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}
{"title":"Using a two-stage method to understand the critical factors influencing customers’ intention to switch from traditional to artificial intelligence based banking services: A perspective based on the push–pull–mooring model","authors":"Jiunn-Woei Lian , Cai-Wei Li","doi":"10.1016/j.chb.2025.108645","DOIUrl":"10.1016/j.chb.2025.108645","url":null,"abstract":"<div><h3>Purpose</h3><div>Generative artificial intelligence (GenAI) enables banks to enhance customer service experiences. However, limited research has been conducted on factors influencing customers’ intention to switch from traditional to artificial intelligence (AI) based banking services. Therefore, the present study explored the key antecedents of the aforementioned intention.</div></div><div><h3>Methods</h3><div>This two-stage study was based on the push–pull–mooring model. In Stage 1, in-depth semistructured interviews were conducted with stakeholders related to AI-based banking services to identify critical factors influencing customers’ intention to switch from traditional to AI-based customer services. In Stage 2, the results obtained in Stage 1 were combined with results from the literature to create a second-order model and direct-effect model (Models 1 and 2, respectively). Quantitative survey data were then collected to validate these models.</div></div><div><h3>Results</h3><div>Model 1 indicated that among pull, push, and mooring factors, pull factors had the strongest effect on the aforementioned intention, followed by mooring factors and then push factors. The explanatory power (<em>R</em><sup>2</sup>) of this model was 70 %. Furthermore, Model 2 indicated that the attractiveness of the alternative (a pull factor) and the need for interpersonal interaction and inertia (mooring factors) were the key factors influencing switching intention. The explanatory power (<em>R</em><sup>2</sup>) of this model was 76 %.</div></div><div><h3>Conclusion</h3><div>In summary, this study identified and validated critical factors affecting customers’ intention to switch to AI-based banking services. The findings enrich the understanding the social interaction and user behavior of AI, offering valuable insights for promoting AI-driven services and applications.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108645"},"PeriodicalIF":9.0,"publicationDate":"2025-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143697574","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}
Jacqueline Nguyen Phuong Trieu , Marie-Hélène Tessier , Clémentine Pouliot , Carole Bélanger , Yvan Leanza , Philip L. Jackson
{"title":"Physical characteristics of digital characters influence group categorization and recognition of affective states","authors":"Jacqueline Nguyen Phuong Trieu , Marie-Hélène Tessier , Clémentine Pouliot , Carole Bélanger , Yvan Leanza , Philip L. Jackson","doi":"10.1016/j.chb.2025.108638","DOIUrl":"10.1016/j.chb.2025.108638","url":null,"abstract":"<div><div>Ethnic bias in social group categorization and recognition of affective states persist in diverse countries like Canada, potentially affecting interactions with minority groups. With the growing use of digital characters (DCs) across various settings, it becomes crucial to explore whether these biases extend to virtual environments to mitigate these issues. This study created and validated 16 realistic DCs to examine how individuals perceive their physical characteristics while investigating the effects of ethnic biases. 112 participants from the majority group (White) completed a two-part online task in which they were asked to perceive in the 16 DCs 1) physical attributes in a neutral state such as phenotype (Black, White, Latin American, or Asian), gender, age, and realism, and 2) four affective states expressed by DCs (pain, anger, sadness, or neutral), as well as components associated with them (intensity, valence, and arousal). Participants categorized White DCs more accurately than Asian and Latin American DCs, and faster than Latin American DCs. The latter were also categorized less accurately and slower than the two other minority groups (Asian and Black DCs). Furthermore, the anger facial expression on Asian DCs was the least recognized among all other affective states and phenotypic groups. Thus, an attenuated own-phenotype bias emerged in contexts with multiple phenotypes, where very similar or very different physical characteristics contribute to efficient categorization. This study contributes to a finer understanding of how different phenotypic groups are perceived in virtual environments and introduces newly created digital characters that could be used for studies in human-agent interactions.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108638"},"PeriodicalIF":9.0,"publicationDate":"2025-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143683350","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":"Virtual reality versus classic presentations of mass media campaigns: Effectiveness and psychological mechanisms using the example of environmental protection","authors":"Daniel Zimmermann, Paulina Wolf, Kai Kaspar","doi":"10.1016/j.chb.2025.108643","DOIUrl":"10.1016/j.chb.2025.108643","url":null,"abstract":"<div><div>Virtual reality (VR) and 360° VR videos are increasingly important for media advertising campaigns due to their immersive potential. This particularly applies to topics many recipients find difficult to grasp, including environmental protection issues. However, previous research on the effects of 360° VR videos on users' environmental attitudes and behavioural intentions, compared to more traditional media, came to mixed results and lacked a consistent approach regarding the considered presentation modes and mediating mechanisms. To address this circumstance, we compare the effects of 360° VR videos with 2D video, audio, and printed text, and examine the potential roles of spatial presence, narrative transportation, and affect. We presented three environmental protection documentaries in one of the four presentation modes to the participants, who then rated their experiences as well as their environmental protection and donation intentions. We analysed data from 128 participants and examined the main effects of presentation mode (360° VR video vs. 2D video vs. audio vs. text) on spatial presence, narrative transportation, and positive and negative affect as well as indirect effects of presentation mode on participants’ environmental and donation intentions via these four psychological mechanisms. Results revealed that the 360° VR video condition evoked significantly stronger feelings of spatial presence, narrative transportation, and positive affect than the other conditions. We also found significant indirect effects of presentation mode on environmental protection and donation intentions via narrative transportation. These results emphasise the relevance of the narrative for virtual marketing campaigns and the need to consider mediators in VR research.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108643"},"PeriodicalIF":9.0,"publicationDate":"2025-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143683348","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}
Natale Canale , Frank J. Elgar , Erika Pivetta , Tommaso Galeotti , Claudia Marino , Joël Billieux , Daniel L. King , Michela Lenzi , Paola Dalmasso , Giacomo Lazzeri , Paola Nardone , Arianna Camporese , Alessio Vieno
{"title":"Problem gaming and adolescents’ health and well-being: Evidence from a large nationally representative sample in Italy","authors":"Natale Canale , Frank J. Elgar , Erika Pivetta , Tommaso Galeotti , Claudia Marino , Joël Billieux , Daniel L. King , Michela Lenzi , Paola Dalmasso , Giacomo Lazzeri , Paola Nardone , Arianna Camporese , Alessio Vieno","doi":"10.1016/j.chb.2025.108644","DOIUrl":"10.1016/j.chb.2025.108644","url":null,"abstract":"<div><div>Playing video games is a common leisure activity for adolescents, but a minority can develop maladaptive gaming patterns and experience impairments in various health domains. Most research has been conducted within the dichotomy of “non-problematic gaming” and “problematic gaming” with convenience and unrepresentative samples, necessitating further investigation to provide more robust and generalizable evidence. In this study, we examined the impact of gaming on different groups of gamers with distinct degrees of gaming involvement in relation to various psychological and physical health outcomes and behaviours. Data included a nationally representative sample of 89321 adolescents (11–17 years) from the 2022 Italian Health Behaviour in School-aged Children study. We compared groups of gamers (low risk, high risk, and problematic) with non-gamers concerning their (mental) health, nutrition, physical activity, sleep, and social well-being. Logistic regressions were used to estimate the odds ratios (adjusted for gender, age, material deprivation, and family structure). Compared with non-gamers (33.7 % of the sample), low-risk gamers (51.6 %) reported better health-related outcomes (i.e., lower risk of depression, lower stress, fewer psychological and somatic symptoms). High-risk (11.6 %) and problematic gamers (3.1 %) showed significantly higher impairments in all health-related outcomes than non-gamers did, the associations being especially pronounced in the problematic gaming group. Video games are not inherently harmful, and adolescents who reported a low risk of gaming problems showed slightly better health-related outcomes than non-gamers did. However, a minority of vulnerable users engaged in problematic use associated with negative consequences, functional impairment (e.g., sleep interference), and various unhealthy behaviours.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108644"},"PeriodicalIF":9.0,"publicationDate":"2025-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143697564","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}
Cyan DeVeaux , Eugy Han , Zora Hudson , Jordan Egelman , James A. Landay , Jeremy N. Bailenson
{"title":"Black immersive virtuality: Racialized experiences of avatar embodiment and customization among Black users in social VR","authors":"Cyan DeVeaux , Eugy Han , Zora Hudson , Jordan Egelman , James A. Landay , Jeremy N. Bailenson","doi":"10.1016/j.chb.2025.108639","DOIUrl":"10.1016/j.chb.2025.108639","url":null,"abstract":"<div><div>Previous research has uncovered racialized avatar experiences in desktop virtual worlds, but less attention has been given to how this has evolved into the more immersive medium of social virtual reality (VR). Leveraging Intersectional Tech and the Virtual Identity Discrepancy Model as frameworks, we report on findings from two complementary studies aimed at understanding the avatar embodiment experiences of Black users on VRChat, a popular social VR platform. Study 1 draws on interview findings (n = 11) to examine how Black users navigate, negotiate, and respond to avatar-based racial inequity and defaults of whiteness in this immersive context. Participants took on racialized burdens and immersive repercussions when curating their digital appearance, including embodied glitches, navigating racialized encounters with avatar creators, relying on DIY solutions (e.g., learning avatar creation), and conscious consideration of the marginalization of Black virtual bodies when selecting their representation. Study 2 extends these findings with a quantitative experimental study (n = 41) that examined how the discrepancy between physical and virtual attributes influenced Black users' psychological experience in social VR while manipulating their avatar's visibility. Avatar discrepancy was negatively correlated with spatial presence and, in the absence of a virtual mirror, avatar discrepancy was negatively correlated with avatar embodiment. We use these mixed-methods findings to identify new perspectives on the embodied consequences of racial discrepancies in social VR, underscoring the privilege of immersion. By centering perspectives from Black users and discussing implications for designers and researchers, we expand avatar research on the multi-faceted experiences of racially marginalized users in social VR and Black virtuality.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108639"},"PeriodicalIF":9.0,"publicationDate":"2025-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143683349","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":"Third-party punishment and its neural mechanisms in the digital age: An fNIRS investigation of subjective social class and moral orientation","authors":"Zhanyu Yu, Yue He","doi":"10.1016/j.chb.2025.108640","DOIUrl":"10.1016/j.chb.2025.108640","url":null,"abstract":"<div><div>Third-party punishment (TPP) plays a crucial role in maintaining social justice, and its occurrence is increasingly common in online environments. However, research on TPP in these digital settings, particularly regarding individuals from different subjective social classes (SSC), is still limited. This study investigates the TPP and associated neural activation patterns of individuals with high and low SSC when faced with moral violations of different orientations (justice vs. care) online. Using behavioral experiments and fNIRS, participants observed moral violations online—such as breaches of fairness or harm to others—and decided whether to punish the offenders while their brain activity was recorded. Behavioral findings indicated that high SSC individuals exhibited consistent TPP across both moral orientations, whereas low SSC individuals showed increased TPP in care-oriented violations. The fNIRS results revealed significant activation in the dorsolateral prefrontal cortex (dlPFC) and ventromedial prefrontal cortex (vmPFC) during justice violations. In contrast, reduced activation was observed in these regions during care violations, particularly among low SSC individuals. These findings suggest that TPP in online care-related moral violations is more emotionally driven, with less cognitive control, and demonstrate how social class differentially impacts punishment behavior and its underlying neural mechanisms in digital environments. This study provides novel insights into the interplay of emotion and cognition in online TPP decision-making.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108640"},"PeriodicalIF":9.0,"publicationDate":"2025-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143609395","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}
Frank Papenmeier , Josephine Halama , Carl Reichert
{"title":"Accepting cookies: Nudging, deceptive patterns and personal preference","authors":"Frank Papenmeier , Josephine Halama , Carl Reichert","doi":"10.1016/j.chb.2025.108641","DOIUrl":"10.1016/j.chb.2025.108641","url":null,"abstract":"<div><div>We performed two experiments to investigate the impact of external and internal choice factors on participants' cookie acceptance behavior. As external choice factors, we manipulated the effort required to navigate cookie consent options and the highlighting of accept or reject buttons in cookie consent banners. As internal choice factors, we measured user-related factors such as privacy concerns, age, or preferences in rational thinking and experiential thinking. Our first experiment measured participants' cookie acceptance behavior for a single cookie banner ,and in our second experiment, we repeatedly measured participants’ cookie acceptance behavior across twelve websites with cookie banners. We observed a strong influence of external choice factors on cookie acceptance behavior across both experiments. The influence of the measured internal choice factors was more nuanced, such as rational thinking moderating the influence of button highlighting, or privacy concerns and age being related to cookie acceptance behavior in our second experiment. Experiment 2 revealed that about two-thirds of our participants showed a stable cookie acceptance behavior of either always accepting cookies or always rejecting cookies, further supporting the role of internal choice factors on cookie acceptance behavior. Our findings underscore the importance of design in cookie consent banners and the role of individual differences for privacy-related decisions.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108641"},"PeriodicalIF":9.0,"publicationDate":"2025-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143683351","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}
Janneke M. Schokkenbroek , Alessia Telari , Luca Pancani , Paolo Riva
{"title":"What is (not) ghosting? A theoretical analysis via three key pillars","authors":"Janneke M. Schokkenbroek , Alessia Telari , Luca Pancani , Paolo Riva","doi":"10.1016/j.chb.2025.108637","DOIUrl":"10.1016/j.chb.2025.108637","url":null,"abstract":"<div><div>Ghosting, unilaterally ceasing communication without providing any explanation, has emerged as a prevalent and perplexing form of relationship dissolution. Despite its increasing occurrence, existing definitions of ghosting remain inconclusive and occasionally contradictory. Theoretical frameworks such as relationship dissolution and social exclusion models are in some ways appropriate for understanding ghosting but fail to provide a fully comprehensive understanding. This theoretical analysis addresses the gaps by delineating the specificities and boundaries of ghosting through three key pillars. First (1), we examine the nature of the social connections and types of relationships in which ghosting occurs, as dissolution dynamics differ across romantic partnerships, friendships, or professional relationships. Second (2), we investigate technology's (potentially) pivotal role in ghosting, considering whether ghosting is as contemporary as the terminology suggests. Third, we explore the temporal elements of ghosting (3) discussing the suddenness and definitiveness of ghosting events. Based on this theoretical analysis, we propose the following renovated definition of ghosting: <em>Ghosting is a form of ostracism predominantly enacted through digital technology that consists of a unilateral, sudden or gradual cease of communication without explanation to end a meaningful relationship definitively</em>. Additionally, we discuss neighboring phenomena (e.g., orbiting, breadcrumbing) that are closely similar but distinguishable from ghosting. Lastly, we emphasize the subjectivity of ghosting experiences, highlighting perceptual gaps between ghosters and those being ghosted (‘ghostees’). With this contribution, we present a theoretical framework for studying ghosting and establish the groundwork for future research, facilitating a better comprehension of ghosting's definition within various relationship contexts.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108637"},"PeriodicalIF":9.0,"publicationDate":"2025-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143609910","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}