Human Behavior and Emerging Technologies最新文献

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Exploring VR and Neuroscience Methodologies in Interior Design: A Systematic Review 探索VR和神经科学方法在室内设计:系统回顾
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-05-10 DOI: 10.1155/hbe2/7410855
Yasemin Albayrak-Kutlay, Murat Bengisu
{"title":"Exploring VR and Neuroscience Methodologies in Interior Design: A Systematic Review","authors":"Yasemin Albayrak-Kutlay,&nbsp;Murat Bengisu","doi":"10.1155/hbe2/7410855","DOIUrl":"https://doi.org/10.1155/hbe2/7410855","url":null,"abstract":"<p>The intersection of neuroscience and interior design offers innovative methodologies for quantifying human experiences in interiors. This systematic review explores the use of immersive virtual reality (IVR) technologies and biometrics in neuroscience-informed interior design, aimed at evaluating current practices, identifying challenges, and suggesting future directions. This study has three objectives: (1) to examine the current applications of integrated VR/neuroscience methodologies in neuroscience-informed interior design; (2) to investigate the utilization of IVR technologies, devices, and sensors measuring biometrics employed in neuroscience-informed interior design to quantify human experience; and (3) to explore potential future directions in interior design that integrate insights from neuroscientific research findings and methodologies. Using the PRISMA methodology, we searched databases, including Taylor and Francis Online, ProQuest, PubMed, PsycINFO, Web of Science, Scopus, and ScienceDirect, in October 2023, retrieving 164 eligible studies, with 29 reviewed in detail. The risk of bias was assessed by paying attention to randomization, intervention deviations, outcome measurement, and the selection of reported results. The findings highlight the critical role of IVR and biometric analysis in enhancing research validity. However, variability in data reliability and differences between self-assessed and neurophysiological outcomes, particularly in EEG studies, have been noted. Despite these limitations, the reviewed studies present reliable findings, underscoring the potential for interdisciplinary collaboration to address technical challenges. Practical implications include advancing evidence-based interior design and developing tools to capture and interpret human experiences better. This study provides designers with a detailed analysis of IVR and neuroscience methodologies, highlighting tools, outcome measures, and their advantages and limitations. Future research should prioritize deeper insights into human–environment interactions through artificial intelligence (AI), machine learning (ML), and biometric sensors integrated with IVR technologies. These advancements will equip designers with interdisciplinary methods and emerging technologies to create innovative interiors that enhance the quality of life.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/7410855","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143930253","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}
引用次数: 0
Beyond Transactions: Building Customer Loyalty and Brand Value Cocreation in Vietnamese Financial Apps 超越交易:在越南金融应用中建立客户忠诚度和品牌价值共同创造
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-05-09 DOI: 10.1155/hbe2/5599209
Luan-Thanh Nguyen, Nhi-Tuyet Thi Tran, Tri-Quan Dang, Dang Thi Viet Duc
{"title":"Beyond Transactions: Building Customer Loyalty and Brand Value Cocreation in Vietnamese Financial Apps","authors":"Luan-Thanh Nguyen,&nbsp;Nhi-Tuyet Thi Tran,&nbsp;Tri-Quan Dang,&nbsp;Dang Thi Viet Duc","doi":"10.1155/hbe2/5599209","DOIUrl":"https://doi.org/10.1155/hbe2/5599209","url":null,"abstract":"<p>Enterprises and consumers prefer digital financial product selection through financial app platforms, making Fintech one of the fastest-growing industries. Thus, the study uses gamification’s perceived value and uses and gratification theory to build a research model that examines how hedonic value, utilitarian value, social interaction, binge-playing, and convenient navigability affect customer loyalty and brand value cocreation towards financial app platforms through confirmation and engagement. This study examined data from 330 online questionnaire respondents using partial least square structural equation modeling (PLS-SEM) and artificial neural network (ANN) methods to reveal linear and nonlinear interactions. Utilitarian value, hedonic value, social interaction, and binge-playing increase customer confirmation and engagement, boosting financial app platform customer loyalty and brand value cocreation. ANN analysis shows customer engagement affects brand value cocreation more than customer confirmation. Gamification and uses and gratification theories are combined to study customer confirmation and engagement. This study also provides novel theoretical contributions in Fintech and social science behavior literature and managerial implications for financial app managers.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/5599209","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143930345","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}
引用次数: 0
Machine Learning–Driven Adaptive Testing: An Application for the MMPI Assessment 机器学习驱动的自适应测试:MMPI评估的应用
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-05-08 DOI: 10.1155/hbe2/5146188
Daiana Colledani, Egidio Robusto, Pasquale Anselmi
{"title":"Machine Learning–Driven Adaptive Testing: An Application for the MMPI Assessment","authors":"Daiana Colledani,&nbsp;Egidio Robusto,&nbsp;Pasquale Anselmi","doi":"10.1155/hbe2/5146188","DOIUrl":"https://doi.org/10.1155/hbe2/5146188","url":null,"abstract":"<p>This paper aims to examine the effectiveness of machine learning classification algorithms as a strategy to overcome the limitations associated with traditional methods for developing computerized adaptive versions of the Minnesota Multiphasic Personality Inventory-2 (MMPI-2). The focus is on the three scales in the neurotic area of the instrument, namely, hypochondria, depression, and hysteria, which were administered electronically to a nonclinical sample of 383 participants. The findings indicate that a machine learning classifier based on a model tree (ML-MT) algorithm effectively handled the complex MMPI-2 scales, yielding accurate scores while noticeably reducing item administration. In particular, the ML-MT algorithm achieved item savings between 85.99% and 93.78% and produced scores that differed from those of the full-length scales by only 2.5–3.3 points. Compared to the countdown algorithm, the ML-MT algorithm proved to be significantly more efficient and accurate. Furthermore, the ML-MT scores retained their validity, as indicated by correlations with other MMPI-2 scales that were comparable to those obtained with the full-length scales (the average difference between the correlations was less than 0.10). These findings support the potential of the ML-MT algorithm as an effective method for adaptive assessment in the context of the MMPI instruments and other psychometric tools.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/5146188","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143926154","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}
引用次数: 0
Toward a Gamification Framework for Requirement Elicitation: Insights From a Systematic Literature Review 面向需求引出的游戏化框架:来自系统文献综述的见解
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-04-28 DOI: 10.1155/hbe2/3255995
Zarsha Nazim, Kashif Ishaq, Atif Alvi, Fadhilah Rosdi, Naeem A. Nawaz, Abdul Basit Dogar
{"title":"Toward a Gamification Framework for Requirement Elicitation: Insights From a Systematic Literature Review","authors":"Zarsha Nazim,&nbsp;Kashif Ishaq,&nbsp;Atif Alvi,&nbsp;Fadhilah Rosdi,&nbsp;Naeem A. Nawaz,&nbsp;Abdul Basit Dogar","doi":"10.1155/hbe2/3255995","DOIUrl":"https://doi.org/10.1155/hbe2/3255995","url":null,"abstract":"<p>Requirement elicitation is the first and foremost step in project development. A set of quality requirements anticipates utmost diligence as this carries the rest of the project. During requirement elicitation, the involvement and engagement of stakeholders determine the extent of the project’s success. Ensuring constant stakeholder motivation and engagement is challenging and requires adequate measures to keep them ambitious throughout. Gamification is an approach that helps sustain and enhance continuous stakeholder enthusiasm by using concepts and elements that appeal to human psychology. The accurate use of gamified concepts and elements ensures constant stakeholder motivation in requirement elicitation and leads to quality requirement generation by reducing ambiguity. Although the use of gamification has the potential to yield productive results, it is not guaranteed in every case. Therefore, there is a need for a comprehensive study of the characteristics, attributes, and elements of gamification in the context of software project development. This paper attempts to identify this problem, and its study is based on the detailed investigation of 74 research articles. This paper adopts a systematic review approach to previous studies and proposes research based on gamification and its elements and using gamified concepts in industrial software development. This detailed analysis and review assembles data, examines queries, and explores implications to develop a theoretical framework to contribute to the knowledge of the existing body of literature. A valuable contribution is made through the projection of the current standing of gamification in software project development that suggests that further research in contextual specificity of a project’s requirement elicitation step can guarantee successful software by yielding quality results. Overall, gamification has potential if used appropriately in requirement engineering, and its application can potentially revolutionize requirement elicitation for stakeholders and project managers.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/3255995","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143879916","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}
引用次数: 0
Quantifying Visual Navigation in Campus Open Spaces Using a Computer Vision Model 基于计算机视觉模型的校园开放空间视觉导航量化研究
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-04-24 DOI: 10.1155/hbe2/8537833
Nabil Mohareb, Abdelaziz Ashraf
{"title":"Quantifying Visual Navigation in Campus Open Spaces Using a Computer Vision Model","authors":"Nabil Mohareb,&nbsp;Abdelaziz Ashraf","doi":"10.1155/hbe2/8537833","DOIUrl":"https://doi.org/10.1155/hbe2/8537833","url":null,"abstract":"<p>This study presents a framework specifically designed to measure and quantify visual experiences within academic campus environments. The framework addresses the need for quantitative methods to analyze spatial experiences, focusing on key elements of the built environment, such as visible sky, greenery, and spatial enclosure. While the framework emphasizes visual components, it does not aim to analyze broader sensory or emotional experiences. Instead, it establishes a foundation for future research to explore these dimensions comprehensively. The methodology utilizes mobile phones equipped with digital cameras and GPS sensors to capture first-person visual data while participants freely navigate through campus open spaces. Computer vision techniques, including instance segmentation and convolutional neural networks, are employed to categorize architectural and natural elements within each video frame. This process quantifies the proportional composition of visual elements such as greenery, open sky, walkways, buildings, and other structures that participants encounter. The framework is implemented as a Python model that is capable of generating quantitative outcomes. Additionally, the analysis is enhanced by integrating geographic information systems (GISs) for spatial analysis, allowing us to identify navigation and visual engagement patterns. This comprehensive methodology not only quantifies the visual attributes of spaces but also interprets their impact on the behavior and experiences of campus users. This framework offers insights into how navigation choices, visual experiences, and the types of scenes encountered on campus can be understood and analyzed. The results aim to guide urban designers in better understanding university students’ open space needs by exploring the connections between natural movement patterns and visual preferences. This research complements other qualitative approaches, providing a more comprehensive perspective on campus space utilization.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8537833","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143865897","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}
引用次数: 0
Empirical Study of Robotic Process Automation: Implementation and Evaluation 机器人过程自动化的实证研究:实施与评价
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-04-22 DOI: 10.1155/hbe2/2876164
Ali Gunawan, Mahaning Indrawaty Wijaya, Nicolas Andika, Albert Lius
{"title":"Empirical Study of Robotic Process Automation: Implementation and Evaluation","authors":"Ali Gunawan,&nbsp;Mahaning Indrawaty Wijaya,&nbsp;Nicolas Andika,&nbsp;Albert Lius","doi":"10.1155/hbe2/2876164","DOIUrl":"https://doi.org/10.1155/hbe2/2876164","url":null,"abstract":"<p>Process automation has been shown to lead to significant improvements in efficiency across industries by automating certain tasks. Robotic process automation (RPA) is one such technology that is being widely implemented to gain a competitive advantage. RPA is a solution that utilizes both software and/or hardware to help humans perform specific tasks, which is currently being implemented widely around the world. To understand what could be automated and measure the impact of automation accurately, it is important to look at the domain of business process management to assess and model current processes and then identify the problem or bottlenecks that can be improved. Besides that, it is also important to measure the impact of the RPA implementation to ensure that it brings the intended benefit. In this paper, the authors present the RPA implementation case that begins with the analysis of the current business process followed by the design and development of the RPA solution. The case that is chosen to be automated takes place in the student service center in one higher education institution. Lastly, the performance analysis is presented to measure the success of RPA implementation.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/2876164","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143856745","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}
引用次数: 0
Investigation of Gifted Students’ Views on the Use of Scratch Activities in Science Education 资优学生对科学教育中使用抓痕活动的看法调查
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-04-14 DOI: 10.1155/hbe2/9822787
İbrahim Bozan, Hilmi Demirkaya, Ülkü Tuğçe Çal Pektaş, Hüseyin Duygu
{"title":"Investigation of Gifted Students’ Views on the Use of Scratch Activities in Science Education","authors":"İbrahim Bozan,&nbsp;Hilmi Demirkaya,&nbsp;Ülkü Tuğçe Çal Pektaş,&nbsp;Hüseyin Duygu","doi":"10.1155/hbe2/9822787","DOIUrl":"https://doi.org/10.1155/hbe2/9822787","url":null,"abstract":"<p>Although the benefits of incorporating Scratch in educational settings have been widely recognized, limited research has explored the perspectives of gifted students on their use in science education. Scratch is a block-based tool designed to teach coding to elementary school students. With increasing emphasis on coding across various disciplines, scratches have emerged as one of the most widely used coding tools. This study is aimed at understanding students’ opinions on engaging in science activities using the Scratch program. Utilizing a qualitative research approach, specifically a case study design, the researchers conducted interviews with 20 gifted students enrolled in the fourth grade at a science and art center in a Mediterranean coastal city in Turkey. Semistructured interviews were used to conduct a content analysis, which provided insights into the collected data. The analysis revealed that students found the Scratch program to be an engaging and valuable resource that aided their comprehension of the science course material. By participating in coding activities related to the subject matter, students achieved success and developed a deeper interest in the science lessons. The Scratch program emerged as a captivating tool that motivated students to learn coding effectively while fostering the development of various skills.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/9822787","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143826760","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}
引用次数: 0
Eyes on VR: Unpacking the Causal Chain Between Exposure, Reception, and Retention for Emotional Billboard Messages 着眼于VR:揭示情感广告牌信息的曝光、接收和保留之间的因果链
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-04-13 DOI: 10.1155/hbe2/3619411
Hee Jung Cho, Sue Lim, Monique Mitchell Turner, Gary Bente, Ralf Schmälzle
{"title":"Eyes on VR: Unpacking the Causal Chain Between Exposure, Reception, and Retention for Emotional Billboard Messages","authors":"Hee Jung Cho,&nbsp;Sue Lim,&nbsp;Monique Mitchell Turner,&nbsp;Gary Bente,&nbsp;Ralf Schmälzle","doi":"10.1155/hbe2/3619411","DOIUrl":"https://doi.org/10.1155/hbe2/3619411","url":null,"abstract":"<p>The causal chain from message exposure to reception to effects is widely accepted as the basic explanatory model for communication and message effects. However, the chain’s links were often studied in isolation, leaving measurement gaps that compromise the ecological validity and practical utility of experimental research. Here, we introduce a VR-based paradigm that encompasses a realistic message reception context, that is, a simulated car ride on a highway flanked by billboards. We varied emotional salience as the core message factor as well as contextual distractions. VR-integrated eye trackers were used to capture participants’ incidental and self-determined message exposure dependent on their actual gaze behavior. Consistent with our predictions, results show that (1) exposure gates all subsequent effects, (2) distraction impacts the likelihood of exposure, and (3) both the manipulation of emotional content and distraction affect retention. This comprehensive research ecosystem for assaying the exposure–reception–retention chain can be broadly applied to a variety of message reception contexts.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/3619411","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143826782","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}
引用次数: 0
The Influence of Electronic Word-of-Mouth (eWOM) on Promoting Sustainable Tourism in Bangladesh 电子口碑(eWOM)对促进孟加拉国可持续旅游业的影响
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-04-12 DOI: 10.1155/hbe2/6650724
Mitanur Rahman, Md. Nasir Mia
{"title":"The Influence of Electronic Word-of-Mouth (eWOM) on Promoting Sustainable Tourism in Bangladesh","authors":"Mitanur Rahman,&nbsp;Md. Nasir Mia","doi":"10.1155/hbe2/6650724","DOIUrl":"https://doi.org/10.1155/hbe2/6650724","url":null,"abstract":"<p>In this era of technology, electronic word-of-mouth (eWOM) is an influential factor that can impact tourists’ behavior and decision-making. This study is aimed at exploring the influence of eWOM on promoting sustainable tourism in Bangladesh. A mixed-method approach is used in the study, considering both qualitative and quantitative data analysis. Ten independent variables related to eWOM, including online reviews, source credibility, sentiment, and social media influencers, were identified through in-depth qualitative interviews and an analysis of the literature, with the promotion of sustainable tourism in Bangladesh maintained as the dependent variable. A questionnaire was constructed to gather information and insights from the respondents through a quantitative survey method using non-probability judgment sampling. A total of 350 individuals were approached with an online questionnaire, and 307 individuals responded with great interest, resulting in a response rate of 87.7%. The data collected from the survey was thoroughly analyzed using SPSS 25, which confirmed the validity and significance of the findings. Participants acknowledged the impact of online reviews and recommendations on their travel decision-making. The research highlighted the value of reviews from verified users, social media influencers, digital platforms, and visual material to improve the credibility of information. The results showed strong support for the use of incentives to stimulate travelers’ eWOM and highlighted the need for government regulatory support. In addition, there was a substantial desire found among the participants to engage in different online forums devoted to sustainable tourism. This research shows how eWOM greatly helps to create awareness and encourage sustainable tourism practices in Bangladesh. It suggests spreading the power of eWOM via strategic partnerships with social media influencers. Additionally, it emphasizes boosting the accessibility of information on sustainable tourism to fully utilize the potential impact of eWOM.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/6650724","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143822076","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}
引用次数: 0
Gamers in Real Life: Internet Gamer Typologies and Their Association With Problematic Gaming and Health Outcomes 现实生活中的游戏玩家:网络游戏玩家类型及其与问题游戏和健康结果的关联
IF 4.3
Human Behavior and Emerging Technologies Pub Date : 2025-04-09 DOI: 10.1155/hbe2/2368683
Lorelle Bowditch, Janine Chapman, Tania Signal, Anjum Naweed
{"title":"Gamers in Real Life: Internet Gamer Typologies and Their Association With Problematic Gaming and Health Outcomes","authors":"Lorelle Bowditch,&nbsp;Janine Chapman,&nbsp;Tania Signal,&nbsp;Anjum Naweed","doi":"10.1155/hbe2/2368683","DOIUrl":"https://doi.org/10.1155/hbe2/2368683","url":null,"abstract":"<p>Internet gaming is a popular pastime, which has surged in popularity in light of COVID-19. While positive outcomes are common, some gamers experience problems associated with their gaming. For this reason, understanding how factors can influence healthy versus unhealthy internet gaming outcomes is crucial. This study developed gamer typologies based on boredom proneness, escapism, and coping style. Typologies were compared on problematic gaming outcomes, gaming behaviours, engagement, and health and wellbeing–related variables. Cluster analysis of a diverse international sample (<i>N</i> = 913) identified three distinct profiles: immersed, balanced, and detached gamers. Detached gamers reported the highest boredom proneness, escapism, and disengaged coping. They also had worse health and wellbeing–related outcomes than other clusters, despite engaging in similar gaming behaviours to immersed gamers. These novel findings emphasise the importance of an engaged coping style and highlight the risk of using solely addiction-based measures to identify problematic internet gaming, which may overlook potentially adaptive behaviours.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":4.3,"publicationDate":"2025-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/2368683","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143801702","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}
引用次数: 0
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