Computers in human behavior reports最新文献

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Blasting and posturing: How impression management contributes to inequalities in political expression on Facebook 爆破和装腔作势:印象管理如何导致Facebook上政治表达的不平等
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-29 DOI: 10.1016/j.chbr.2025.100795
Christian Pieter Hoffmann , Christoph Lutz
{"title":"Blasting and posturing: How impression management contributes to inequalities in political expression on Facebook","authors":"Christian Pieter Hoffmann ,&nbsp;Christoph Lutz","doi":"10.1016/j.chbr.2025.100795","DOIUrl":"10.1016/j.chbr.2025.100795","url":null,"abstract":"<div><div>Social media provide opportunities for political engagement. Yet, previous research has shown that political engagement on social media remains socially stratified, with younger, male and more educated individuals more drawn to online politics. This study builds on impression management theory to examine how the expressive and performative nature of online politics contributes to a ‘digital divide’ in political expression. We examine the role of five distinct impression management techniques in German users' political expression on Facebook. Impression management research has found that sociodemographic variables, such as age, gender and education, affect an individual's propensity for distinct impression management techniques. Thereby, examining the role of impression management contributes to our understanding of the sociodemographic stratification of online political expression. Based on a survey of 1012 Facebook users, we find that assertive impression management techniques, in particular, facilitate online political expression. However, young and male users are most likely to engage in these techniques. Political interest relates to four of the five impression management techniques, but not the most assertive technique, which strongly relates to Facebook political expression.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"20 ","pages":"Article 100795"},"PeriodicalIF":5.8,"publicationDate":"2025-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144926279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Phishing vulnerability and personality traits: Insights from a systematic review 网络钓鱼漏洞和人格特征:来自系统回顾的见解
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-26 DOI: 10.1016/j.chbr.2025.100784
Pablo López-Aguilar , Carlota Urruela , Edgar Batista , Juvenal Machin , Agusti Solanas
{"title":"Phishing vulnerability and personality traits: Insights from a systematic review","authors":"Pablo López-Aguilar ,&nbsp;Carlota Urruela ,&nbsp;Edgar Batista ,&nbsp;Juvenal Machin ,&nbsp;Agusti Solanas","doi":"10.1016/j.chbr.2025.100784","DOIUrl":"10.1016/j.chbr.2025.100784","url":null,"abstract":"<div><div>Phishing attacks have gained prominence and effectiveness over the years. Although many efforts are devoted to combat them, generic anti-phishing awareness and training campaigns have shown limited success. In this context, considering individuals’ personality traits in relation to phishing behaviour could significantly enhance cybersecurity defence strategies. In this article, we concentrate on personality traits and their effects on vulnerability to phishing attacks. We implement a rigorous systematic review following the methodology proposed by vom Brocke et al. (2009) along with the PRISMA statement. We searched five major databases (<em>i.e.,</em> Web of Science, Scopus, IEEE Xplore, ACM Digital Library, and PubMed), with an all-years’ time span from 1900 to January 2025. From the 1919 articles yielded in the initial search, 26 satisfied all criteria. Results reveal that extraversion, agreeableness, and neuroticism generally show a positive association with phishing vulnerability, whereas conscientiousness emerges as a protective factor. The review also highlights significant gaps in the current methodologies used to measure phishing vulnerability, noting a lack of standardised measurement tools to perform phishing experiments. Finally, this study underscores the need to develop secondary prevention strategies targeting at-risk groups to combat the increasingly sophisticated phishing threats. To enhance consistency in future research, the Appendix includes guidelines for measuring phishing vulnerability under experimental conditions.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"20 ","pages":"Article 100784"},"PeriodicalIF":5.8,"publicationDate":"2025-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144903446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Individuals with low self-esteem benefit most from interactivity in virtual try-on systems 低自尊的人从虚拟试穿系统的互动中获益最多
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-25 DOI: 10.1016/j.chbr.2025.100772
Marc Wyszynski, Sebastian Weber, Björn Niehaves
{"title":"Individuals with low self-esteem benefit most from interactivity in virtual try-on systems","authors":"Marc Wyszynski,&nbsp;Sebastian Weber,&nbsp;Björn Niehaves","doi":"10.1016/j.chbr.2025.100772","DOIUrl":"10.1016/j.chbr.2025.100772","url":null,"abstract":"<div><div>This study investigates how self-esteem and gender influence the potential of interactive augmented reality (AR)-based virtual try-on systems (VTOs) to improve the virtual product experience (VPE). In particular, we examine the impact of self-esteem and gender on the influence of varying levels of interactivity in virtual product presentation formats on two key determinants of VPE, i.e., user engagement and product enticement. In a between-subjects online experiment, 265 participants were randomly assigned to one of three interactivity conditions: no AR, low AR VTO, and high AR VTO. For each condition, they evaluated three products (eyewear) within an online store setting and indicated their subjective engagement and enticement. Results show that high AR interactivity significantly increased both engagement and enticement. Furthermore, self-esteem was positively associated with both VPE outcomes, and engagement increased with interactivity more strongly among individuals with lower self-esteem than among those with higher self-esteem. These findings extend current VPE frameworks by integrating psychological user characteristics and offer practical implications for the design of inclusive and user-centered product presentation formats.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"20 ","pages":"Article 100772"},"PeriodicalIF":5.8,"publicationDate":"2025-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144895468","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Regulatory mode and internet addiction disorder in medical college students: The mediating role of self-control 调节模式与医学生网络成瘾:自我控制的中介作用
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-23 DOI: 10.1016/j.chbr.2025.100787
Yang Gao , Ang Gao , Qin Liu , Xiaohui Zhao , Siqi Chen , Ke Chen , Di Wu , Na Liu
{"title":"Regulatory mode and internet addiction disorder in medical college students: The mediating role of self-control","authors":"Yang Gao ,&nbsp;Ang Gao ,&nbsp;Qin Liu ,&nbsp;Xiaohui Zhao ,&nbsp;Siqi Chen ,&nbsp;Ke Chen ,&nbsp;Di Wu ,&nbsp;Na Liu","doi":"10.1016/j.chbr.2025.100787","DOIUrl":"10.1016/j.chbr.2025.100787","url":null,"abstract":"<div><div>With the rapid development of network technology, the problem of Internet addiction disorder (IAD) among medical college students has become increasingly prominent. Recently, a growing number of studies have begun to focus on the influence of individual differences in self-regulation on IAD, but the underlying mechanism remains unclear. This study intended to analyze the mediating role of self-control in the relationship between regulatory mode and IAD. A total of 470 medical college students were enrolled using convenience sampling and completed a questionnaire that included the Sociodemographic Questionnaire, the Regulatory Mode Questionnaire (RMQ), the Self-control Scale (SCS), and the revised Chinese Internet Addiction Scale (CIAS-R). Structural equation modeling was used to examine the mediating effect of self-control. Results showed that locomotion mode negatively predicted IAD, with self-control mediating 63.69 % of this effect. In contrast, assessment mode positively predicted IAD, with self-control mediating 75.37 % of this effect. These findings highlight self-control as a key mediator in the relationship between regulatory mode and IAD, suggesting that future research can explore strategies to reduce IAD by modifying regulatory modes and enhancing self-control.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"20 ","pages":"Article 100787"},"PeriodicalIF":5.8,"publicationDate":"2025-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144895467","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Digital educational escape rooms as a novel approach to cybersecurity education: An empirical study on learner perceptions of usefulness and usability 数字教育密室作为网络安全教育的新途径:学习者有用性和可用性感知的实证研究
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-20 DOI: 10.1016/j.chbr.2025.100785
Thomas Keller , Josef Guggemos , Julia Warwas
{"title":"Digital educational escape rooms as a novel approach to cybersecurity education: An empirical study on learner perceptions of usefulness and usability","authors":"Thomas Keller ,&nbsp;Josef Guggemos ,&nbsp;Julia Warwas","doi":"10.1016/j.chbr.2025.100785","DOIUrl":"10.1016/j.chbr.2025.100785","url":null,"abstract":"<div><div>With the increasing number and severity of cybersecurity incidents, programs for security education, training, and awareness (SETA) have become essential components of organizational and educational strategies to promote information-secure behavior at the workplace. While traditional training is often perceived as uninspiring and tedious, digital educational escape rooms (DEERs) are a promising tool that combines immersive, game-based learning with authentic problem scenarios to improve cybersecurity skills. Despite their growing popularity in cybersecurity education, key acceptance factors of DEERs have not been systematically investigated. This study applies the technology acceptance model (TAM) to examine how perceived usefulness and perceived ease of use affect the intentions of target learner groups to engage with DEERs in SETA programs. A total of 217 participants, comprising trainees, students, and employees, played one randomly selected DEER from a set of three on password management, privacy and data security, and social engineering. After completion, participants evaluated the learning environment using a standardized TAM-based questionnaire. Structural equation modeling revealed that perceived usefulness was the strongest predictor of learners’ intentions to engage with DEERs. Perceived ease of use influenced engagement intention directly and indirectly by positively affecting perceived usefulness. Multigroup analysis revealed no significant differences across age, gender, professional background, or DEER scenario. These findings highlight the importance of balancing ease of use with the extent to which learners perceive the content to be meaningful, important, and relevant to their professional context in order to ensure acceptance and effective integration of DEERs into SETA programs.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"20 ","pages":"Article 100785"},"PeriodicalIF":5.8,"publicationDate":"2025-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144893390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Designing effective VR experiences for pro-environmental outcomes: Enhancing self-efficacy through mastering solutions 为亲环境结果设计有效的VR体验:通过掌握解决方案来增强自我效能感
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-01 DOI: 10.1016/j.chbr.2025.100783
Hande Sungur , Zeph M.C. van Berlo , Hana Hegyiová , Tilo Hartmann
{"title":"Designing effective VR experiences for pro-environmental outcomes: Enhancing self-efficacy through mastering solutions","authors":"Hande Sungur ,&nbsp;Zeph M.C. van Berlo ,&nbsp;Hana Hegyiová ,&nbsp;Tilo Hartmann","doi":"10.1016/j.chbr.2025.100783","DOIUrl":"10.1016/j.chbr.2025.100783","url":null,"abstract":"<div><div>The aim of this study was to examine how mastery experiences in virtual reality (VR) can be used to promote pro-environmental behaviors. Specifically, we explored whether enacting recommended sustainable behaviors and immediately observing their effects in a VR experience can enhance users’ environmental self-efficacy, and consequently lead to stronger behavioral intentions to reduce plastic consumption, as well as reduction in actual plastic consumption behavior. In a preregistered mixed-design laboratory experiment (<em>N</em> = 121), we manipulated the type of VR experience the participants received (mastery experience present vs. absent) as between-subjects factor and included measurement time (immediately after the experience vs. one week later) as a within-subjects factor. In both conditions, participants engaged with an immersive VR experience about the plastic pollution problem, however, only in the experimental condition, participants also mastered the recommended actions for solving the problem and immediately witnessed the outcomes of these actions. The results showed that when users learned about recommended actions by performing them and receiving real time feedback, their self-efficacy—measured as a mediator—and behavioral intentions to reduce plastic consumption were increased. These effects were observed both immediately after exposure to the VR experience and a week after participation. Notably, results also showed an overall decrease in plastic consumption for all participants exposed to the VR experience, regardless of the condition.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100783"},"PeriodicalIF":5.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144893577","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enjoyment not addiction: Attracting human players without fueling psychological addiction to computer games 享受而非上瘾:吸引人类玩家而不助长对电脑游戏的心理上瘾
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-01 DOI: 10.1016/j.chbr.2025.100757
Ching-I Teng
{"title":"Enjoyment not addiction: Attracting human players without fueling psychological addiction to computer games","authors":"Ching-I Teng","doi":"10.1016/j.chbr.2025.100757","DOIUrl":"10.1016/j.chbr.2025.100757","url":null,"abstract":"<div><h3>Purpose</h3><div>Game addiction creates health and social problems among players, leading to the following question: How can games attract players without fueling game addiction? This question has not been sufficiently answered in the literature because, theoretically, it has not included the carry-over effect of earlier game addiction. Additionally, methodologically, prior research has not included all possible correlations among the game experiences as the antecedents to addiction, indicating the possibility of mis-specifying addiction predictors. To address these gaps, our study built a model to explain how game loyalty, enjoyment, escapism, and immersion affect current game addiction and, importantly, considers the influence of earlier game addiction.</div></div><div><h3>Design/methodology/approach</h3><div>The data were drawn from complete responses from 1026 players to two waves of surveys. The model was tested using structural equation modeling, which includes all the correlations among the game experiences, effectively overcoming the methodological challenges in the literature.</div></div><div><h3>Findings</h3><div><em>Earlier</em> game addiction was observed to have the greatest influence on <em>current</em> game addiction. Escapism and immersion fueled game addiction, whereas game loyalty did not. Surprisingly, enjoyment <em>reduced</em> game addiction.</div></div><div><h3>Originality/value</h3><div>Our findings offer insights to game makers by envisioning that they focus on enjoyment and game loyalty, thus likely enhancing game sustainability in an ethical manner. Our model explained 53 % of the variance in current game addiction, indicating its relevance to players’ health and the sustainability of gaming systems. Caution should be taken, as the findings are based exclusively on a sample from Taiwan.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100757"},"PeriodicalIF":5.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144763707","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Defining toxicity in multiplayer online games: A systematic literature review 定义多人在线游戏中的毒性:系统文献综述
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-01 DOI: 10.1016/j.chbr.2025.100698
Bastian Kordyaka , Sukran Karaosmanoglu , Samuli Laato
{"title":"Defining toxicity in multiplayer online games: A systematic literature review","authors":"Bastian Kordyaka ,&nbsp;Sukran Karaosmanoglu ,&nbsp;Samuli Laato","doi":"10.1016/j.chbr.2025.100698","DOIUrl":"10.1016/j.chbr.2025.100698","url":null,"abstract":"<div><div>Driven by the technological advances of recent years and the opportunity to interact in real-time with others worldwide, toxicity in multiplayer games emerged as a major issue impacting players’ well-being and the eSports industry—a lose–lose situation. Despite its urgency, there remains a lack of consensus on the definition of toxicity. To address this, we conducted a systematic literature review (<span><math><mi>N</mi></math></span>=853), identifying 32 articles in human–computer interaction databases. Analyzing the identified articles using inductive content analysis, we present (i) a complex picture of various toxicity conceptualizations in the existing literature, (ii) a unifying multidimensional definition for toxicity, (iii) a demonstration of the definition’s application as a sequential process relating to widely encountered acts of toxicity, and (iv) recommendations for future research on toxicity, particularly in the growing domain of eSports. Specifically, we provide the following definition for toxicity in multiplayer online games: <em>”A collective term for acts that are perceived as disruptive by other players that do not occur as a requirement of gameplay that can take different (a) forms of interaction (text and/or speech and/or behavior), (b) targets (teammates and/or opponents), (c) intentions (external and/or internal), and (d) timing (action and/or reaction)</em>.”</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100698"},"PeriodicalIF":5.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144750756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Does indulgence in watching live streams really reduce perceived stress? A cross-lagged panel study 沉迷于观看直播真的能减轻压力吗?交叉滞后面板研究
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-01 DOI: 10.1016/j.chbr.2025.100780
Wei Wang , Jingyu Zhao , Siqi Feng , Chenrui Xu , Chongdi Zhong , Hongzhi Sun
{"title":"Does indulgence in watching live streams really reduce perceived stress? A cross-lagged panel study","authors":"Wei Wang ,&nbsp;Jingyu Zhao ,&nbsp;Siqi Feng ,&nbsp;Chenrui Xu ,&nbsp;Chongdi Zhong ,&nbsp;Hongzhi Sun","doi":"10.1016/j.chbr.2025.100780","DOIUrl":"10.1016/j.chbr.2025.100780","url":null,"abstract":"<div><div>People are investing more time in live streaming, and stress relief is one of their main motivations. The purpose of this study is to explore the causal relationship between viewers' live streaming dependence and perceived stress. We surveyed college students using the Live Streaming Dependency Scale and the Chinese Perceived Stress Scale, and constructed a cross-lagged panel model with questionnaire data. The results showed that live streaming dependence could not alleviate viewers' perceived stress, but rather became a facilitator. As time progresses, perceived stress reduces viewers' live streaming dependence. The results of this study suggest that indulgence in live streaming is not an antidote to stress relief. Practical and effective professional support should be sought when experiencing stressful events.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100780"},"PeriodicalIF":5.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144890514","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Examining the immediate and delayed impact of immersive media on the effectiveness of social media influencer advertising: An experimental approach 研究沉浸式媒体对社交媒体网红广告有效性的即时和延迟影响:一种实验方法
IF 5.8
Computers in human behavior reports Pub Date : 2025-08-01 DOI: 10.1016/j.chbr.2025.100781
Delia Cristina Balaban , Meda Mucundorfeanu , Julia Szambolics , Christof Amrhein
{"title":"Examining the immediate and delayed impact of immersive media on the effectiveness of social media influencer advertising: An experimental approach","authors":"Delia Cristina Balaban ,&nbsp;Meda Mucundorfeanu ,&nbsp;Julia Szambolics ,&nbsp;Christof Amrhein","doi":"10.1016/j.chbr.2025.100781","DOIUrl":"10.1016/j.chbr.2025.100781","url":null,"abstract":"<div><div>Previous research highlighted the impact of advertising in virtual reality (VR) media settings. There is growing interest in connecting virtual reality content with social media. The present research investigates social media users' cognitive processes, attitudes, and behavioral intentions when interacting with a social media influencer in VR media settings. The research contributes to the existing scholarship by investigating the immediate and the delayed impact of a spherically filmed 360-degree advertising video of a social media influencer. We conducted a between-subjects (media reception modality: smartphone versus head-mounted display) online survey-based experiment with two time points (immediately and one month after the media exposure). Findings showed that participants who viewed the 360-degree advertising video of an influencer in VR media settings with head-mounted displays assessed the influencer as more credible, expressed greater intentions to follow the influencer and to see more of the influencer content, brand attitude, purchase intention, and electronic word-of-mouth intention compared to participants that saw the same video on their smartphones. One month later, regardless of media reception, brand attitudes increased, while purchase intentions decreased more in VR media compared to smartphone use.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100781"},"PeriodicalIF":5.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144890517","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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