Computers in human behavior reports最新文献

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An approach based on data mining and genetic algorithm to optimizing time series clustering for efficient segmentation of customer behavior 基于数据挖掘和遗传算法的方法,优化时间序列聚类,有效细分客户行为
IF 4.9
Computers in human behavior reports Pub Date : 2024-11-01 DOI: 10.1016/j.chbr.2024.100520
Hodjat (Hojatollah) Hamidi, Bahare Haghi
{"title":"An approach based on data mining and genetic algorithm to optimizing time series clustering for efficient segmentation of customer behavior","authors":"Hodjat (Hojatollah) Hamidi,&nbsp;Bahare Haghi","doi":"10.1016/j.chbr.2024.100520","DOIUrl":"10.1016/j.chbr.2024.100520","url":null,"abstract":"<div><div>In today's highly competitive market, organizations face significant challenges in accurately understanding and segmenting customer behavior due to the inherently dynamic and evolving nature of customer interactions over time. Traditional customer segmentation methods often neglect these temporal variations, leading to ineffective business strategies and missed opportunities. This research addresses this critical gap by introducing an innovative time series-based approach for customer behavior segmentation. By modeling each customer's behavior as a time series capturing key metrics such as purchase frequency, transaction amounts, and customer lifecycle costs the proposed method dynamically adapts to behavioral changes over time. To enhance segmentation precision, a genetic algorithm is employed to optimize feature weights, ensuring that the most relevant factors are emphasized. These optimized features are then clustered using spectral clustering to identify distinct and meaningful customer segments. The effectiveness of the proposed method is validated using 30 months of transactional data from a payment services company. The results demonstrate that the proposed approach, particularly when combined with spectral clustering and optimally weighted features, significantly surpassing the performance of traditional static segmentation techniques. This research not only provides a more accurate framework for uncovering hidden patterns in customer behavior but also delivers actionable insights for targeted marketing and personalized customer strategies.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100520"},"PeriodicalIF":4.9,"publicationDate":"2024-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142662334","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Development and validation of a mental eHealth literacy scale 开发和验证心理电子健康素养量表
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-30 DOI: 10.1016/j.chbr.2024.100518
Richard Huan Xu , Yuan Cao , Dong Dong , Eliza Lai-yi Wong , Sherry Kit-wa Chan
{"title":"Development and validation of a mental eHealth literacy scale","authors":"Richard Huan Xu ,&nbsp;Yuan Cao ,&nbsp;Dong Dong ,&nbsp;Eliza Lai-yi Wong ,&nbsp;Sherry Kit-wa Chan","doi":"10.1016/j.chbr.2024.100518","DOIUrl":"10.1016/j.chbr.2024.100518","url":null,"abstract":"<div><h3>Objectives</h3><div>This study aimed to develop a new instrument called the Mental eHealth Literacy Scale (MeHLS) to specifically measure mental eHealth literacy and to assess its psychometric properties in the Chinese population of Hong Kong.</div></div><div><h3>Methods</h3><div>The MeHLS was developed by a mixed-method study design with five phases. Psychometric properties were evaluated using both classical test theory and item response theory (IRT) approaches. For construct validity, we used exploratory factor analysis (EFA) and confirmatory factor analysis (CFA). We assessed convergent validity through hypothesized correlation analysis and known-group validity via ANOVA. We measured internal consistency using Cronbach's Alpha and test-retest reliability using the intraclass correlation coefficient. Receiver Operating Characteristic (ROC) was used to determine the optimal cut-off point of the MeHLS.</div></div><div><h3>Results</h3><div>A total of 2064 individuals completed the survey. Both EFA and CFA demonstrated a three-factor structure of the MeHLS, aligning with the design. The IRT analysis showed the discrimination value ranged between 1.580 and 3.296, with no items having disordered thresholds. Correlation analysis revealed that MeHLS was significantly associated with all concept-related instruments, indicating good convergent validity. ANOVA results demonstrated that MeHLS can significantly differentiate individuals in all risk groups. The MeHLS showed good reliability, with a Cronbach's Alpha of 0.95 and an Intraclass Correlation Coefficient of 0.75. ROC analysis confirmed a cut-off score of 67 to differentiate individuals with high and low MeHL.</div></div><div><h3>Conclusion</h3><div>The MeHLS is a multidimensional instrument that shows good psychometric properties for measuring web-based mental health literacy.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100518"},"PeriodicalIF":4.9,"publicationDate":"2024-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142553619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Interactive external representations for knowledge-building processes and performance in dyads: An experimental study 互动式外部表征促进二人组的知识积累过程和绩效:一项实验研究
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-29 DOI: 10.1016/j.chbr.2024.100519
Magdalena Mateescu , Simone Kauffeld
{"title":"Interactive external representations for knowledge-building processes and performance in dyads: An experimental study","authors":"Magdalena Mateescu ,&nbsp;Simone Kauffeld","doi":"10.1016/j.chbr.2024.100519","DOIUrl":"10.1016/j.chbr.2024.100519","url":null,"abstract":"<div><div>Digital tools that enable the production and manipulation of interactive external representations (IER) could be vital in strengthening collaboration and boosting performance. This experimental study with 40 participants working in dyads at a Large Interactive Surface examined the effects of IER on the collaborative processes and solution quality. The results show that even minor changes in interactivity can influence both collaborative processes and solution quality. Specifically, higher interactivity led to higher convergence of mental models and solution quality. Additionally, the dyads in the higher interactivity condition tended to focus on different aspects of the problem space, i.e. macro vs. micro-level interaction. Although the level of interactivity did not directly affect conversational turn-taking, the cross-recurrence quantification analysis revealed that it may change dyads' collaborative patterns. High interactive external representations may foster more complex collaboration dynamics with a plurality of patterns. Unexpectedly, turn-taking had no bearing on the solution quality, which is especially surprising considering the results of previous research. The findings contribute to understanding team cognition by taking a nuanced view of digital technology's role in team efficiency and convergence of the mental models. The practical implications of the findings are discussed.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100519"},"PeriodicalIF":4.9,"publicationDate":"2024-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142662336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Cross-cultural study on social media usage and its correlation with mental health and family functioning 关于社交媒体使用及其与心理健康和家庭功能相关性的跨文化研究
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-28 DOI: 10.1016/j.chbr.2024.100513
Bdour Alwuqaysi, Alfie Abdul-Rahman, Rita Borgo
{"title":"Cross-cultural study on social media usage and its correlation with mental health and family functioning","authors":"Bdour Alwuqaysi,&nbsp;Alfie Abdul-Rahman,&nbsp;Rita Borgo","doi":"10.1016/j.chbr.2024.100513","DOIUrl":"10.1016/j.chbr.2024.100513","url":null,"abstract":"<div><div>Social media has the potential to influence both mental health and family dynamics significantly. However, there is limited research on the relationship between social media usage, mental health, and family functioning. To address this gap, we developed a novel mobile app, <em>Social Brain</em>, and conducted a study with 563 social media users to evaluate their preferences for the app's interface and functionality. The user-preference app design was validated with a separate study involving 65 social media users.</div><div>The <em>Social Brain</em> app provides personalized, visually engaging weekly reports on users’ mental health, family functioning, and social media usage patterns. Participants from Saudi Arabia, Malaysia, and the United Kingdom were recruited to use the app for four weeks. A detailed survey conducted with 25 participants revealed significant correlations: mental health was notably associated with marital and employment status, while family functioning was linked to marital status, nationality, employment status, and religion.</div><div>Our results indicated a significant decrease in mean mental health scores after using the <em>Social Brain</em> app compared to pre-app usage assessments (2.11 ± 0.49 vs. 25.28 ± 5.72, P &lt; 0.001). This finding highlights the need to view technology as a complement rather than a replacement for traditional mental health approaches. Our study offers valuable insights into the complex relationship between social media usage, mental health, and family functioning, suggesting pathways for future interventions at this intersection.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100513"},"PeriodicalIF":4.9,"publicationDate":"2024-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142662424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effect of business games on learning perception and satisfaction of students on technical courses in business administration integrated into high school 商业游戏对高中工商管理技术课程学生学习感知和满意度的影响
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-22 DOI: 10.1016/j.chbr.2024.100515
Adonai José Lacruz , Eduardo Sofiate
{"title":"Effect of business games on learning perception and satisfaction of students on technical courses in business administration integrated into high school","authors":"Adonai José Lacruz ,&nbsp;Eduardo Sofiate","doi":"10.1016/j.chbr.2024.100515","DOIUrl":"10.1016/j.chbr.2024.100515","url":null,"abstract":"<div><div>The research aims to investigate the effect of business games on learning perception and the satisfaction of students in technical courses in Business Administration integrated with high school from the analytical perspective of Experiential learning. To achieve this objective, a study was conducted using three different types of business games (online computerised, board, and gamebook), with students completing the technical course integrated into high school at the Federal Institute of Espírito Santo (Ifes) in Brazil. Data were collected using a self-administered online questionnaire and analysed using partial least squares structural equation modelling. Two competing models were evaluated. In both cases, the experience of the game has an effect on learning perception and satisfaction. However, one considers that learning perception has an effect on satisfaction and another in which it is the satisfaction that has an effect on learning perception (i.e., the halo effect). The study's results demonstrated that experience in the business game has a positive effect on students' perception of learning and satisfaction and that the hypothesis of the existence of the halo effect was rejected. This suggests that business games can be adjusted to fit different levels of education, depending on how they are applied.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100515"},"PeriodicalIF":4.9,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527099","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Depression and excessive internet use: The mediating roles of anxiety and intellectual difficulties 抑郁与过度使用互联网:焦虑和智力障碍的中介作用
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-22 DOI: 10.1016/j.chbr.2024.100512
Meysam Haddadi Barzoki
{"title":"Depression and excessive internet use: The mediating roles of anxiety and intellectual difficulties","authors":"Meysam Haddadi Barzoki","doi":"10.1016/j.chbr.2024.100512","DOIUrl":"10.1016/j.chbr.2024.100512","url":null,"abstract":"<div><div>The Internet has become an integral part of modern life, providing easy access to resources that fulfill various human needs. This study examines the factors influencing Excessive Internet Use (EIU) among adolescents, with a focus on mental health, intellectual difficulties and sociodemographic factors, to better understand risk factors and inform targeted interventions. A total of 155,166 adolescents aged 13–17 years participated in this questionnaire-based study, utilizing national survey data. The findings reveal a social gradient in EIU, with disadvantaged groups—such as girls, sexual minorities, and those from lower/middle socioeconomic statuses—showing a higher tendency towards EIU compared to advantaged groups, including boys, heterosexuals, and individuals from higher SES backgrounds. Regression analysis identified intellectual difficulties and anxiety disorders as the strongest predictors of EIU. Mediation analysis underscore the mediating roles of anxiety and intellectual difficulties in the relationship between depressive symptoms and EIU. The moderation analysis indicated that the relationship between depressive symptoms and EIU was weaker among disadvantaged adolescents. The findings suggest that interventions addressing EIU should be tailored to the specific needs of disadvantaged groups, particularly girls, sexual minorities, and those from lower-SES backgrounds, who are at higher risk. Additionally, the attenuated impact of depressive symptoms on EIU in these groups indicates that anxiety disorders and intellectual difficulties may play a more critical role in driving EIU, highlighting the importance of comprehensive mental health strategies that extend beyond treating depression alone.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100512"},"PeriodicalIF":4.9,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The impact of virtual computer screen backgrounds on subjective performance evaluation in online videoconferences 虚拟电脑屏幕背景对在线视频会议主观绩效评价的影响
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-22 DOI: 10.1016/j.chbr.2024.100516
Katharina Reiter , Alwine Mohnen , Gari Walkowitz
{"title":"The impact of virtual computer screen backgrounds on subjective performance evaluation in online videoconferences","authors":"Katharina Reiter ,&nbsp;Alwine Mohnen ,&nbsp;Gari Walkowitz","doi":"10.1016/j.chbr.2024.100516","DOIUrl":"10.1016/j.chbr.2024.100516","url":null,"abstract":"<div><div>We investigate the influence of real and virtual computer screen backgrounds in Zoom videoconferences on subjective performance evaluation. Using an incentivized online experiment (<em>N</em> = 210), we systematically vary workers' computer screen backgrounds in a supervisor–worker bargaining situation carried out in a videoconference. We find a significant influence of workers' applied computer screen backgrounds on supervisors' subjective performance evaluations, with significantly more positive ratings when workers use a virtual white background than a real white background (<em>d</em> = 0.47). This finding is robust when we control for workers' measurable and salient objective performance and gender and for supervisors' gender and age. Regarding the underlying processes, we show that supervisors' perceptions of the workers’ likability and trustworthiness enhance subjective performance evaluations when virtual white videoconference backgrounds are applied. Practical implications for the application of human resource practices in digitalized environments are discussed.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100516"},"PeriodicalIF":4.9,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142662337","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Digital payment systems in an emerging economy 新兴经济体的数字支付系统
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-22 DOI: 10.1016/j.chbr.2024.100517
Romny Ly , Bora Ly
{"title":"Digital payment systems in an emerging economy","authors":"Romny Ly ,&nbsp;Bora Ly","doi":"10.1016/j.chbr.2024.100517","DOIUrl":"10.1016/j.chbr.2024.100517","url":null,"abstract":"<div><div>This study investigates the factors influencing the adoption of digital payment systems in Cambodia, employing a quantitative approach with 359 Cambodian participants. The research integrates concepts from the Technology Acceptance Model (TAM) and the Theory of Planned Behavior (TPB) to explore the relationships between perceived ease of use (PEU), perceived usefulness, public attitudes, perceived behavioral control, financial literacy, and the adoption of digital payment systems. Using Partial Least Squares Structural Equation Modeling (PLS-SEM), the study identifies a significant positive relationship between PEU and attitudes toward digital payment systems, corroborating the TAM's assertion that ease of use is a crucial determinant in technology acceptance. The findings also highlight the critical role of perceived usefulness, extending its implications to include convenience, security, and transactional efficiency. The study underscores the influence of public attitudes and perceived behavioral control on adopting digital payment systems, particularly in an emerging economy. In addition, it reveals the impact of financial literacy, not only as a determinant of adoption but also as a mediator in the relationship between public attitudes and adoption. Behavioral nudges are also identified as significant influences in this context. The research contributes to understanding digital payment adoption in emerging markets. It provides digital financial technology insights for practitioners, policymakers, and educators.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100517"},"PeriodicalIF":4.9,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527098","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Social presence and collaborative creativity in leaner media 精简媒体中的社会存在和协作创造力
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-20 DOI: 10.1016/j.chbr.2024.100514
Vanessa Y. Oviedo, Jean E. Fox Tree
{"title":"Social presence and collaborative creativity in leaner media","authors":"Vanessa Y. Oviedo,&nbsp;Jean E. Fox Tree","doi":"10.1016/j.chbr.2024.100514","DOIUrl":"10.1016/j.chbr.2024.100514","url":null,"abstract":"<div><div>As people increasingly rely on virtual spaces for both personal and professional exchanges, the dynamics of how we connect, share ideas, and work together have evolved. Online interactions often engage in modality switching where communication starts in one modality, such as talking, then switches to another, such as texting. We examined how modality switching affected creativity and social presence when collaborating using computer mediated communication. Participants first met via an audio or text modality, then switched to the other modality. They then engaged in a collaborative story creation task. Using the Social Information Processing Theory for our theoretical framework, we found that switching from text to audio benefitted creativity. We found no differences between texted and audio communication in social presence, desire for future interaction, or creativity. Replicating others’ results, we did find differences in conversational balance: Texted conversations were more balanced than audio conversations. We newly discovered that modality switching affected balance. Audio conversations were more balanced when they followed text interactions rather than preceded them. Ultimately, more balanced conversations – regardless of modality – led to greater creativity in dyads.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100514"},"PeriodicalIF":4.9,"publicationDate":"2024-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142662333","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Inside the gamer's mind: How violent video games and emotional dysregulation affect EEG interbrain synchronization 游戏玩家的内心世界:暴力电子游戏和情绪失调如何影响脑电图的脑间同步
IF 4.9
Computers in human behavior reports Pub Date : 2024-10-19 DOI: 10.1016/j.chbr.2024.100509
Giorgio Veneziani , Federica Luciani , Marcello Miceli , Sara Spallaccini , Federica Galli , Lina Pezzuti , Carlo Lai
{"title":"Inside the gamer's mind: How violent video games and emotional dysregulation affect EEG interbrain synchronization","authors":"Giorgio Veneziani ,&nbsp;Federica Luciani ,&nbsp;Marcello Miceli ,&nbsp;Sara Spallaccini ,&nbsp;Federica Galli ,&nbsp;Lina Pezzuti ,&nbsp;Carlo Lai","doi":"10.1016/j.chbr.2024.100509","DOIUrl":"10.1016/j.chbr.2024.100509","url":null,"abstract":"<div><h3>Background</h3><div>Exposure to violent video games influences players’ cortical activations. In addition, intra-individual variables like emotional regulation play an important role in the consequences of such exposures. However, most research has studied these relationships at the intra-individual level. Therefore, the present study investigated the effects of violent video games on the interbrain synchronization (IBS) of dyads in which one member played video games, and evaluated IBS differences between high and low-emotionally dysregulated groups.</div></div><div><h3>Methods</h3><div>Eighteen participants (M = 24.1 ± 2.1) were enrolled in this study. Participants gazed into another person's eyes before playing (“First Direct Gaze”), after playing a violent video game (“Post-VV”), and after playing a nonviolent video game (“Post-NVV”) during an electroencephalographic hyperscanning acquisition. Afterward, each participant completed a socio-demographic questionnaire and the Difficulties in Emotion Regulation Scale.</div></div><div><h3>Results</h3><div>A cluster-based analysis revealed an increased theta IBS Post-VV compared to Post-NVV. A median split was used to define the high emotionally dysregulated (“HED”) and low emotionally dysregulated (“LED”) groups. Results showed a decreased alpha IBS in the First Direct Gaze, Post-VV, and Post-NVV in the HED group compared to the LED group.</div></div><div><h3>Conclusions</h3><div>Exposure to violent video games was associated with higher theta IBS, suggesting a greater social attunement, potentially due to a higher perceived dominance and control or due to an effort of managing the emotional activations elicited. In addition, difficulties in emotional regulation could elicit specific alpha activities regardless of exposure to a video game, leading to a lower tendency to attune with another person on this band.</div><div>Results from this study should not be generalized to infer that playing any type of video game causes harm to people's brains.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100509"},"PeriodicalIF":4.9,"publicationDate":"2024-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142527169","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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