Chia-Hui Pan , Meng-Jung Liu , Le-Yin Ma , Hsueh-Chih Chen
{"title":"Presence and empathy as mediators between immersion and prosocial intentions in primary school children","authors":"Chia-Hui Pan , Meng-Jung Liu , Le-Yin Ma , Hsueh-Chih Chen","doi":"10.1016/j.chb.2025.108765","DOIUrl":"10.1016/j.chb.2025.108765","url":null,"abstract":"<div><div>Empathy and prosocial development are pivotal to individual and societal wellbeing and have been actively promoted by K-12 educators. This study investigated the impact of spherical-video immersive virtual reality (SV-IVR) on empathy and prosocial intentions among children aged 9 to 10. Using a quasi-experimental design, 504 participants were exposed to social conflict simulations through either a SV-IVR environment or a non-immersive 2-D presentation. The study aimed to determine whether a higher sense of immersion leads to elevate prosocial intentions, with presence and state empathy acting as mediators. Structural equation modeling provided preliminary support that greater immersion was associated with an increased sense of presence, which, in turn, appeared to foster state empathy and, ultimately, prosocial intentions. However, a direct relationship between immersion and state empathy was not found, suggesting that presence may be a prerequisite for children's empathic engagement. This study helps address several concerns in VR-based empathy research, including larger sample size, the use of emotionally engaging scenarios, and the integration of pedagogical guidance. The findings offer important implications for designing and implementing SV-IVR-based educational programs that promote social-emotional learning and prosocial behavior among young learners.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108765"},"PeriodicalIF":8.9,"publicationDate":"2025-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144864776","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 phantom pain of ghosting: Multi-Day experiments comparing the reactions to ghosting and rejection","authors":"Alessia Telari, Luca Pancani, Paolo Riva","doi":"10.1016/j.chb.2025.108756","DOIUrl":"10.1016/j.chb.2025.108756","url":null,"abstract":"<div><div>Research on how individuals respond to ghosting, defined as unilaterally ending a relationship without providing explanations and ignoring communication attempts, has primarily relied on retrospective and imaginative methodologies. The present research introduced a novel multi-day daily diary experimental paradigm to examine the psychological consequences of ghosting compared to rejection. In Study 1, participants (<em>N</em> = 46) engaged in 15-min daily chat interactions with a confederate on predetermined topics over six days. On the fourth day, the confederate either stopped responding (ghosting), explicitly communicated the intention to end the interaction (rejection), or continued the conversation (control). Mixed-model analyses revealed that ghosting and rejection impacted similar constructs, including emotions, basic psychological needs, perception of the other, and behavioral intentions, but in distinct ways. Trend analysis indicated that ghosting elicited a slower and more prolonged negative response. Study 2 (<em>N</em> = 90) extended the design over nine days and included confederates of the same or opposite gender. Findings essentially replicated those of Study 1. While gender did not emerge as a meaningful factor, the differential reactions to ghosting and rejection persisted. These findings suggest that while both experiences are distressing, ghosting has more enduring adverse effects. We argue that the uncertainty and lack of closure associated with ghosting appear to hinder coping, prolonging psychological distress. This work seeks to advance our understanding of the similarities and specificities between ghosting and other forms of relationship dissolution.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108756"},"PeriodicalIF":8.9,"publicationDate":"2025-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144864777","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":"Corrigendum to ‘Unresponsive or un-noticed?: Cyberbystander intervention in an experimental cyberbullying context’ [Computers in Human Behavior 45C (2015) 144–150]","authors":"Kelly P. Dillon, Brad J. Bushman","doi":"10.1016/j.chb.2025.108743","DOIUrl":"10.1016/j.chb.2025.108743","url":null,"abstract":"","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108743"},"PeriodicalIF":8.9,"publicationDate":"2025-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144902475","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}
Leon O.H. Kroczek , Alexander May , Selina Hettenkofer , Andreas Ruider , Bernd Ludwig , Andreas Mühlberger
{"title":"The influence of persona and conversational task on social interactions with a LLM-controlled embodied conversational agent","authors":"Leon O.H. Kroczek , Alexander May , Selina Hettenkofer , Andreas Ruider , Bernd Ludwig , Andreas Mühlberger","doi":"10.1016/j.chb.2025.108759","DOIUrl":"10.1016/j.chb.2025.108759","url":null,"abstract":"<div><div>Large Language Models (LLMs) have demonstrated remarkable capabilities in conversational tasks. Embodying an LLM as a virtual human allows users to engage in face-to-face social interactions in Virtual Reality. However, the influence of person- and task-related factors in social interactions with LLM-controlled agents remains unclear. In this study, forty-six participants interacted with a virtual agent whose persona was manipulated as “extravert” or “introvert” in three different conversational tasks (small talk, knowledge test, convincing). Social-evaluation, emotional experience, and realism were assessed using ratings. Interactive engagement was measured by quantifying participants' words and conversational turns. Finally, we measured participants’ willingness to ask the agent for help during the knowledge test. Our findings show that the extraverted agent was more positively evaluated, elicited a more pleasant experience and greater engagement, and was assessed as more realistic compared to the introverted agent. Whereas persona did not affect the tendency to ask for help, participants were generally more confident in the answer when they had help of the LLM. Variation of personality traits of LLM-controlled embodied virtual agents, therefore, affects social-emotional processing and behavior in virtual interactions. Embodied virtual agents allow the presentation of naturalistic social encounters in a virtual environment.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108759"},"PeriodicalIF":8.9,"publicationDate":"2025-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144766823","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}
Sumin Shin , Juwon Hwang , Asya Cooley , Skye Cooley , Shahariar Nobel , Ralph Dinko , Jungyu Lee
{"title":"Impact of virtual reality and video backgrounds on mental health in digital meditation","authors":"Sumin Shin , Juwon Hwang , Asya Cooley , Skye Cooley , Shahariar Nobel , Ralph Dinko , Jungyu Lee","doi":"10.1016/j.chb.2025.108758","DOIUrl":"10.1016/j.chb.2025.108758","url":null,"abstract":"<div><div>This study explores how the characteristics of meditation videos, specifically video background (classroom vs. nature) and device type (VR vs. computer), affect mental health outcomes among college students. A total of 202 students participated in an experimental design where mental health was assessed through the Perceived Stress Scale (PSS), Distress Tolerance Scale (DTS), Psychological Well-Being Scale (PWS), and Brief Mood Introspection Scale (BMIS). Covariates, including State-Trait Anger Expression and Loneliness, were controlled. The results revealed that watching meditation videos improved mental health across all measures, regardless of the device used. Nature-based videos significantly enhanced outcomes on DTS, PWS, and BMIS compared to classroom settings, although no significant difference was found for PSS. These findings suggest that while the type of digital device does not alter mental health outcomes, the environmental context of meditation videos plays a crucial role in reducing distress and enhancing psychological well-being. The study contributes to the understanding of media and environmental factors in digital health interventions, with implications for designing mental health resources for young adults.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108758"},"PeriodicalIF":9.0,"publicationDate":"2025-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144711578","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}
Yoonvin Park , Daeho Lee , Jungwoo Shin , Jungmin Choi
{"title":"From icons to identity: Understanding graphicons as tools for self-representation","authors":"Yoonvin Park , Daeho Lee , Jungwoo Shin , Jungmin Choi","doi":"10.1016/j.chb.2025.108753","DOIUrl":"10.1016/j.chb.2025.108753","url":null,"abstract":"<div><div>The use of computer-mediated communication (CMC) continues to increase, but nonverbal communication elements remain inherently limited in CMC environments. Text-based communication lacks cues such as facial expressions, vocal tone, gestures, and body language, which are typically vital for conveying emotions. To bridge this gap, graphicons like emoticons, emojis, and stickers are widely employed in mobile communication. However, research on user preferences for specific elements comprising graphicon services on mobile platforms remains sparse. In this study, we examine user preferences for graphicon services through conjoint analysis and the mixed logit model. The findings reveal that users place the highest importance on animated content formats and personalized recommendations. In contrast, exclusivity and customization had only a minor impact on user preferences for graphicon usage. These findings align with previous studies suggesting that users leverage graphicons to express individuality and manage their self-presentation. Additionally, this study provides industry-relevant insights, highlighting user-centered considerations for designing graphicon services.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108753"},"PeriodicalIF":9.0,"publicationDate":"2025-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144703504","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":"Virtual or human influencers as endorsers? Behavioral and EEG evidence of how influencer type affects purchase intention of new products","authors":"Qingxi Yao , Yunli Liu , Bin Hu , Jia Jin","doi":"10.1016/j.chb.2025.108754","DOIUrl":"10.1016/j.chb.2025.108754","url":null,"abstract":"<div><div>Virtual influencers are increasingly popular, drawing attention to their endorsement effectiveness. This study explores the effectiveness of virtual versus human influencers in endorsing new products, specifically Really New Products (RNPs) and Incrementally New Products (INPs) via two online and one EEG experiment. Behavioral results indicate that virtual influencers increase purchase intentions for RNPs, while human influencers do so for INPs. We propose a moderated mediation model positioning perceived risk as a mediator and new product type as a moderator. EEG data show that, at the early subconscious stage, virtual influencer endorsements (vs. human) for INPs required higher cognitive control (larger N200). At the later conscious stage, virtual influencer endorsement (vs. human) elicited lower emotional engagement (smaller P300) for INPs but higher emotional engagement (larger P300) for RNPs. A positive link between purchase intention and P300 amplitude indicates that heightened emotional engagement boosts purchase intentions. Using Construal Level Theory (CLT), we explain that virtual influencers, promoting an abstract mindset, effectively reduce perceived risk for RNPs, while human influencers, inducing a concrete mindset, lower perceived risk for INPs. This alignment of the construal levels between influencer type and product type reduces cognitive control and increases emotional engagement. CLT hasn't explained influencer type effects across product newness; this study extends CLT to virtual endorsements, confirming psychological-distance principles apply equally. These findings underscore the importance of aligning influencer type with new product type, deepening our understanding of virtual influencer endorsement and offering practical insights into their use for promoting new products.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108754"},"PeriodicalIF":9.0,"publicationDate":"2025-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144686003","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}
David Lacko, Filip Kyslík, David Smahel, Hana Machackova
{"title":"Gaming together, feeling better—or feeling worse? How social video gaming impacts loneliness and depressive mood differently for boys and girls","authors":"David Lacko, Filip Kyslík, David Smahel, Hana Machackova","doi":"10.1016/j.chb.2025.108752","DOIUrl":"10.1016/j.chb.2025.108752","url":null,"abstract":"<div><div>Social video gaming has become an integral part of adolescent life, yet its impact on well-being remains unclear. This longitudinal study examines how social gaming relates to loneliness and depressive mood among adolescents, considering both within-person and between-person associations. Additionally, it explores the moderating roles of gender and age. Data were collected from a large sample of Czech adolescents across four waves, with social gaming assessed using an adapted version of the Social Interaction Potential Assessment (SIPA) tool. A random-intercept cross-lagged panel model (RI-CLPM) was employed to distinguish stable between-person differences from within-person fluctuations over time. Findings revealed that while adolescents who generally played more social games reported higher loneliness at the between-person level, an increase in social gaming was associated with a decrease of loneliness at the within-person level. No direct link between social gaming and depressive mood was observed. Gender differences emerged, with social gaming reducing loneliness and depressive mood for boys but increasing both for girls at within-person level. Additionally, early adolescents were more likely to increase social gaming in response to depressive mood, whereas mid-adolescents showed the opposite pattern. These results suggest that while social gaming may provide temporary relief from loneliness, particularly for boys, it may also reflect underlying vulnerabilities, especially for girls. The findings highlight the need for a nuanced understanding of social gaming's role in adolescent well-being, considering individual differences in gender and age.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108752"},"PeriodicalIF":9.0,"publicationDate":"2025-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144686078","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":"Exploring the motivational drivers of extended reality (XR) sports and fitness gameplay intentions","authors":"Chantel Muller, Jackie Bonnema","doi":"10.1016/j.chb.2025.108751","DOIUrl":"10.1016/j.chb.2025.108751","url":null,"abstract":"<div><div>Extended reality (XR) technology, encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR), has revolutionized sports and fitness consumption experiences through advanced video-gaming solutions. Technological developments, including XR headsets and specialized accessories, Bluetooth/ANT + treadmills, bikes, and rowers connected to niche apps and games, have enabled consumers to move from the traditional sports grounds and fitness clubs to engage in realistic, immersive, and interactive digital environments. This study addresses the research question: What motivational drivers influence consumers’ intentions to play extended reality (XR) sports and fitness games? Attending to the lack of scientific evidence in this area, this study hypothesize that escapism, entertainment value, social interaction, skill development and competitiveness significantly influence XR sports and fitness gameplay intentions. A computer-administered survey was used to collect data from a non-probability purposive sample of 474 South African adult consumers. Structural equation modeling (path analysis) was performed, whereby the significance of the variables was deduced based on their standardized Beta (β) coefficient values, set at the 99 % level (p < 0.01). The findings revealed escapism (β = 0.082, p = 0.265, p > 0.001) and social interaction (β = −0.068, p = 0.553, p > 0.001) are not significant motives driving XR sports and fitness gameplay intentions. Moreover, social interaction has an adverse effect on gameplay intentions. Skill development (β = 0.274, p = 0.000, p < 0.01) and competitiveness (β = 0.188, p = 0.000, p < 0.001) were confirmed to drive XR sports and fitness gameplay intentions, with entertainment value (β = 0.443, p = 0.000, p < 0.001) being the strongest motivator. The gaming and fitness industry is better equipped to optimize the XR sports and fitness market by capitalizing on these psychological drivers.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108751"},"PeriodicalIF":8.9,"publicationDate":"2025-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144723735","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":"From similarity to multiplicity: Avatar multi-persona tendencies and cognitive responses in the Metaverse","authors":"Yunwoo Choi , Changjun Lee","doi":"10.1016/j.chb.2025.108750","DOIUrl":"10.1016/j.chb.2025.108750","url":null,"abstract":"<div><div>This study explores the multi-persona tendencies of avatars and their effects on users' cognitive responses in the Metaverse. Moving beyond the conventional focus on avatar similarity to real-world selves, this study examines the relationship between environmental anonymity and avatar customization. An experimental survey was conducted where 528 participants customized avatars, varying their physical characteristics, fashion style, and brand choices across three environments: the real world, a real-name based Metaverse, and an anonymous Metaverse. The results show that anonymity significantly influences avatar customization, leading to a greater divergence from real-life physical characteristics and bolder experimental fashion and brand choices. The study finds that these multi-persona tendencies, particularly the dissimilarity between avatars and users' real selves, positively affect users' attitudes toward the Metaverse and their intention to continue using the platform. Notably, anonymous environments foster more significant persona diversification and stronger emotional engagement with the Metaverse. This research enhances the understanding of virtual identity formation in virtual worlds, highlighting the role of anonymity in facilitating multi-persona tendencies. These findings have implications for the design and marketing of virtual platforms, suggesting that greater freedom in avatar customization can boost user engagement and satisfaction. The study also provides a foundation for future research into the complex dynamics of avatar identity and users’ cognitive responses in virtual environments.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108750"},"PeriodicalIF":9.0,"publicationDate":"2025-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144703503","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}