Computers in Human Behavior最新文献

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Craving and attentional bias in gaming: Comparing esports, casual, and high-risk gamers using eye-tracking
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-04-04 DOI: 10.1016/j.chb.2025.108662
Shan-Mei Chang , Dai-Yi Wang , Zheng-Hong Guan
{"title":"Craving and attentional bias in gaming: Comparing esports, casual, and high-risk gamers using eye-tracking","authors":"Shan-Mei Chang ,&nbsp;Dai-Yi Wang ,&nbsp;Zheng-Hong Guan","doi":"10.1016/j.chb.2025.108662","DOIUrl":"10.1016/j.chb.2025.108662","url":null,"abstract":"<div><div>Attentional biases, as measured through eye movements, have been observed in both gaming disorders and substance addictions. However, few studies compare these biases among esports gamers (ESG), high-risk gamers (HRG), and other frequent gamers, despite ESG and HRG both groups dedicating significant time to gaming. This study included 47 male participants aged 15 to 19. Participants were categorized as ESG, casual gamers (CG), or HRG based on their MOBA experience, esports training, and Internet Gaming Disorder (IGD) scores. Each participant completed a dot-probe task with 56 stimulus conditions based on gaming cues, while eye-tracking technology recorded eye movements. The results indicated that HRG spent more total viewing time on stimulus images than ESG and CG. Additionally, HRG had longer first fixation durations and fewer saccade counts than the other two groups. Furthermore, HRG reported higher impulsivity and lower attentional focusing, suggesting a distinct psychological profile. Although ESG did not exhibit the same attentional biases as HRG, their self-reported gaming time was similar. This may be due to gaming being a career commitment for ESG, while for HRG, it serves as an escape from life pressures. Notably, eye-movement measures can identify high-risk tendencies early and uncover differences missed by self-report scales, including saccade count and attentional shifting. Caution is needed when diagnosing gaming disorder solely based on gaming time and self-reports. Future research could use attentional bias tasks as complementary diagnostic tools and further explore higher depression levels in HRG and ESG compared to CG.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108662"},"PeriodicalIF":9.0,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143791918","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Digital technology use and well-being in young children: A systematic review and meta-analysis
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-04-01 DOI: 10.1016/j.chb.2025.108660
Jacquelyn Harverson , Louise Paatsch , Jeromy Anglim , Sharon Horwood
{"title":"Digital technology use and well-being in young children: A systematic review and meta-analysis","authors":"Jacquelyn Harverson ,&nbsp;Louise Paatsch ,&nbsp;Jeromy Anglim ,&nbsp;Sharon Horwood","doi":"10.1016/j.chb.2025.108660","DOIUrl":"10.1016/j.chb.2025.108660","url":null,"abstract":"<div><div>As digital technology becomes increasingly integral to young children's lives, understanding its impact on psychosocial well-being is essential for guiding evidence-based recommendations for parents and policymakers. The current study provides a systematic review of the literature and meta-analysis of the relationship between digital technology use and psychosocial well-being in young children aged 4–6 years. A systematic search of eight databases was undertaken for studies published between January 2011 and February 2024. Studies reporting any quantitative measure of children's digital technology use (e.g., screentime, content, context, or specific device use - tablets, smartphones, computers, TV, gaming) and an indicator of psychosocial well-being (affect, behavioral difficulties, social functioning, and parent-child relationship quality) were included. After screening 3,554 records, 51 studies were included in the review (<em>n</em> = 83,862). The meta-analysis showed negative correlations between children's digital technology use and their overall psychosocial well-being (<em>r</em> = −.12, 95 % CI [-.24, −.00]), social functioning (<em>r</em> = −.06, 95 % CI [-.10, −.02]), behavioral functioning (<em>r</em> = −.10, 95 % CI [-.13, −.07]), and parent-child relationship quality (<em>r</em> = −.13, 95 % CI [-.20, −.06]). Of the few studies that measured technology use in ways other than duration (e.g., content, context), findings were mixed. While the negative relationship between amount of digital technology use and psychosocial well-being provides some support for recommendations to limit young children's digital technology use, a range of causal mechanisms should be considered. To understand whether these relationships vary dependent upon contextual factors of children's digital technology use, further research is required.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108660"},"PeriodicalIF":9.0,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143799962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
(Fake) news-finds-me: Interactive social and mobile media uses and incidental news reliance as antecedents of fake news-sharing
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-03-29 DOI: 10.1016/j.chb.2025.108658
Ian Hawkins , Scott W. Campbell
{"title":"(Fake) news-finds-me: Interactive social and mobile media uses and incidental news reliance as antecedents of fake news-sharing","authors":"Ian Hawkins ,&nbsp;Scott W. Campbell","doi":"10.1016/j.chb.2025.108658","DOIUrl":"10.1016/j.chb.2025.108658","url":null,"abstract":"<div><div>Fake news is a well-recognized problem across most social media platforms and is especially pronounced in far-right networks. This study helps explain fake news-sharing among the far-right with a longitudinal survey of individuals who identify strongly with “Alt-Right” views in the U.S. We assembled theoretical insights on fake news-sharing and social media use for news to hypothesize that reliance on incidental news, in the form of the “news-finds-me” perception, directly increases fake news-sharing, which was supported. We further tested hypotheses about the main and interactive effects of theoretically-informed social and mobile media uses on the news-finds-me perception (directly) and fake news-sharing (indirectly), for a more nuanced understanding of the antecedents. Little is known about how uses of individual social media platforms and different uses of mobile phones are related and interact to shape users’ experiences with incidental news and subsequent sharing behaviors. Our findings demonstrate why it is important to consider how uses of social and mobile media function both independently and interactively to shape how people encounter news. For example, the interaction between Facebook use and mobile phone use for news increased the NFM perception directly and fake news-sharing indirectly, while Facebook use interacted with mobile phone use for political information to yield negative direct and indirect effects. While this integrated approach to studying social and mobile media represents a contribution for scholarship on the NFM perception, we recognize the distinctive characteristics of our sample and also interpret the findings through that lens.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108658"},"PeriodicalIF":9.0,"publicationDate":"2025-03-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143783908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
“Positive” or “Threatened”? The impact of the features in generative artificial intelligence on continued behavior 是 "积极 "还是 "威胁"?生成式人工智能的特征对持续行为的影响
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-03-29 DOI: 10.1016/j.chb.2025.108654
Li Zhao , Yun Xu , Sheng-kai Zhou
{"title":"“Positive” or “Threatened”? The impact of the features in generative artificial intelligence on continued behavior","authors":"Li Zhao ,&nbsp;Yun Xu ,&nbsp;Sheng-kai Zhou","doi":"10.1016/j.chb.2025.108654","DOIUrl":"10.1016/j.chb.2025.108654","url":null,"abstract":"<div><div>Artificial intelligence technologies have empowered marketers with advanced tools and insights, fostering unparalleled efficiency and personalization decision-making. To provide marketers with targeted and actionable guidance, this study investigated the behavioral mechanisms underlying the adoption of artificial intelligence-generated content (AIGC) technology. Specifically, it examined the influence of AIGC features (accuracy, competence, anthropomorphism, and interactivity) and the distinct psychological mechanisms of awe on users' behavioral intentions. A mixed-methods approach was employed, combining quantitative data (N = 860) with qualitative research (user reviews). The analysis revealed that the awe experience significantly influences AIGC users' preferences to continue using the technology. Positive awe had a significant positive effect, while threatened awe had a comparatively weaker negative effect. The four features (accuracy, competence, anthropomorphism, and interactivity) of AIGC contribute significantly to its users' continued usage intention. Notably, positive awe induced by competence, anthropomorphism, and interactivity significantly outweighed threatened awe, with the exception of accuracy. The findings reveal that the unique features of AIGC not only evoke users’ perceived awe but also strengthen their intentions to continue using the technology.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108654"},"PeriodicalIF":9.0,"publicationDate":"2025-03-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143783821","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Towards a conceptual framework for understanding the experiential and perceptual effects of augmented reality advertising
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-03-28 DOI: 10.1016/j.chb.2025.108656
Shiyun Tian , Yanyun Wang
{"title":"Towards a conceptual framework for understanding the experiential and perceptual effects of augmented reality advertising","authors":"Shiyun Tian ,&nbsp;Yanyun Wang","doi":"10.1016/j.chb.2025.108656","DOIUrl":"10.1016/j.chb.2025.108656","url":null,"abstract":"<div><div>Grounded in the theory of interactive media effects, this study conceptualizes consumer reactions to augmented reality (AR) advertising through the development of the AR Advertising Effects Framework. It theorizes that AR advertising, driven by its core and common affordances, impacts consumers via a dual-pathway mechanism of action and cue routes. The article further explores how these pathways affect consumer engagement and perception, while accounting for the moderating role of advertising creative strategy elements including advertising content, advertising consuming context, advertising targeting, and product attributes. The article concludes with a discussion on future research directions in AR advertising.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108656"},"PeriodicalIF":9.0,"publicationDate":"2025-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143739252","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Impact of Quest-Based Feedback and Point-Based Feedback on Users' Emotions and Engagement
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-03-28 DOI: 10.1016/j.chb.2025.108652
Vancaemelbecke C., Caroux L., Lemercier C.
{"title":"The Impact of Quest-Based Feedback and Point-Based Feedback on Users' Emotions and Engagement","authors":"Vancaemelbecke C.,&nbsp;Caroux L.,&nbsp;Lemercier C.","doi":"10.1016/j.chb.2025.108652","DOIUrl":"10.1016/j.chb.2025.108652","url":null,"abstract":"<div><div>Gamification has become a widely recognized concept within the domain of human-computer interaction. However, researchers have underscored concerns regarding the overreliance on points as game elements and argue that gamification should be differentiated from pointsification (i.e., the use of points, badges and leaderboards). To address this issue, we suggest a shift towards a holistic game-thinking approach. We conducted an experimental study (n=435 participants) to investigate the impact of point-based feedback (i.e., points as numerical values) and quest-based feedback (i.e., a quest incorporating points, levels and avatar) on emotional experience and engagement outcomes. No significant differences were found for emotions, engagement and cognitive load. Regarding user experience, quest-based feedback was rated as significantly more stimulating than elaborated feedback. Consequently, our findings do not conclusively support the effectiveness of either approach. Overall, this study contributes to the ongoing discourse surrounding the differentiation of points from gamification, and adds to understanding the impact of gamification on users' behavior.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108652"},"PeriodicalIF":9.0,"publicationDate":"2025-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143783907","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
How dataveillance shapes user behavior: The role of perceived value in disclosure and discontinuation
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-03-26 DOI: 10.1016/j.chb.2025.108655
Jooyoung Kim , Hangjung Zo , Jongkun Jun
{"title":"How dataveillance shapes user behavior: The role of perceived value in disclosure and discontinuation","authors":"Jooyoung Kim ,&nbsp;Hangjung Zo ,&nbsp;Jongkun Jun","doi":"10.1016/j.chb.2025.108655","DOIUrl":"10.1016/j.chb.2025.108655","url":null,"abstract":"<div><div>The rapid rise of video recommender systems has transformed user experiences by offering highly personalized content. However, this growth has sparked debates over the boundaries of data collection practices and user control. This study investigates how perceived dataveillance and prior dataveillance experiences influence user behaviors, with a focus on the mediating role of perceived information disclosure value. Grounded in privacy calculus theory and chilling effect, the study proposes an integrated model that examines both preventive behaviors (e.g., restricting information disclosure) and problem-solving behaviors (e.g., discontinuing service use). The findings, based on Partial Least Squares (PLS) analysis, reveal that perceived dataveillance diminishes information disclosure value and negatively impacts information disclosure behavior. Furthermore, prior dataveillance experiences intensify perceived dataveillance, reduce users' willingness to share information, and increase the likelihood of discontinuation. Additionally, perceived information disclosure value plays a pivotal dual role, encouraging information disclosure while mitigating discontinuation intentions. These insights contribute to theoretical advancements by integrating risk and benefit considerations into a unified framework and offer practical guidance for designing user-centric recommender systems.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108655"},"PeriodicalIF":9.0,"publicationDate":"2025-03-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143725696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Identifying distinct types of internet use that predict the likelihood of planning or committing a terrorist attack: Findings from an analysis of individuals convicted on terrorism(-related) charges in England and Wales
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-03-26 DOI: 10.1016/j.chb.2025.108646
Sandy Schumann , Jonathan Kenyon , Jens Binder
{"title":"Identifying distinct types of internet use that predict the likelihood of planning or committing a terrorist attack: Findings from an analysis of individuals convicted on terrorism(-related) charges in England and Wales","authors":"Sandy Schumann ,&nbsp;Jonathan Kenyon ,&nbsp;Jens Binder","doi":"10.1016/j.chb.2025.108646","DOIUrl":"10.1016/j.chb.2025.108646","url":null,"abstract":"<div><div>Previous research has documented that the internet plays an increasingly important role in facilitating involvement in terrorism. However, the level of specificity of this literature is low. Advancing current insights, we examined how three concrete examples of active (i.e., generate/disseminate terrorist propaganda; interact with co-ideologues) and two examples of passive (i.e., learn about terrorist ideologies/actors; learn tactical information) internet use are related to distinct distal and proximal dynamics of radicalisation. Additionally, we assessed associations between the different types of internet use and the likelihood of having planned/committed a terrorist attack. We analysed a unique dataset based on closed-source risk assessment reports of individuals convicted of terrorism(-related) offences in England and Wales (<em>N</em> = 377). Results of this secondary data analysis pointed to three internet use repertoires: (1) learning about tactical information and terrorist ideologies/actors; (2) only learning about terrorist ideologies/actors; (3) active internet use and learning about terrorist ideologies/actors. Learning about tactical information and terrorist ideologies/actors was (compared to the other two repertoires) associated with a higher likelihood of having planned/committed an act of terrorism. Additionally, levels of capability were higher if individuals learnt both tactical and ideological information online compared to using the internet actively and browsing content about terrorist ideologies/actors. Individuals characterised by either internet use repertoire did, however, not vary significantly regarding their levels of engagement with extremist ideas and actors and the degree to which they had developed an extremist mindset. The results can inform terrorist/violent extremist risk assessment.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108646"},"PeriodicalIF":9.0,"publicationDate":"2025-03-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143747035","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Me, my avatar, and my sneakers: The effect of avatar customization on the psychological ownership of virtual fashion items
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-03-25 DOI: 10.1016/j.chb.2025.108653
Do Yuon Kim , Ju Yeun Jang
{"title":"Me, my avatar, and my sneakers: The effect of avatar customization on the psychological ownership of virtual fashion items","authors":"Do Yuon Kim ,&nbsp;Ju Yeun Jang","doi":"10.1016/j.chb.2025.108653","DOIUrl":"10.1016/j.chb.2025.108653","url":null,"abstract":"<div><div>An avatar serves as a key medium that can display virtual fashion items to digital consumers. This study examines the impact of avatar customization on the purchase intention of virtual fashion items through avatar embodiment and psychological ownership. Two studies were conducted to allow participants to experience avatar customization process as on metaverse platforms. Serial mediation analysis revealed that avatar customization enhanced avatar embodiment, resulting in greater psychological ownership and purchase intention for virtual fashion items. The results demonstrated how users' integration with their avatars was transferred to virtual fashion items selected for the avatars. Furthermore, this effect was amplified by the level of the perceived avatar human likeness. The findings provide valuable insights for the literature on avatars by connecting users’ avatar perception to virtual fashion items, and for industry practitioners managing virtual fashion markets for avatars.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108653"},"PeriodicalIF":9.0,"publicationDate":"2025-03-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143714884","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Quasi-virtual intimacy: An exploration of cosplay commission as a new form of virtual-reality interaction
IF 9 1区 心理学
Computers in Human Behavior Pub Date : 2025-03-24 DOI: 10.1016/j.chb.2025.108651
Hsinchieh Chen, Jingyi Zhang, Xiaomeng Zhang, Ni Zeng
{"title":"Quasi-virtual intimacy: An exploration of cosplay commission as a new form of virtual-reality interaction","authors":"Hsinchieh Chen,&nbsp;Jingyi Zhang,&nbsp;Xiaomeng Zhang,&nbsp;Ni Zeng","doi":"10.1016/j.chb.2025.108651","DOIUrl":"10.1016/j.chb.2025.108651","url":null,"abstract":"<div><div>This research interrogated the concept of quasi-virtual intimacy, a special relationship between virtual and real worlds in human-computer relationships, by examining cosplay commissions in the Chinese otome game community as a lens to explore the interaction between virtual intimacy and real relationships. It was supposed that this relationship could not be explained by the framework of parasocial romantic relationships, which needed to be established as a theoretical framework. Using the latent Dirichlet allocation model and semi-structured interviews, this study analysed participants‘ motivations, behavioural patterns, and perceptions. It delineated the fundamental processes and unique characteristics of cosplay commissions and examined the new triangle relational dynamics established between players, virtual characters and cosplayers. It was observed that players bought virtual intimacy offline, transferring emotions to fulfil idealised needs, that virtual characters were human-computer interaction character images and provided emotional value, and that cosplayers reshaped real relationships, redefining intimacy in human-computer interactions. In conclusion, this study indicates that quasi-virtual intimacy has three aspects that differ from virtual intimacy: offline, idealised paths of realisation of virtuality-reality relationships, and playing a ‘role’ in real life.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108651"},"PeriodicalIF":9.0,"publicationDate":"2025-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143714885","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"心理学","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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