{"title":"The Impact of Quest-Based Feedback and Point-Based Feedback on Users' Emotions and Engagement","authors":"Vancaemelbecke C., Caroux L., 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}
{"title":"How dataveillance shapes user behavior: The role of perceived value in disclosure and discontinuation","authors":"Jooyoung Kim , Hangjung Zo , 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}
{"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 , Jonathan Kenyon , 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}
Maxime Kops, Catherine Schittenhelm, Sebastian Wachs
{"title":"Young people and false information: A scoping review of responses, influential factors, consequences, and prevention programs","authors":"Maxime Kops, Catherine Schittenhelm, Sebastian Wachs","doi":"10.1016/j.chb.2025.108650","DOIUrl":"10.1016/j.chb.2025.108650","url":null,"abstract":"<div><div>Today's digital landscape, marked by extensive use of information and communication technology, exposes young people to false information that shapes their perceptions of themselves and society. Yet, a comprehensive synthesis of research on false information among young people is lacking. This scoping review addressed this gap by exploring how young people respond to false information, the factors influencing their responses, the consequences of false information exposure, and existing prevention and intervention efforts. Out of 2255 identified records, 151 qualitative, quantitative, and mixed-method studies on young people aged 5 to 25 published before July 2024 were included. An adapted version of the Misinformation Recognition and Response Model was used to structure the findings. The analyses revealed that although young people often expressed high confidence in their judgments, they struggled to detect false information and respond passively – often ignoring rather than actively countering false information. Socio-demographic characteristics, cognitive biases, and social dynamics significantly shaped their responses. The consequences of these vulnerabilities were multifaceted, ranging from negative affective outcomes, such as confusion and fear, to broader societal impacts, including public disengagement and reduced political participation. To mitigate these risks, future strategies should focus on enhancing young people's ability to detect false information, empowering them to challenge false information actively, and increasing awareness of their own susceptibility. Furthermore, this review highlights ongoing challenges in the field, including methodological diversity, and the underrepresentation of minorities and younger children, underscoring the need for continued research to support young people growing up in a digitalized world.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"169 ","pages":"Article 108650"},"PeriodicalIF":9.0,"publicationDate":"2025-03-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143839241","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}
{"title":"Me, my avatar, and my sneakers: The effect of avatar customization on the psychological ownership of virtual fashion items","authors":"Do Yuon Kim , 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}
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, Jingyi Zhang, Xiaomeng Zhang, 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}
Holly Scothorne , Calli Tzani , Maria Ioannou , David Lester , Lucas Rogers , Thomas James Vaughan Williams , John Synnott , Greta Darmanin Kissaun
{"title":"Are social media platforms blurring the lines between coercive control and healthy relationship? A study investigating perceptions of coercive control","authors":"Holly Scothorne , Calli Tzani , Maria Ioannou , David Lester , Lucas Rogers , Thomas James Vaughan Williams , John Synnott , Greta Darmanin Kissaun","doi":"10.1016/j.chb.2025.108649","DOIUrl":"10.1016/j.chb.2025.108649","url":null,"abstract":"<div><div>This study was designed to investigate the relationship between social media (in particular, TikTok) and perceptions of coercive control. Participants viewed seven TikTok videos which involved coercive control and judged them using quantitative questions and open-ended question. The results showed that a moderate negative correlation was observed, indicating that individuals who approved of the behaviour shown in the video held more permissive attitudes toward CC and did not perceive the behaviour as CC, while demographical variables were found to have a non-significant influence on CC perception. Regarding the qualitative aspect of the research, the results showed individuals did not normalise or idolise the behaviour depicted in the videos but instead categorised it as controlling and threatening. The most common theme in relation to what individuals regarded as coercive control was ‘restricting freedoms’ with two subthemes: ‘restricting travel’ and ‘restricting what an individual wears. Interestingly, individuals categorised videos depicting the use of physical violence as abuse and more serious than videos in which physical violence was absent. The present study expands upon previous research, offers directions for future research and highlights the value of education in raising awareness regarding coercive control.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108649"},"PeriodicalIF":9.0,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143697572","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}
{"title":"Autonomous technology in the marketplace: The impact of enjoyment on consumer responses","authors":"Simoni F. Rohden , Carla Freitas Silveira Netto , Lélis Balestrin Espartel","doi":"10.1016/j.chb.2025.108647","DOIUrl":"10.1016/j.chb.2025.108647","url":null,"abstract":"<div><div>The implementation of AI technologies in smart retailing raises privacy concerns due to their reliance on consumer data. This study examines how technology enjoyment influences consumers' willingness to share personal information and investigates the role of perceived autonomy of technology and psychological needs in shaping enjoyment. Through a survey and two single-factor experiments (n = 809) manipulating different smart retailing technologies (e.g., interactive kiosks, mobile apps, and robots), we confirm that technology enjoyment increases consumers' willingness to disclose personal data. Risk perceptions and perceived technology autonomy help explain these findings. Moreover, perceived competence associated with the use of technology positively influences how much consumers enjoy the experience. Our research underscores the pivotal role of enjoyment in mitigating risk perceptions and driving self-disclosure behavior in physical retail settings. We emphasize the importance for marketers and policymakers to recognize the potential unintended consequences of enjoyable technological experiences on consumer privacy. By focusing on enjoyment's buffering effect on risk perceptions and its correlation with technology autonomy, we enhance our understanding of consumer behavior in smart retail environments.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108647"},"PeriodicalIF":9.0,"publicationDate":"2025-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143683347","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}
Muhammad Naeem , Wilson Ozuem , Silvia Ranfagni , Kerry Howell
{"title":"User Generated Content and Brand Engagement: Exploring the role of electronic semiotics and symbolic interactionism on Instagram","authors":"Muhammad Naeem , Wilson Ozuem , Silvia Ranfagni , Kerry Howell","doi":"10.1016/j.chb.2025.108642","DOIUrl":"10.1016/j.chb.2025.108642","url":null,"abstract":"<div><div>This study investigates the complex interplay of semiotics and symbolic interactionism in shaping customer perceptions and buying behaviours on luxury fashion brands’ pages on Instagram. Existing research predominantly focuses on the quantitative aspects of social media influence, which leaves a research gap in understanding the qualitative nuances of these social interactions. This study addresses this gap by exploring how consumers interpret and attribute meanings to luxury fashion brands' symbols and signs, which are influenced by their social and cultural contexts. A total of 718 reviews were garnered from the Instagram pages of 10 eminent luxury fashion brands. Concurrently, 21 in-depth interviews were conducted with users engaged with luxury fashion brands on Instagram, which focused on semiotics and purchasing tendencies within the Instagram milieu. Grounded in symbolic interactionism theory and semiotic theory, the study identified six primary factors influencing consumer behaviour on Instagram: aesthetic excitation, symbolic discourse, emblematic valuation, digital resonance, semiotic faith, and semiotic compliance. Each factor represents specific ways consumers interpret and respond to brand messages. The research revealed that consumers' engagement with luxury fashion brands on Instagram extends beyond mere visual appeal to involve a dynamic, symbiotic process of meaning-making and interpretation. The study contributes novel insights into customer–brand interactions on Instagram and offers practical implications for fashion marketers. However, it is limited in its scope to Instagram and luxury fashion brands, which suggests that future research could explore other social media platforms and different brand categories.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108642"},"PeriodicalIF":9.0,"publicationDate":"2025-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143761277","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}
{"title":"Predicting the onset of acute performance decline in esports","authors":"Karthikeyan Manikandan , Krishna Suketh Madduri , Justin Irby , Aurel Coza","doi":"10.1016/j.chb.2025.108648","DOIUrl":"10.1016/j.chb.2025.108648","url":null,"abstract":"<div><div>Video game playing and esports have witnessed remarkable growth and popularity on a global scale, becoming one of the fastest-growing forms of leisure and competitive activity. However, despite its exponential rise, there is still a notable lack of systematic knowledge regarding the impacts of prolonged gameplay on human performance, physiology, and cognition. Within the dynamic realm of esports, two pivotal player states, frequently debated for their profound impact on performance outcomes, stand out: <strong>tilt and flow</strong>. Tilt refers to a state of emotional distress that impairs performance, while flow indicates a state of complete immersion and peak performance. This study focuses on detecting and predicting <strong>tilt</strong> using <strong>machine learning models</strong> trained on <strong>physiological, cognitive, and behavioral data</strong> collected from 45 players in prolonged gaming sessions across League of Legends, Call of Duty, and Valorant. The model identifies <strong>distinct response patterns</strong> preceding tilt, enabling <strong>early detection to improve game performance.</strong> Understanding the triggers and manifestations of tilt is essential for optimizing player performance and well-being. This research represents a significant step in <strong>real-time esports performance monitoring</strong>, using <strong>simple devices and software</strong> to create interventions that enhance <strong>esports players' and teams’ performance</strong>.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108648"},"PeriodicalIF":9.0,"publicationDate":"2025-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143697573","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}