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Träfflista för sökning "L773:0747 5632 srt2:(2020-2023)"

Search: L773:0747 5632 > (2020-2023)

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1.
  • Johnson, Daniel, et al. (author)
  • Need satisfaction, passion, empathy and helping behaviour in videogame play
  • 2021
  • In: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 122
  • Journal article (peer-reviewed)abstract
    • The primary aim of the current study was to explore the extent to which videogame helping behaviour could be explained by need satisfaction and passion. The study extends previous research by looking specifically at in-game helping behaviour which has relevance for a range of wellbeing outcomes as well as reducing in-game toxicity. Survey data were collected from 389 participants assessing need satisfaction, passion, empathy and in-game helping behaviour during the past four weeks. Path analysis revealed that helping behaviour is associated with empathy which is more likely in the context of harmonious passion and less likely in context of obsessive passion. Competence and Relatedness were also found to increase the likelihood of helping behaviour.
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2.
  • Li, Hansen, et al. (author)
  • Potential protection of computer gaming against mental health issues : Evidence from a Mendelian randomization study
  • 2023
  • In: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 144
  • Journal article (peer-reviewed)abstract
    • Computer gaming may negatively impact mental health. To mitigate the inherent defects of the existing observational studies, we employed the Mendelian randomization (MR) design to examine the role of computer gaming on mental health issues using large-scale genome-wide association study (GWAS) data. A computer gaming and four mental health issue datasets were obtained from UK-Biobank and FinnGen respectively. We evaluated the causal effects using inverse variance weighted (IVW), weighted median, and MR-Egger estimators, followed by a series of sensitivity analyses. We found no distinctive results under a Bonferroni-corrected significance level (p < 0.013). Nevertheless, we observed suggestive evidence in IVW estimations supporting the causal effects of computer gaming on depression medication consumption (OR = 0.579; 95%CI: 0.347-0.996; p = 0.036) and anxiety disorders (OR = 0.471; 95%CI: 0.246-0.903, p = 0.023). Our findings indicate a potential protective effect of computer gaming against mental health issues, which underscores the bright sides of computer gaming, and also offers insights into the health promotion strategies based on digital interventions. Given our limitations, we call for future research to re-examine our findings and explore underlying mechanisms.
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3.
  • Lunde, Carolina, 1979, et al. (author)
  • Sexting experiences and motivations among adolescents with ADHD and ASD
  • 2023
  • In: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 140
  • Journal article (peer-reviewed)abstract
    • Sexting (i.e., to send and receive self-produced sexual materials) has become a common element in adolescents’ socio-sexual exploration. Although often harmless, sexting also involves the risk of abuse, and potentially more so for some adolescents than for others. Adolescents with attention deficit disorder (ADHD) and/or autism spectrum disorder (ASD) have been pointed out as potentially more vulnerable online, yet research to support or reject these concerns is sparse. Focusing on sending sexts, this study compares sexting rates, sexting experiences, and sexting motivations of Swedish adolescents with ADHD and/or ASD to adolescents without these diagnoses. In all, 1063 adolescents (aged 15 to 19), 164 of whom self-reported ADHD and/or ASD, completed a survey about their sexting experiences. The results revealed both differences and similarities between groups. Adolescents with ADHD sexted more and reported more pressure to sext. No group differences were noted in terms of reporting positive or negative experiences. Sexting motivations were also similar between groups, although sexting for aggravated reasons was more common among adolescents with ADHD and/or ASD. Our findings suggest that adolescents with ADHD and ASD mainly use sexting for sexual gratification and exploration, but also report experiences and motivations that may indicate increased vulnerability in relation to sexting.
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4.
  • Mattila, Osmo (author)
  • Restoration in a virtual reality forest environment
  • 2020
  • In: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 107
  • Journal article (peer-reviewed)abstract
    • The focus in this research was on the effects of restorative experiences in an immersive virtual reality (VR) forest environment. For 5 min one hundred participants used a VR application depicting a forest via a head-mounted display and headphones. The extent of the restorative effect on the participants was measured in terms of perceived restorative outcomes, vitality, and mood before and after using the VR application. After finding out that using the VR application improved the perceived restoration outcomes, vitality and mood of the participants, the perceived restoration of the VR environment was compared with experiences in physical forests. According to the results, the VR environment was generally perceived as restorative as the physical forest environments, and more fascinating and coherent. The results imply that VR technology could have an effective restorative function during a school or work day when there is no access to highly restorative natural environments. Knowledge about the restorative qualities of physical and virtual natural environments could be applied to develop both the virtual and physical environments that are currently available and where people have access to.
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5.
  • Paetzel, Maike, 1991-, et al. (author)
  • The Influence of Robot Personality on the Development of Uncanny Feelings towards a Social Robot
  • 2021
  • In: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 120
  • Journal article (peer-reviewed)abstract
    • Empirical investigations on the uncanny valley have almost solely focused on the analysis of people's non-interactive perception of a robot at first sight. Recent studies suggest, however, that these uncanny first impressions may be significantly altered over an interaction. What is yet to discover, however, is whether certain interaction patterns can lead to a faster decline in uncanny feelings. In this paper, we present a study in which participants with limited expertise in Computer Science played a collaborative geography game with the robot Furhat. During the game, Furhat displayed two personalities, which corresponded to two different interaction strategies. The robot was either optimistic and encouraging, or impatient and provocative. We performed the study in a science museum and recruited participants among the visitors. Our findings suggest that a robot that is rated high on agreeableness, emotional stability, and conscientiousness can indeed weaken uncanny feelings. This study has important implications for human-robot interaction design as it further highlights that a first impression, merely based on a robot's appearance, is not indicative of the affinity people might develop towards it throughout an interaction. Future work should thus emphasize investigations on finding exact interaction patterns that can help to overcome uncanny feelings.
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6.
  • Portugal, Ana Maria, et al. (author)
  • Do pre-schoolers with high touchscreen use show executive function differences?
  • 2023
  • In: Computers in human behavior. - : Elsevier. - 0747-5632 .- 1873-7692. ; 139
  • Journal article (peer-reviewed)abstract
    • The recent increase in children's use of digital media, both TV and touchscreen devices (e.g., tablets and smartphones), has been associated with developmental differences in Executive Functions (EF). It has been hypothesised that early exposure to attention-commanding and contingent stimulation provided by touchscreens may increase reliance on bottom-up perceptual processes and limit the opportunity for practice of voluntary (i.e., top-down) attention leading to differences in EF. This study tests the concurrent and longitudinal associations between touchscreen use (high use, HU >= 15 min/day; low use, LU < 15 min/day), and two components of EF (working-memory/cognitive-flexibility, and impulse/self-control), building explicitly on recent developmental models that point to a bidimensional structure of EF during toddlerhood and pre-school years. A longitudinal sample of 46 3.5-year-olds (23 girls) was tested on a battery of lab-based measures and matched at 12 months on a range of background variables including temperament. Touchscreen HU showed significantly reduced per-formance in lab-based Working Memory/Cognitive Flexibility, although this became non-significant when controlling for background TV. Impulse/Self-control was not significantly associated with touchscreen use but was negatively associated with non-child-directed television. Our results provide partial support for the hy-pothesis that using touchscreen devices might reduce capacity for top-down behaviour control, and indicate that broader media environment may be implicated in early executive function development. However, it may also be the case that individuals who are predisposed towards exogenous stimulation are more drawn to screen use. Future studies are needed to replicate findings, demonstrate causality, and investigate bidirectionality.
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7.
  • Queiroz, Anna C.M., et al. (author)
  • Too tired to connect: Understanding the associations between video-conferencing, social connection and well-being through the lens of zoom fatigue
  • 2023
  • In: Computers in Human Behavior. - 0747-5632 .- 1873-7692. ; 149
  • Journal article (peer-reviewed)abstract
    • Video-conferencing use has increased significantly in recent years, highlighting the need to understand its impact on individuals' psychological experiences. We conducted two large survey studies (total N = 3920) to examine the relationship between video-conferencing, video-conference fatigue (Zoom fatigue), and individuals' feelings of social connection, social skills, and life satisfaction. Study 1 showed that people tended to feel more connected to others when video-conference meetings were frequent, brief and conducted with small groups, compared to long meetings with many participants. As meetings became longer and more frequent, people felt less socially connected and reported increased video-conference fatigue. Feeling cognitively or emotionally exhausted from engaging in video-conferencing may limit the ability to meaningfully engage with others in the call. In Study 2, mediation analyses indicated that increased video-conferencing could undermine life satisfaction by increasing video-conference fatigue. Furthermore, we compared participants’ perceptions of their social skills between in-person and video-conferencing meetings, and found people consistently felt less skilled in video-conferences than during in-person meetings. We discuss these findings in the context of widespread remote work and the need to protect well-being in this digital era.
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8.
  • Shibuya, Yuya, et al. (author)
  • Mapping HCI research methods for studying social media interaction : A systematic literature review
  • 2022
  • In: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 129
  • Research review (peer-reviewed)abstract
    • In the last decades, researchers in Human-computer interaction (HCI) took numerous efforts to investigate people's social media interaction. To understand how researchers in HCI have studied social media interaction, we examined 149 peer-reviewed articles published between 2008 and 2020 in major HCI conference proceedings and journals. We systematically reviewed the methodologies HCI researchers applied, the research topics these methods covered, and the types of data collected. Through the analysis, we make three contributions: We (1) pinpoint the topic trends by identifying three phases in the study of social media interaction in HCI. Namely, the early phase (2008–2012) focused on user behavior, the growing phase (2013–2016), focused on privacy and health, and the latest phase (2017–2020) focused on design. (2) We map methodological trends in the study of social media interaction in HCI. We also illustrate the trends in relation to the types of data collected in the selected works and, (3) identify underexplored study areas.
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9.
  • Stadin, Magdalena, 1987-, et al. (author)
  • Technostress operationalised as information and communication technology (ICT) demands among managers and other occupational groups : Results from the Swedish Longitudinal Occupational Survey of Health (SLOSH)
  • 2021
  • In: Computers in human behavior. - : Elsevier BV. - 0747-5632 .- 1873-7692. ; 114
  • Journal article (peer-reviewed)abstract
    • Exposure to technostress operationalised as ICT demands is more prevalent in higher socioeconomic groups, but little is known about the exposure in different occupational groups considering industry and position. The aim of the present study was to explore the exposure to ICT demands in managers and other occupational groups. Cross-sectional self-reported data from the Swedish Longitudinal Occupational Survey of Health (SLOSH), collected in 2016 was used, including 13 572 respondents (1 241 'managers', 12 331 'non-managers'). ICT demands based on a six-item Likert scale were analysed as the main measure. 'Managers' (varying industries and positions) in comparison with 'non-managers', including nine occupational groups separated by industry and education level, showed the highest prevalence (74.7%) of ICT demands. 'Managers in health care, other community services and education' showed the highest odds ratio (OR) with 95% Confidence Intervals (CI) of ICT demands, in comparison with 'non-managers' (OR 4.64 [CI 3.26-6.61], and with 'all other managers' (OR 1.55 [CI 1.01-2.38]), after adjustment for sex, age, job strain, and social support. In conclusion, managers have increased odds of exposure to ICT demands, especially managers in health care, other community services and education. Targeted actions to improve the digitalised work environment among managers are warranted.
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10.
  • Tellhed, Una, et al. (author)
  • Sure I can code (But do I want to?). Why boys’ and girls’ programming beliefs differ and the effects of mandatory programming education
  • 2022
  • In: Computers in Human Behavior. - : Elsevier BV. - 0747-5632. ; 135
  • Journal article (peer-reviewed)abstract
    • In our increasingly digitalized society, it is important to have a grasp of basic programming and therefore, programming was recently made mandatory in Swedish schools. We investigated how the mandatory programming education affects self-efficacy and interest in programming in a sample of 12-year-old children (N = 373). Data was collected at the start of the school year, directly after the education (mainly consisting of block programming), and the end of the school year. Boys had higher self-efficacy and interest than girls at all these three timepoints. Interestingly, as opposed to girls with Swedish background, girls with foreign background did not differ from the boys in programming self-efficacy. The gender difference in programming self-efficacy was completely mediated by gender differences in the children's previous mastery experience, social persuasion, and vicarious experience of computer use. Self-efficacy was strongly related to interest, but despite increasing the children's self-efficacy, programming education surprisingly reduced their interest in programming. The results regarding predictors of self-efficacy lend support to Bandura's social cognitive theory. The intersectional (gender x background) differences could be interpreted in terms of the gender-equality paradox. Possible ways of encouraging children's programming efforts and boosting the effects of interventions are discussed.
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  • Result 1-10 of 11
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journal article (10)
research review (1)
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peer-reviewed (11)
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Burén, Jonas, 1984 (1)
Johnson, Daniel (1)
Paetzel, Maike, 1991 ... (1)
Tellhed, Una (1)
Lunde, Carolina, 197 ... (1)
Portugal, Ana Maria (1)
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Fauville, Geraldine (1)
Perugia, Giulia (1)
Zhang, Guodong (1)
Zhang, Xing (1)
Torre, Ilaria (1)
Zhao, Xiang, 1987- (1)
Luo, Mufan (1)
Queiroz, Anna C.M. (1)
Bailenson, Jeremy N. (1)
Hamm, Andrea (1)
Shibuya, Yuya (1)
Hendry, Alexandra (1)
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Kallio Strand, Kalle (1)
Li, Hansen (1)
Reinholdsson, Tommy (1)
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