{"title":"The relationship between attitudes toward telework and well-being: the mediating role of interpersonal interactions and the moderating role of neuroticism","authors":"Ana Junça-Silva , Leonor Lourenço","doi":"10.1016/j.chbr.2025.100732","DOIUrl":"10.1016/j.chbr.2025.100732","url":null,"abstract":"<div><div>Grounded in the e-work life model, this study examined the relationship between attitudes toward telework and well-being, proposing interpersonal interactions as a mediating mechanism. Furthermore, neuroticism has been identified as a moderating factor that could shape how employees perceive and react to telework. Consequently, this study also tested the moderating role of neuroticism in the relationship between attitudes toward telework and well-being, mediated by interpersonal interactions. To test the model, a three wave-study was conducted (<em>N</em> = 353). The findings revealed that attitudes toward telework were positively associated with well-being through its facilitation of interpersonal interactions. However, this relationship was moderated by neuroticism, being stronger among individuals with lower levels of this personality trait. These results suggest that a positive attitude toward telework plays a crucial role in fostering healthy and cooperative interpersonal relationships among colleagues, which, in turn, enhance well-being. Therefore, workers’ attitudes toward telework may be pivotal in creating a positive work environment that promotes well-being through stronger and more constructive interpersonal dynamics.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100732"},"PeriodicalIF":4.9,"publicationDate":"2025-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144570086","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}
{"title":"Psychometric data and regression-based norms for the virtual environments navigation assessment for young and middle-aged adults (VIENNA Young)","authors":"Sophia Rekers , Tessa Christin Meyer , Carsten Finke","doi":"10.1016/j.chbr.2025.100730","DOIUrl":"10.1016/j.chbr.2025.100730","url":null,"abstract":"<div><div>Spatial navigation is critical for daily functioning and frequently impaired in neurological disorders. However, the extent of these impairments and their contribution to overall disability remain unclear due to a lack of standardized and accessible assessments with robust psychometric properties and appropriate normative data. Furthermore, current video-game-like paradigms can introduce biases based on the level of gaming experience, limiting their applicability in diverse populations. Grounded in a cognitive framework emphasizing visuospatial and executive processes of navigation, we aimed to develop and validate a brief, inclusive navigation assessment with strong potential for research in clinical populations, and to identify individual factors that accurately contextualize navigation performance. Here, we present the Virtual Environments Navigation Assessment for young and middle-aged adults (VIENNA Young), a 16-min neuropsychological test for both in-person and remote use that employs an intuitive navigation task and minimizes manual dexterity demands. We enrolled 422 healthy participants (18–67 years) in a hybrid onsite/online study design. VIENNA Young showed high feasibility in both settings, and psychometric analyses identified favorable internal consistency, test-retest reliability, and construct validity. VIENNA Young performance was higher among younger individuals, men, people with high exposure to spatial tasks, urban versus rural residents, and participants playing video games, especially allocentric or map-based games. Consequently, we provide regression-based normative models that account for gaming experience in addition to age and gender. VIENNA Young is a novel, accessible, scalable, and psychometrically sound navigation assessment for cognitive research, featuring a pioneering integration of gaming experience into norms for computerized cognitive tests.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100730"},"PeriodicalIF":4.9,"publicationDate":"2025-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144556856","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}
{"title":"Design and evaluation of a GenAI-based personalized educational content system tailored to personality traits and emotional responses for adaptive learning","authors":"Wentao Hu , Zichen Shao","doi":"10.1016/j.chbr.2025.100735","DOIUrl":"10.1016/j.chbr.2025.100735","url":null,"abstract":"<div><div>This research integrates personality traits and emotional responses with GenAI to create personalized educational content. Using a design-based approach, the Psychologically-Aware Generative Education (PAGE) system was developed to adapt learning materials based on learners' Big Five personality profiles and real-time emotional feedback. Quasi-experimental testing with 200 university students demonstrated that PAGE significantly enhanced emotional satisfaction (4.4/5 vs 3.6/5, Cohen's d = 1.05) and learning engagement compared to traditional adaptive systems, with 22 % higher task completion rates (87.6 % vs 72.3 %) and 34 % increased study duration. The system successfully tailored content style, difficulty, and support mechanisms according to individual psychological characteristics. Content personalization was particularly effective for students with high neuroticism, reducing dropout rates by 48 % and negative emotions. This study provides empirical evidence that psychological adaptation in educational technology produces more engaging learning experiences than solely cognitive-based approaches, contributing design principles for developing psychologically-aware AI systems in education. These findings offer practical implications for educational institutions seeking to implement more humanized and culturally responsive technological solutions.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100735"},"PeriodicalIF":4.9,"publicationDate":"2025-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144580381","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}
Gabriel A. Tiraboschi , Caroline Fitzpatrick , Hyoun S. Kim , Luísa Superbia-Guimarães , Laurie-Anne Kosak , Gabrielle Garon-Carrier
{"title":"Bidirectional associations between video game playing and ADHD symptoms among school-aged children","authors":"Gabriel A. Tiraboschi , Caroline Fitzpatrick , Hyoun S. Kim , Luísa Superbia-Guimarães , Laurie-Anne Kosak , Gabrielle Garon-Carrier","doi":"10.1016/j.chbr.2025.100740","DOIUrl":"10.1016/j.chbr.2025.100740","url":null,"abstract":"<div><div>Past research has suggested associations between gaming and symptoms of attention-deficit/hyperactivity disorder (ADHD) among children and adolescents. Yet, little research has been conducted to clarify the directionality of this association during middle childhood when ADHD issues typically emerge. Clarifying directionality is key to understanding whether gaming precedes and predicts ADHD symptoms, or the opposite. To shed light on this topic, this study investigates this association longitudinally during middle childhood. We employed a Random Intercept Cross-Lagged Panel Model to estimate longitudinal bidirectional associations between child gaming and ADHD symptoms from ages 6 to 10. Variables were derived from parent-reported child weekly hours of gaming and teacher-reported child ADHD symptoms. Data are from the Quebec Longitudinal Study of Child Development, a population-based cohort of Canadian children (N = 1749). We hypothesized a bidirectional association. Our results revealed that higher levels of ADHD symptoms at age 6 predicted more time gaming at age 7. Likewise, more ADHD symptoms at age 7 predicted more gaming at age 8. However, later in development, this association reverses direction: higher levels of gaming at age 8 predicted more ADHD symptoms at age 10. Additional analyses of separated dimensions of ADHD revealed that associations with gaming were stronger for the hyperactivity/impulsivity dimension. These findings suggest that children with more ADHD symptoms tend to devote more time to gaming during the early years of middle childhood. In turn, this increase in gaming during early school years contributes to worsening ADHD symptoms later in development, particularly hyperactivity/impulsivity symptoms.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100740"},"PeriodicalIF":4.9,"publicationDate":"2025-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144556855","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}
{"title":"Harder, better, faster, but more fatigued: The impact of multitasking on videoconferences, performance and fatigue","authors":"Y. Frontzkowski, A. Krick, J. Felfe","doi":"10.1016/j.chbr.2025.100736","DOIUrl":"10.1016/j.chbr.2025.100736","url":null,"abstract":"<div><div>This research examines the impact of multitasking (MT) during videoconferences (VC) on videoconference fatigue (VF) and task performance. Drawing on dual-task interference and cognitive load theories, we investigated whether simultaneously engaging in secondary tasks (e.g., correcting texts) during online meetings contributes to VF, reduces objective task performance, and alters subjective performance. In two complementary studies – one 2 × 2 experimental (N = 94) and one longitudinal (N = 106) – we assessed VF across its general, emotional, motivational, social, and visual dimensions, as well as objective and subjective performance outcomes. In the experimental study, participants assigned to multitask during a VC exhibited significantly greater increases in general, motivational, emotional, social, and visual fatigue from pre-to post-measures, and significantly poorer objective performance on a note-taking and a text-correction task. Contrary to expectations, participants who multitasked did not rate their subjective performance more favorably; they rated their subjective performance slightly lower when multitasking. Moreover, multitasking during the VC strongly decreased the actual objective performance and raises the question, if people see the downside of multitasking, but underestimate its effect?</div><div>The longitudinal study reinforced the findings of MT on VF by demonstrating that higher levels of multitasking intensity in recurring online seminars were associated with increases in general, motivational, emotional, and social fatigue. The relationship with visual fatigue was not significant. Taken together, these results suggest that multitasking in videoconferences is a behavioral stressor that intensifies cognitive demands, resulting in more pronounced VF across multiple dimensions and diminished task accuracy. Organizations and leadership should focus on increasing VC effectiveness and reducing employees’ needs for multitasking.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100736"},"PeriodicalIF":4.9,"publicationDate":"2025-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144556857","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}
Wei Hong , Jiabin Liu , Ru-De Liu , Yi Ding , Xiantong Yang
{"title":"A network analysis of nomophobia among Chinese adolescents: Differences in gender and developmental stages","authors":"Wei Hong , Jiabin Liu , Ru-De Liu , Yi Ding , Xiantong Yang","doi":"10.1016/j.chbr.2025.100739","DOIUrl":"10.1016/j.chbr.2025.100739","url":null,"abstract":"<div><div>Nomophobia (no-mobile-phone phobia) refers to anxiety and discomfort caused by being out of contact with mobile devices or mobile connectivity. Although nomophobia was conceptualized as comprising four dimensions with multiple symptoms, previous research has often treated nomophobia as a unitary construct, overlooking the complex interplay among individual nomophobia symptoms and subgroup-specific patterns. To address this gap, this study aims to employ network analysis and network comparison tests to identify the central symptoms of nomophobia and examine differences in symptom networks across gender and developmental stages. A cross-sectional survey was conducted with 2475 Chinese adolescents, including primary, middle, and high school students. The results identified that the symptoms – “not stay up-to-date”, “others not reach me”, and “keep in touch” exhibited relatively high strength centrality within the overall nomophobia network, indicating that they were more directly and consistently connected with other symptoms. However, symptoms centrality varied across gender and developmental stages: “disconnected from online identity” was especially central among females, and “not look up information” was especially central among primary school students. Network comparison results showed that females exhibited stronger overall symptom connectivity compared to males. These findings advance theoretical understanding of nomophobia as a dynamic network of interrelated symptoms, with certain symptoms as central symptoms, and offer practical implications for designing targeted digital mental health interventions for adolescents.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100739"},"PeriodicalIF":4.9,"publicationDate":"2025-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144563724","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}
Ana Vianez , António Marques , Javier Loureiro , Paulo Veloso Gomes
{"title":"Military stress management training using virtual reality: A systematic review and delphi method","authors":"Ana Vianez , António Marques , Javier Loureiro , Paulo Veloso Gomes","doi":"10.1016/j.chbr.2025.100734","DOIUrl":"10.1016/j.chbr.2025.100734","url":null,"abstract":"<div><div>Military personnel encounter stressors that uniquely affect their performance and well-being, necessitating effective stress management interventions. This study investigates the efficacy of VR-based Stress Management Training (SMT) programs in comparison to traditional approaches. Through a systematic review of 13 studies, VR-based SMT programs were found to significantly reduce stress and anxiety symptoms, with various physiological markers used to evaluate the stress response. Additionally, a Delphi study was conducted to gather expert insights on designing VR-based SMT programs specifically for special operations forces. The experts identified key stressors and coping strategies relevant to this group, emphasizing the potential of VR for stress monitoring, simulation training, and real-time feedback. The Delphi study reached a 97 % consensus on the design principles for these programs. Overall, the findings suggest that integrating VR into SMT programs offers a promising strategy for enhancing stress management and resilience in military personnel.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100734"},"PeriodicalIF":4.9,"publicationDate":"2025-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144523965","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}
{"title":"The interaction between emotion dynamics and opinion changes in the era of generative AI","authors":"Shangqian Li, Shaoyang Fan, Gianluca Demartini","doi":"10.1016/j.chbr.2025.100722","DOIUrl":"10.1016/j.chbr.2025.100722","url":null,"abstract":"<div><div>Online emotion regulation interventions have experienced huge developments during the last decade due to the expansion of information communication technologies applications. Most existing emotion regulation interventions aim to provide long-term or on-site assistance to help users manage their sentiments to a desired psychological state. Recent advancements have significantly bolstered online emotion regulation interventions, such as AI-driven mindfulness apps that adapt to user feedback. Online-based emotion regulation applications are considered influential on users’ contextual and emotional decision-making processes. However, existing research offers limited observations on (i) how emotion regulation interventions affect people’s opinion changes and (ii) how generative AI could contribute to the development of automatic emotion regulation interventions. Hence, we experimented with 150 participants to close this research gap. We proposed two novel emotion regulation approaches to determine whether users’ opinions and emotional changes differ between ordinary-AI-based and generative-AI-based interventions on emotion regulation tasks. The result revealed that people’s feelings and decisions are highly correlated to their information consumption and perspectives. Furthermore, we found that intervention methods and users’ perceptions of the technology behind that intervention also played a vital role in their user experiences and decision-making processes. This research (i) shows that there exist interactions between emotions and opinion changes, (ii) opens new avenues for leveraging generative AI in emotion regulation applications, and (iii) underscores how divergent attitudes towards AI technology can lead to varied levels of success in the user experience.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100722"},"PeriodicalIF":4.9,"publicationDate":"2025-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144518402","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}
{"title":"Beyond the screen: Investigating the added value of realism enabled by the metaverse in digital game-based entrepreneurial learning","authors":"Anna Wenzel , Jan-Martin Geiger , Andreas Liening","doi":"10.1016/j.chbr.2025.100738","DOIUrl":"10.1016/j.chbr.2025.100738","url":null,"abstract":"<div><div>Despite growing research interest in the educational potential of contemporary metaverse platforms, especially their immersive 3D open-world designs and prospects for experiential and collaborative learning, there is still limited evidence regarding their added value compared to existing 2D digital game-based learning media. This experimental study investigates a novel 3D frontend of a well-established business simulation game (BSG) in higher education, implemented using <em>Roblox</em> as a contemporary metaverse platform. The focus lies on students’ gameful experiences and entrepreneurial learning outcomes. Using a between-subject longitudinal design over five weeks, one group of students (n = 58) engaged with the 3D virtual world, while the control group (n = 42) used the original 2D frontend. Survey data were collected at baseline, weekly during the BSG, after completing the BSG, and at the final exam at the end of the semester. Linear mixed-effects modeling revealed significantly higher levels of gameful experience in the 3D condition across the dimensions of Accomplishment, Challenge, Competition, Social Experience, and Playfulness, while controlling for time, prior knowledge, game-related and content-related intentions, and game success. Although differences in entrepreneurial learning outcomes were not statistically significant, multiple regression analyses revealed that students in the 3D condition achieved slightly higher final scores in entrepreneurial knowledge. The study concludes with practical implications for digital pedagogy in higher education and outlines directions for future research on immersive 3D digital game-based learning.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100738"},"PeriodicalIF":4.9,"publicationDate":"2025-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144571828","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}
Sarah M. Coyne , Megan Van Alfen , Phia James , Talise Hirschi , Rebecca Lin Densley , Chenae Christensen-Duerden , Jane Shawcroft , Drew P. Cingel , Joseph Olsen
{"title":"Who is most at risk for body esteem problems after being on social media? A differential susceptibility approach with adolescents","authors":"Sarah M. Coyne , Megan Van Alfen , Phia James , Talise Hirschi , Rebecca Lin Densley , Chenae Christensen-Duerden , Jane Shawcroft , Drew P. Cingel , Joseph Olsen","doi":"10.1016/j.chbr.2025.100737","DOIUrl":"10.1016/j.chbr.2025.100737","url":null,"abstract":"<div><div>A growing body of research indicates a negative association between adolescent social media use and body esteem. However, the factors that increase differential susceptibility to adverse outcomes remain underexplored. This study employs the Differential Susceptibility to Media Effects Model and Ecological Momentary Assessment (EMA) to examine individual differences (n = 1) in the impact of social media on body esteem and body positivity. The sample consisted of 183 adolescents aged 12–17 who completed a series of short questionnaires up to four times a day over a 17-day period. Findings indicate that time spent on social media alone was not associated with body esteem. There was substantial variability in the impact of social media on body esteem, with 47 % experiencing neutral effects, 36 % experiencing negative effects, and 17 % experiencing positive effects. Similar results were found for body positivity. Additionally, being female, exhibiting problematic media use behaviors, and having perfectionist tendencies predicted membership in the negative body esteem and body positivity groups. Furthermore, adolescents reporting higher eating disorder symptoms were more likely to experience decreased body positivity after using social media. Collectively, these results support taking a differential view to social media effects on adolescents which may inform educators, parents, and policymakers as they help guide adolescents and their use of social media.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100737"},"PeriodicalIF":4.9,"publicationDate":"2025-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144570085","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}