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Supporting adult-learners’ online interaction in computer-mediated learning
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100551
Nanda van der Stap , Theo van den Bogaart , Ebrahim Rahimi , Stan van Ginkel , Tobey Nelson , Johan Versendaal
{"title":"Supporting adult-learners’ online interaction in computer-mediated learning","authors":"Nanda van der Stap ,&nbsp;Theo van den Bogaart ,&nbsp;Ebrahim Rahimi ,&nbsp;Stan van Ginkel ,&nbsp;Tobey Nelson ,&nbsp;Johan Versendaal","doi":"10.1016/j.chbr.2024.100551","DOIUrl":"10.1016/j.chbr.2024.100551","url":null,"abstract":"<div><div>Previous studies have revealed numerous benefits of computer-mediated learning, yet the design of such learning programmes are not always supportive for adult-learners. Studies show that higher education adult-learners are wary of the digital environment in computer-mediated courses, and hence refrain from online interaction resulting in lower learning outcomes and lower perceived learning satisfaction. Without an instructional model that supports adult-learners’ online interaction, teachers may fall back on traditional in-class teaching in an effort to make up for missed learning opportunities. To remedy this, design principles, specifically supportive for adult-learners, were co-designed into an instructional model reflecting the concentric dynamics that strengthen said programmes. In order to validate and improve the quality of the model a Delphi study was carried out among experts (<em>n</em> = 8) to evaluate the various components of the model, including its overall supportiveness for adult-learners in computer-mediated learning. The experts were selected based on their expertise and research in blended learning. Two evaluative rounds through surveys in the programme Crowdtech took place until full alignment of the experts’ opinions was had. The resulting model is a concentric one, illustrating how activities are best distributed across the online environment and the in-class environment, and how social presence can be evoked. This study provides insights into the design of computer-mediated learning programmes tailored for higher education adult-learners as it closes the gap in literature on instructional models and blended learning design. This validated instructional model may help course designers in designing or improving computer-mediated learning programmes.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100551"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143166437","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
Designing adaptive learning environments for continuing education: Stakeholders’ perspectives on indicators and interventions 为继续教育设计适应性学习环境:利益相关者对指标和干预措施的看法
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100525
Yvonne M. Fromm , Dirk Ifenthaler
{"title":"Designing adaptive learning environments for continuing education: Stakeholders’ perspectives on indicators and interventions","authors":"Yvonne M. Fromm ,&nbsp;Dirk Ifenthaler","doi":"10.1016/j.chbr.2024.100525","DOIUrl":"10.1016/j.chbr.2024.100525","url":null,"abstract":"<div><div>Adaptive learning environments (ALE) provide great potential for personalizing and supporting learning processes in continuing education (CE). However, valid frameworks for designing ALE for CE have been missing so far. For example, user-centered and empirically-based guidelines for selecting indicators (i.e., information about learners and their contexts that should be collected and analyzed by ALE) and interventions for personalizing and supporting learning processes have not been established yet. Therefore, this paper aims to develop a framework of indicators and interventions for ALE for CE by investigating the perspectives of different stakeholders (i.e., learners, CE specialists, and educational technology specialists). We first conducted an interview study (<em>N</em> = 37) to identify indicators for ALE for CE. Subsequently, we conducted focus group interviews (<em>N</em> = 19) and an online survey (<em>N</em> = 72) to specify and evaluate possible interventions. Several indicators related to internal (e.g., prior knowledge) and external (e.g., time available for learning) conditions of learning as well as corresponding interventions (e.g., adaptation of the general difficulty level and thematic focus, recommendation of timely suitable learning resources) were identified. We developed a framework classifying interventions based on indicators and adaptivity type and providing evaluations of learners’ willingness to use these interventions, perceived learning support, and implementation effort. This framework can be used by researchers, system designers, as well as CE and educational technology specialists to design and implement user-centered and trustworthy ALE for CE.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100525"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142743197","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
Human performance in detecting deepfakes: A systematic review and meta-analysis of 56 papers 人类在检测深度造假中的表现:对56篇论文的系统回顾和荟萃分析
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100538
Alexander Diel , Tania Lalgi , Isabel Carolin Schröter , Karl F. MacDorman , Martin Teufel , Alexander Bäuerle
{"title":"Human performance in detecting deepfakes: A systematic review and meta-analysis of 56 papers","authors":"Alexander Diel ,&nbsp;Tania Lalgi ,&nbsp;Isabel Carolin Schröter ,&nbsp;Karl F. MacDorman ,&nbsp;Martin Teufel ,&nbsp;Alexander Bäuerle","doi":"10.1016/j.chbr.2024.100538","DOIUrl":"10.1016/j.chbr.2024.100538","url":null,"abstract":"<div><div><em>Deepfakes</em> are AI-generated media designed to look real, often with the intent to deceive. Deepfakes threaten public and personal safety by facilitating disinformation, propaganda, and identity theft. Though research has been conducted on human performance in deepfake detection, the results have not yet been synthesized. This systematic review and meta-analysis investigates human deepfake detection accuracy. Searches in PubMed, ScienceGov, JSTOR, Google Scholar, and paper references, conducted in June and October 2024, identified empirical studies measuring human detection of high-quality deepfakes. After pooling accuracy, odds-ratio, and sensitivity (<em>d'</em>) effect sizes (<em>k</em> = 137 effects) from 56 papers involving 86,155 participants, we analyzed 1) overall deepfake detection performance, 2) performance across stimulus types (audio, image, text, and video), and 3) the effects of detection-improvement strategies. Overall deepfake detection rates (<em>sensitivity</em>) were not significantly above chance because 95% confidence intervals crossed 50%. Total deepfake detection accuracy was 55.54% (95% CI [48.87, 62.10], <em>k</em> = 67). For audio, accuracy was 62.08% [38.23, 83.18], <em>k</em> = 8; for images, 53.16% [42.12, 64.64], <em>k</em> = 18; for text, 52.00% [37.42, 65.88], <em>k</em> = 15; and for video, 57.31% [47.80, 66.57], <em>k</em> = 26. Odds ratios were 0.64 [0.52, 0.79], <em>k</em> = 62, indicating 39% detection accuracy, below chance (audio 45%, image 35%, text 40%, video 40%). Moreover, <em>d'</em> values show no significant difference from chance. However, strategies like feedback training, AI support, and deepfake caricaturization improved detection performance above chance levels (65.14% [55.21, 74.46], <em>k</em> = 15), especially for video stimuli.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100538"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142757509","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
Longitudinal bidirectional relation between fear of missing out and risky loot box consumption: Evidence for FoMO-Driven loot boxes spiral hypothesis 害怕错过和冒险的战利品盒消费之间的纵向双向关系:fomo驱动的战利品盒螺旋假说的证据
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100535
Andree Hartanto, K.T.A.Sandeeshwara Kasturiratna
{"title":"Longitudinal bidirectional relation between fear of missing out and risky loot box consumption: Evidence for FoMO-Driven loot boxes spiral hypothesis","authors":"Andree Hartanto,&nbsp;K.T.A.Sandeeshwara Kasturiratna","doi":"10.1016/j.chbr.2024.100535","DOIUrl":"10.1016/j.chbr.2024.100535","url":null,"abstract":"<div><h3>Background</h3><div>The integration of loot boxes has emerged as a significant factor contributing to the increasing revenue in the video gaming industry. However, this integration has also led to widespread engagement in risky loot box consumption. To understand the mechanism that drives and sustains such maladaptive behavior, we propose the FoMO-Driven Loot Boxes Spiral Hypothesis – positing that fear of missing out (FoMO) not only triggers initial engagement in risky loot box consumption but also perpetuates a self-reinforcing cycle, where such engagement intensifies subsequent FoMO, leading to further risky loot box consumption.</div></div><div><h3>Method and results</h3><div>We conducted a 13-week longitudinal study of 252 college students with weekly data collection to examine the bidirectional relation. Using random-intercept cross-lagged panel models, we found significant small-to-moderate cross-lagged effects from FoMO to risky loot box consumption and significant moderate-to-large cross-lagged effects from risky loot box consumption to FoMO.</div></div><div><h3>Implications</h3><div>Our findings support FoMO as an important trigger for initiating risky loot box consumption. Moreover, once players start engaging with risky loot box consumption, they often find themselves trapped in a reinforcing cycle of FoMO and risky loot box consumption. These findings contributes to our understanding of problematic behavior in digital gaming and have implications for the development of targeted interventions and policies aimed at reducing risky loot box consumption.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100535"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142743198","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
Gamification of motor imagery brain-computer interface training protocols: A systematic review
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100508
Fred Atilla , Marie Postma , Maryam Alimardani
{"title":"Gamification of motor imagery brain-computer interface training protocols: A systematic review","authors":"Fred Atilla ,&nbsp;Marie Postma ,&nbsp;Maryam Alimardani","doi":"10.1016/j.chbr.2024.100508","DOIUrl":"10.1016/j.chbr.2024.100508","url":null,"abstract":"<div><div>Current Motor Imagery Brain-Computer Interfaces (MI-BCI) require a lengthy and monotonous training procedure to train both the system and the user. Considering many users struggle with effective control of MI-BCI systems, a more user-centered approach to training might help motivate users and facilitate learning, alleviating inefficiency of the BCI system. With the increase of BCI-controlled games, researchers have suggested using game principles for BCI training, as games are naturally centered on the player. This review identifies and evaluates the application of game design elements to MI-BCI training, a process known as gamification. Through a systematic literature search, we examined how MI-BCI training protocols have been gamified and how specific game elements impacted the training outcomes. We identified 86 studies that employed gamified MI-BCI protocols in the past decade. The prevalence and reported effects of individual game elements on user experience and performance were extracted and synthesized. Results reveal that MI-BCI training protocols are most often gamified by having users move an avatar in a virtual environment that provides visual feedback. Furthermore, in these virtual environments, users were provided with goals that guided their actions. Using gamification, the reviewed protocols allowed users to reach effective MI-BCI control, with studies reporting positive effects of four individual elements on user performance and experience, namely: feedback, avatars, assistance, and social interaction. Based on these elements, this review makes current and future recommendations for effective gamification, such as the use of virtual reality and adaptation of game difficulty to user skill level.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100508"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143166438","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
How whatsappization of the chatbot affects perceived ease of use, perceived usefulness, and attitude toward using in a drive-sharing task 聊天机器人的“whatsappization”如何影响人们对使用的感知易用性、感知有用性以及在驾驶共享任务中使用的态度
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100546
Nirit Yuviler-Gavish, Rotem Halutz, Liad Neta
{"title":"How whatsappization of the chatbot affects perceived ease of use, perceived usefulness, and attitude toward using in a drive-sharing task","authors":"Nirit Yuviler-Gavish,&nbsp;Rotem Halutz,&nbsp;Liad Neta","doi":"10.1016/j.chbr.2024.100546","DOIUrl":"10.1016/j.chbr.2024.100546","url":null,"abstract":"<div><div>With the advent of large language models, a spotlight has been turned onto chatbots. Utilizing the Technology Acceptance Model (TAM), we investigated whether whatsappization of the chatbot – making the conversation more resemble a WhatsApp conversation – improves Perceived Ease of Use, Perceived Usefulness, and Attitude Toward Using. In today's world, given that WhatsApp conversations sometimes substitute for face-to-face communication, borrowing this format for use in another framework was reasonable. Participants, assigned a drive-sharing task, communicated with a textual chatbot via WhatsApp and had to decide whether to take a lift to college with a driver suggested by the chatbot. Whatsappization of the chatbot was done in two ways: Through a dialog-style conversation (Dialog versus No Dialog), and by adding WhatsApp indicators – “Last Seen”, “Connected”, “Read Receipts”, and “Typing …” (Indicators versus No Indicators). The research was full factorial, with a 2 by 2 design. 120 participants were randomly assigned to one of the four groups, with 30 participants in each group. The results, using one-way ANOVAs, demonstrated that the interaction with the chatbot was longer under the Dialog compared to the No Dialog condition, and participants in the Dialog condition had a lower rating for Attitude Toward Using. In addition, both for the Perceived Ease of Use and Perceived Usefulness constructs, participants' ratings were lower under the Indicators compared to the No Indicators condition. Our findings signal that whatsappization of the chatbot decreased user's motivation to use the system. Hence, the current study suggests that a non-human agent should not try to imitate a WhatsApp conversation.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100546"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142759666","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
Friendship or feedback? – Relations between computer science students’ goals, technology acceptance, use of an online peer feedback tool, and learning 友谊还是反馈?-计算机科学专业学生的目标、技术接受度、在线同伴反馈工具的使用和学习之间的关系
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100540
Tuğçe Özbek , Martin Daumiller , Aida Roshany-Tabrizi , Tobias Mömke , Ingo Kollar
{"title":"Friendship or feedback? – Relations between computer science students’ goals, technology acceptance, use of an online peer feedback tool, and learning","authors":"Tuğçe Özbek ,&nbsp;Martin Daumiller ,&nbsp;Aida Roshany-Tabrizi ,&nbsp;Tobias Mömke ,&nbsp;Ingo Kollar","doi":"10.1016/j.chbr.2024.100540","DOIUrl":"10.1016/j.chbr.2024.100540","url":null,"abstract":"<div><div>Computer-supported peer feedback offers great potential to enhance students' learning. Yet, students sometimes do not use computer-supported peer feedback opportunities, which partially can be the result of low technology acceptance. The UTAUT-model specifies performance expectancy, effort expectancy, and facilitating conditions as decisive factors for the intention to use a technology. From a motivational perspective, however, it can be expected that also students' achievement goals have an impact on the intention to use an online peer feedback tool. Therefore, we investigated the effects of learning approach, appearance approach, appearance avoidance, work avoidance and relational goals (besides performance expectancy, effort expectancy and facilitating conditions) on 155 computer science students' intentions and actual use of an online peer feedback tool and their performance in an end-of-course exam. Results of path modelling the longitudinal, student and log-data informed data showed that students' intentions predicted actual use, which predicted exam performance. Learning approach goals positively predicted the intention to use the tool, while performance and work avoidance goals did not predict intentions. Relational goals, however, negatively predicted intentions and end-of-course performance, shedding light on the importance of students' social motivations when using online peer feedback tools in their studies (e.g., peer feedback might be perceived as a social threat). Thus, the results point to the importance of an appropriate framing of online peer feedback tool use in educational settings as a learning opportunity and to reduce students’ possible concerns about their social relationships when using online peer feedback tools.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100540"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142743308","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
Decoding covert visual attention to motion direction using graph theory features of EEG signals and quadratic discriminant analysis
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100544
Zeinab Rezaei, Mohammad-Mahdi Mohammadi, Mohammad Reza Daliri
{"title":"Decoding covert visual attention to motion direction using graph theory features of EEG signals and quadratic discriminant analysis","authors":"Zeinab Rezaei,&nbsp;Mohammad-Mahdi Mohammadi,&nbsp;Mohammad Reza Daliri","doi":"10.1016/j.chbr.2024.100544","DOIUrl":"10.1016/j.chbr.2024.100544","url":null,"abstract":"<div><div>Visual attention is a type of selective attention that plays an important role in prioritizing and processing the information received from the visual scenes around us. The brain is an intricate network composed of numerous regions, each with distinct functions. As different tasks are performed, brain regions regularly synchronize and correlate with each other through intricate networks of connections. The aim of this study is to decode two states of attention by examining the interactions and connections between different brain regions using graph theory. This is demonstrated by EEG recordings from 15 participants who performed visual attention task. Pearson's correlation coefficient and coherence have been used to measure the functional connections between brain regions. In fact, each of these two criteria is regarded as an individual feature, and we perform decoding using each criterion separately. With an optimal selection of 40 connectivity features, the QDA classifier attained accuracies of 79.83% and 83.28% using correlation and coherence features, respectively. The results of attention decoding using the coherence criterion are more promising, indicating the superior effectiveness of coherence-based methods. Therefore, this study employed graph theory to analyse a neural network derived from coherence measurements. The study focused on three graph-theoretical metrics: degree centrality, efficiency, and betweenness centrality. The QDA classifier, using an optimal set of 40 features that includes degree, betweenness, and channel efficiency, achieved an accuracy of 86.46%. In comparison, the QDA classifier with 40 features based solely on degree centrality reached an accuracy of 89.96%. Finally, the results of this research indicate that analysing brain connections and brain network graphs can effectively decode different covert visual attention states.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100544"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143166436","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 thrill of chance: Psychophysiological responses in loot boxes and simulated slot machines 机会的刺激:战利品箱和模拟老虎机中的心理生理反应
IF 4.9
Computers in human behavior reports Pub Date : 2024-12-01 DOI: 10.1016/j.chbr.2024.100545
Francisco J. Sanmartín , Judith Velasco , Fátima Cuadrado , Juan A. Moriana
{"title":"The thrill of chance: Psychophysiological responses in loot boxes and simulated slot machines","authors":"Francisco J. Sanmartín ,&nbsp;Judith Velasco ,&nbsp;Fátima Cuadrado ,&nbsp;Juan A. Moriana","doi":"10.1016/j.chbr.2024.100545","DOIUrl":"10.1016/j.chbr.2024.100545","url":null,"abstract":"<div><div>Loot boxes (LBs) are microtransactions within video games that offer players the opportunity to acquire virtual items randomly. LBs shared structural and psychological features with gambling, especially slot machines. However, one potential shared feature that has been scarcely explored in LBs, is the level of arousal experienced by players. This study explores changes in electrodermal activity (EDA), heart rate (HR) and respiratory rate (RR) during the opening of LBs in FIFA and during simulated slot machine spin in gamblers (<em>n</em> = 14, <em>M</em> = 19.93 years), LB users (<em>n</em> = 13, <em>M</em> = 19.62 years) and a control group (<em>n</em> = 13, <em>M</em> = 21.92 years). Additionally, the study aimed to compare psychophysiological activation levels produced by both dynamics in each group. Results indicated that both gamblers and LB users showed increased EDA during LB opening and slot machine spins, while HR or RR did not exhibit significant changes. The control group showed increased EDA during the slot machine spin, with no changes during LB opening or in other psychophysiological measures. The comparison between LB opening and slot machine spin revealed similar levels of psychophysiological activation for gamblers and LB users. These findings suggest a potential link between gambling and LBs, which could inform the development of policies for safer gaming environments.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"16 ","pages":"Article 100545"},"PeriodicalIF":4.9,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142743306","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 opportunities and challenges of using online social platforms after pregnancy loss: A systematic review of qualitative research
IF 4.9
Computers in human behavior reports Pub Date : 2024-11-30 DOI: 10.1016/j.chbr.2024.100547
Stephanie Murphy , Doireann Peelo-Dennehy , Kellie Morrissey , John McCarthy , Sarah Foley
{"title":"The opportunities and challenges of using online social platforms after pregnancy loss: A systematic review of qualitative research","authors":"Stephanie Murphy ,&nbsp;Doireann Peelo-Dennehy ,&nbsp;Kellie Morrissey ,&nbsp;John McCarthy ,&nbsp;Sarah Foley","doi":"10.1016/j.chbr.2024.100547","DOIUrl":"10.1016/j.chbr.2024.100547","url":null,"abstract":"<div><div>Online social platforms (e.g. social media, online forums) can serve as important sources of support for individuals that have experienced pregnancy loss. However, these platforms also pose potential risks to users (including online victimization and misinformation) which can limit their sense of safety online. This paper argues that interdisciplinary work can play a central role in supporting safer online experiences after pregnancy loss. To critically consider implications for future research in this context, we systematically reviewed existing qualitative research investigating online social platform experiences among this population. We present a thematic synthesis of the findings from 28 studies, in which we identify opportunities and challenges experienced by users after pregnancy loss, and techniques that they used to manage these challenges. We then propose a series of recommendations for how future researchers should further examine and address the issues identified in past literature in order to support safer online platform engagement among this population.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100547"},"PeriodicalIF":4.9,"publicationDate":"2024-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147684","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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