Martin Weiß , Philipp Krop , Lukas Treml , Elias Neuser , Mario Botsch , Martin J. Herrmann , Marc Erich Latoschik , Grit Hein
{"title":"The buffering of autonomic fear responses is moderated by the characteristics of a virtual character","authors":"Martin Weiß , Philipp Krop , Lukas Treml , Elias Neuser , Mario Botsch , Martin J. Herrmann , Marc Erich Latoschik , Grit Hein","doi":"10.1016/j.chb.2025.108657","DOIUrl":"10.1016/j.chb.2025.108657","url":null,"abstract":"<div><div>The presence of a conspecific can mitigate autonomic responses to aversive stimuli, an effect known as social buffering. Nowadays, social interactions are often virtual, yet virtual social buffering effects remain poorly understood. This work presents five studies that systematically test the conditions required for virtual social buffering. We assessed participants’ emotion ratings and skin conductance responses when they were presented with neutral or fear-inducing sounds alone or in the presence of a virtual character with a varying extent of human-like features (virtual female or male person, wooden puppet, point cloud). The characters were presented using the same social framing, i.e., had the same social meaning. Our results show a significant reduction in SCR responses to fear-inducing sounds in the presence of a virtual character, but only if it is embodied as a woman or a wooden puppet. Clarifying the role of the social frame, a control study showed no social buffering effects if the wooden puppet was presented without the social frame. Our results show that the characteristics of a virtual character significantly moderate the social buffering of fear responses. Our findings shed light on the nature of virtual social buffering effects and are relevant for developing virtual applications for clinical and societal interventions.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108657"},"PeriodicalIF":9.0,"publicationDate":"2025-04-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143815044","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}
Wenwu Dai , Hongxia Wang , Zhihui Yang , Yuanyuan Gao , Xiuchao Wei
{"title":"Reconnecting with nature to disconnect from screens: The relationship between nature exposure and problematic short-form video use among adolescents and its underlying mechanisms","authors":"Wenwu Dai , Hongxia Wang , Zhihui Yang , Yuanyuan Gao , Xiuchao Wei","doi":"10.1016/j.chb.2025.108661","DOIUrl":"10.1016/j.chb.2025.108661","url":null,"abstract":"<div><div>The prevention of adolescent problematic short-form video use (PSVU) has increasingly garnered attention. In recent years, researchers have focused on the potential benefits of nature exposure in alleviating problematic substance or behavioral use, given its ability to reduce stress. However, most studies focus on substance addiction, with limited research on digital detox. Additionally, the heterogeneity of different types of nature exposure has been overlooked. Moreover, the longitudinal and within-person impacts of nature exposure on PSVU remain unexplored. To address these gaps, this study used cross-sectional, longitudinal, and weekly-diary designs to explore the relationship between nature exposure and PSVU, along with the mediating roles of positive emotion and interpersonal connection. Specifically, Study 1a (<em>N</em> = 290) used a cross-sectional design, and multiverse-style analysis revealed that, except for the incidental nature exposure, the remaining three types of nature exposure (intentional outdoor, intentional indoor, and indirect) could significantly and negatively predict subjective PSVU. Study 1b (<em>N</em> = 282) employed a longitudinal design, and cross-lagged analysis found that increased intentional outdoor, indoor, and indirect nature exposure at T1 led to decreased PSVU at T2. Study 2 (<em>N</em> = 180) used a seven-week diary study and multilevel mediation analysis to examine whether the relationship between nature exposure and adolescent PSVU was mediated by positive emotion and interpersonal connection. At the within-person level, the results revealed that intentional outdoor nature exposure positively related to interpersonal connection in the same week and one week later, resulting in a reduction in PSVU the next week. The theoretical and practical implications, as well as future directions, were discussed.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108661"},"PeriodicalIF":9.0,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143807328","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":"Temporal dynamics in the content of wishes after the expression of suicidal ideation on Twitter: Focusing on changes in retweet content","authors":"Mayu Mogi , Kei Fuji","doi":"10.1016/j.chb.2025.108663","DOIUrl":"10.1016/j.chb.2025.108663","url":null,"abstract":"<div><div>Suicide prevention is an urgent issue, and examining the wishes of suicidal individuals is helpful for finding effective suicide prevention strategies. As shown in previous studies, Twitter can be used as a tool to express suicidal ideation, and the content of retweets (RTs), reflects users' interests or empathy. This study explored the wishes of suicidal individuals and the temporal dynamics of their wishes by focusing on how RTs change over time after individuals express suicidal ideation. Twitter data from Japan were collected via the Twitter API. Specifically, tweets containing “#shinitai (I want to die)”, RTs posted within the first hour of these tweets (targets), and RTs posted by users who did not tweet expressions of suicidal ideation (controls) were collected for four weeks. Approximately 60 % of the target RTs were negative, and negative emotional words occurred more frequently than did the control RTs (<em>p</em>s < .001). However, the correspondence analysis and co-occurrence network analysis revealed that frequent words changed over time, with fluctuations between words indicating the wish to die and words reflecting the wish for resolution. The results suggest that although users who tweeted expressions of suicidal ideation were primarily interested in the negative sentiments in others’ tweets, they oscillated between the wish to die and the wish to live. The potential contribution of focusing on RTs for a detailed understanding of temporal dynamics in the wishes of suicidal individuals is discussed.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108663"},"PeriodicalIF":9.0,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143807327","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":"Craving and attentional bias in gaming: Comparing esports, casual, and high-risk gamers using eye-tracking","authors":"Shan-Mei Chang , Dai-Yi Wang , 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}
{"title":"Digital technology use and well-being in young children: A systematic review and meta-analysis","authors":"Jacquelyn Harverson , Louise Paatsch , Jeromy Anglim , 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}
{"title":"“Positive” or “Threatened”? The impact of the features in generative artificial intelligence on continued behavior","authors":"Li Zhao , Yun Xu , 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}
{"title":"(Fake) news-finds-me: Interactive social and mobile media uses and incidental news reliance as antecedents of fake news-sharing","authors":"Ian Hawkins , 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}
{"title":"Towards a conceptual framework for understanding the experiential and perceptual effects of augmented reality advertising","authors":"Shiyun Tian , 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}
{"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}