this did not translate into lower intention to reuse VR.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6742321","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149145937","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}
{"title":"A Jedi Approach to Learning: Integrating STEAM, Social-Emotional Development, and Creativity","authors":"Elena Vercher Ribis, Josep Holgado García","doi":"10.1155/hbe2/6683139","DOIUrl":"https://doi.org/10.1155/hbe2/6683139","url":null,"abstract":"<p>This paper reports an exploratory pilot of the Jedi Academy project, a gamified primary-school program that combines STEAM and English as a foreign language (EFL) work, social-emotional learning, and creativity within a Star Wars narrative. Through a sequence of hands-on activities, including Jedi Code reflection, lightsaber design in Tinkercad, 3D printing, and coding micro: Bit LEDs with MakeCode, the project set out to support digital citizenship, positive peer relationships, and emotional expression among children aged 8–10. Using a single-group pretest and posttest design, we collected data from 63 pupils with a questionnaire that combined closed ordinal items and open-ended questions, analyzed with descriptive statistics, nonparametric tests, and a thematic analysis of the open responses. At baseline, most children reported having experienced online harassment, and few said that they always felt safe online. After the project, the two items measured on the same scale at both points showed positive shifts in peer interaction and in comfort expressing emotions, and on the change-rated items a majority of children reported feeling safer online, perceiving less cyberbullying, and relating more positively to peers, whereas a sizeable minority reported no change. The open responses pointed to greater confidence, better communication, and a stronger sense of belonging. As a single-group pilot in one setting and without a control group, the study cannot show that the program works, but it gives an account of a promising and reproducible classroom program together with the measurement work that a fuller evaluation would require.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6683139","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146160","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}
Man The Nguyen, Khoa Tran Dang Thach, Chi Ngoc Lan Nguyen, Anh Chuong Nguyen, Han Kha Doan
{"title":"Integrating Digital Agenticity and Cybernetic Feedback in AI Chatbot Adoption: From Stimulus to Sustainable Consumption Through Cognitive and Emotional Pathways","authors":"Man The Nguyen, Khoa Tran Dang Thach, Chi Ngoc Lan Nguyen, Anh Chuong Nguyen, Han Kha Doan","doi":"10.1155/hbe2/8063779","DOIUrl":"https://doi.org/10.1155/hbe2/8063779","url":null,"abstract":"<p>Artificial intelligence (AI) chatbots increasingly influence consumer decision-making in sustainability domains where information asymmetry and greenwashing concerns often create uncertainty. Drawing on Digital Agenticity Theory (DAT) and cybernetics theory, this study investigates the dynamic formation of AI perceptions, specifically how interaction frequency may strengthen digital agenticity and subsequently connect with perceived anthropomorphism. Unlike traditional models that view cognitive and emotional responses as parallel, our framework proposes a sequential mechanism from anthropomorphism to efficiency and from efficiency to both awe and usage intention. Using a two-wave survey of 779 Vietnamese consumers and PLS-SEM analysis, the findings suggest that frequent interactions dynamically cultivate perceptions of digital agenticity within this sample. Critically, anthropomorphism may function as a potential cognitive lubricator that facilitates efficiency perceptions, which directly relates to usage intention and indirectly supports adoption pathways through the elicitation of awe when performance appears to exceed expectations. These findings offer exploratory support for reframing AI chatbots as potential contextual moral partners in sustainable consumption. This study extends the conceptual scope of DAT and cybernetics theory to sustainability, offering culturally grounded insights for building trust and supporting green consumption tendencies in emerging markets.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8063779","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146933","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}
Hosam Alden Riyadh, Abdulsatar Abduljabbar Sultan, Amir A. Abdulmuhsin, Tha′er Abdelwahab Almajali, Saad G. Yaseen
{"title":"Exploring Key Drivers of Solar and Green Innovations Acceptance: Perceived Social Influence and User Intentions","authors":"Hosam Alden Riyadh, Abdulsatar Abduljabbar Sultan, Amir A. Abdulmuhsin, Tha′er Abdelwahab Almajali, Saad G. Yaseen","doi":"10.1155/hbe2/4778030","DOIUrl":"https://doi.org/10.1155/hbe2/4778030","url":null,"abstract":"<p>The purpose of this study is to analyze the factors affecting consumer intentions to adopt solar innovations, with a particular focus on households in major cities in Iraq. The objective is also to ascertain how perceived social influence, in conjunction with other variables, influences the uptake of solar technology. Drawing on diffusion of innovation theory and related technology-adoption perspectives, the study evaluates the effects of relative advantage, compatibility, complexity-related perceptions, and perceived social influence on behavioral intention and the subsequent effect of behavioral intention on adoption. A quantitative questionnaire survey was conducted with 324 respondents from Baghdad, Basra, Erbil, and Mosul, and the data were analyzed using partial least squares structural equation modeling. The findings show that relative advantage, lower perceived complexity, and perceived social influence significantly predict future-use/continued-use behavioral intention, whereas compatibility does not have a significant effect. Behavioral intention, in turn, has a strong positive association with household adoption of solar energy systems. The study contributes to sustainable technology-acceptance research by showing how perceived social influence and innovation-related perceptions are associated with behavioral intention and adoption among surveyed urban respondents in Iraq. The findings offer implications for future research and cautious, context-specific policy and practice discussions rather than population-level conclusions for Iraq as a whole.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/4778030","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146948","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}
Luiz Alberto Pilatti, José Roberto Herrera Cantorani, Camila Lopes Ferreira, Claudia Tania Picinin
{"title":"Generative AI in Scientific Publishing: A Comparative Analysis of Editorial Policies of Five Major Publishers","authors":"Luiz Alberto Pilatti, José Roberto Herrera Cantorani, Camila Lopes Ferreira, Claudia Tania Picinin","doi":"10.1155/hbe2/6708778","DOIUrl":"https://doi.org/10.1155/hbe2/6708778","url":null,"abstract":"<p>This study examines the generative artificial intelligence (AI) policies of major scholarly publishers as instruments of private governance in scholarly publishing. Using documentary and comparative policy analysis, we analyze official policies issued by Elsevier, Springer Nature, Wiley, Taylor & Francis, and Sage across five dimensions: image manipulation, authorship attribution, AI use in peer review, disclosure, and human oversight. The primary policy snapshot comprises documents accessed from March 15 to 30, 2025, and a May 2026 stability audit identified no score-changing revisions. Two researchers independently coded the policies using a five-level ordinal rubric of formal policy prescriptiveness (Cohen′s <i>κ</i> = 0.869 before consensus). The results confirm, rather than newly establish, convergence documented in earlier empirical studies; AI systems are excluded from authorship, human actors retain accountability, and substantive AI use is expected to be transparent. However, operational rules differ, particularly in peer-review workflows and disclosure. Scores are strongly concentrated at the upper end of the rubric (20/25 cells are 4 or 5; 15/25 are 5), limiting fine-grained discrimination among publishers. Interpreted through institutional and private governance theory, the policies can be understood as private rule-making with regulatory implications; the present design does not measure behavioral effects or enforcement in practice.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6708778","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146663","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}
Alexandru Popescu, Tudor-Daniel Huțul, Andreea Huțul, Andrei Corneliu Holman, Adina Karner-Huțuleac
{"title":"From Code to Canvas: Changes in Aesthetic Evaluation of AI-Generated Art due to Authorship Attribution","authors":"Alexandru Popescu, Tudor-Daniel Huțul, Andreea Huțul, Andrei Corneliu Holman, Adina Karner-Huțuleac","doi":"10.1155/hbe2/2380712","DOIUrl":"https://doi.org/10.1155/hbe2/2380712","url":null,"abstract":"<p>The rise of artificial intelligence (AI) in art creation has intensified debate about how AI-generated artworks are aesthetically evaluated. Previous research has shown that artworks identified as AI-generated are often evaluated more negatively than human-made artworks. The present study examined whether aesthetic evaluations change after authorship is attributed to AI, a human, or a human using AI, relative to initial author-blind appraisals. Participants (<i>N</i> = 384) first rated an AI-generated image in terms of liking, beauty, interest, creativity, authenticity, and classification as art. Subsequently, after being informed that the image was created entirely by AI, entirely by a human, or by a human using AI, they rated the image again on the same measures. Results indicated that disclosing AI involvement, either full or partial, decreased the artwork′s perceived aesthetic value. This extends the understanding of negative aesthetic bias against AI art by showing that devaluation also occurs when AI authorship is disclosed only after an initial author-blind appraisal.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2026 1","pages":""},"PeriodicalIF":4.9,"publicationDate":"2026-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/2380712","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149146661","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}