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Computers in Human Behavior

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https://www.readbyqxmd.com/read/27182108/longitudinal-associations-between-anhedonia-and-internet-related-addictive-behaviors-in-emerging-adults
#1
Casey R Guillot, Mariel S Bello, Jennifer Y Tsai, Jimi Huh, Adam M Leventhal, Steve Sussman
Internet addiction (including online gaming) has been associated with depression. However, most prior research relating internet addiction symptomatology to depressive symptoms has been cross-sectional, conducted with children and adolescents, and only examined depressive symptoms as a broad construct. The purpose of the current study was to examine potential longitudinal associations between anhedonia (i.e., difficulty experiencing pleasure, a key facet of depression) and internet-related addictive behaviors in 503 at-risk emerging adults (former attendees of alternative high schools)...
September 2016: Computers in Human Behavior
https://www.readbyqxmd.com/read/27375343/ambient-awareness-from-random-noise-to-digital-closeness-in-online-social-networks
#2
Ana Levordashka, Sonja Utz
Ambient awareness refers to the awareness social media users develop of their online network in result of being constantly exposed to social information, such as microblogging updates. Although each individual bit of information can seem like random noise, their incessant reception can amass to a coherent representation of social others. Despite its growing popularity and important implications for social media research, ambient awareness on public social media has not been studied empirically. We provide evidence for the occurrence of ambient awareness and examine key questions related to its content and functions...
July 2016: Computers in Human Behavior
https://www.readbyqxmd.com/read/26622109/watch-what-i-do-not-what-i-say-i-do-computer-based-avatars-to-assess-behavioral-inhibition-a-vulnerability-factor-for-anxiety-disorders
#3
Catherine E Myers, John A Kostek, Barbara Ekeh, Rosanna Sanchez, Yasheca Ebanks-Williams, Ann L Krusznis, Noah Weinflash, Richard J Servatius
Behavioral inhibition (BI), a tendency to withdraw from or avoid novel social and non-social situations, is a personality trait which can confer risk for anxiety disorders. Like many personality traits, BI is often assessed via self-report questionnaires where respondents rate themselves for frequency of certain behaviors or feelings. However, questionnaires have inherent limitations, particularly in psychiatric populations where there may be unawareness of deficit. A viable alternative may be virtual environments, in which the participant guides an on-screen "avatar" through a series of onscreen events meant to simulate real-world situations...
February 1, 2016: Computers in Human Behavior
https://www.readbyqxmd.com/read/26392678/a-content-analysis-of-depression-related-tweets
#4
Patricia A Cavazos-Rehg, Melissa J Krauss, Shaina Sowles, Sarah Connolly, Carlos Rosas, Meghana Bharadwaj, Laura J Bierut
This study examines depression-related chatter on Twitter to glean insight into social networking about mental health. We assessed themes of a random sample (n=2,000) of depression-related tweets (sent 4-11 to 5-4-14). Tweets were coded for expression of DSM-5 symptoms for Major Depressive Disorder (MDD). Supportive or helpful tweets about depression was the most common theme (n=787, 40%), closely followed by disclosing feelings of depression (n=625; 32%). Two-thirds of tweets revealed one or more symptoms for the diagnosis of MDD and/or communicated thoughts or ideas that were consistent with struggles with depression after accounting for tweets that mentioned depression trivially...
January 1, 2016: Computers in Human Behavior
https://www.readbyqxmd.com/read/26877584/the-emotional-responses-of-browsing-facebook-happiness-envy-and-the-role-of-tie-strength
#5
Ruoyun Lin, Sonja Utz
On Facebook, users are exposed to posts from both strong and weak ties. Even though several studies have examined the emotional consequences of using Facebook, less attention has been paid to the role of tie strength. This paper aims to explore the emotional outcomes of reading a post on Facebook and examine the role of tie strength in predicting happiness and envy. Two studies - one correlational, based on a sample of 207 American participants and the other experimental, based on a sample of 194 German participants - were conducted in 2014...
November 2015: Computers in Human Behavior
https://www.readbyqxmd.com/read/26195852/artificial-faces-are-harder-to-remember
#6
Benjamin Balas, Jonathan Pacella
Observers interact with artificial faces in a range of different settings and in many cases must remember and identify computer-generated faces. In general, however, most adults have heavily biased experience favoring real faces over synthetic faces. It is well known that face recognition abilities are affected by experience such that faces belonging to "out-groups" defined by race or age are more poorly remembered and harder to discriminate from one another than faces belonging to the "in-group." Here, we examine the extent to which artificial faces form an "out-group" in this sense when other perceptual categories are matched...
November 1, 2015: Computers in Human Behavior
https://www.readbyqxmd.com/read/26166942/understanding-empathy-training-with-virtual-patients
#7
Andrea Kleinsmith, Diego Rivera-Gutierrez, Glen Finney, Juan Cendan, Benjamin Lok
While the use of virtual characters in medical education is becoming more and more commonplace, an understanding of the role they can play in empathetic communication skills training is still lacking. This paper presents a study aimed at building this understanding by determining if students can respond to a virtual patient's statement of concern with an empathetic response. A user study was conducted at the [blinded] College of Medicine in which early stage medical students interacted with virtual patients in one session and real humans trained to portray real patients (i...
November 1, 2015: Computers in Human Behavior
https://www.readbyqxmd.com/read/26113769/life-span-differences-in-the-uses-and-gratifications-of-tablets-implications-for-older-adults
#8
Kate Magsamen-Conrad, John Dowd, Mohammad Abuljadail, Saud Alsulaiman, Adnan Shareefi
This study extends Uses and Gratifications theory by examining the uses and gratifications of a new technological device, the tablet computer, and investigating the differential uses and gratifications of tablet computers across the life-span. First, we utilized a six-week tablet training intervention to adapt and extend existing measures to the tablet as a technological device. Next, we used paper-based and online surveys (N=847), we confirmed four main uses of tablets: 1) Information Seeking, 2) Relationship Maintenance, 3) Style, 4) Amusement and Killing time, and added one additional use category 5) Organization...
November 1, 2015: Computers in Human Behavior
https://www.readbyqxmd.com/read/26566299/dynamics-of-human-categorization-in-a-collaborative-tagging-system-how-social-processes-of-semantic-stabilization-shape-individual-sensemaking
#9
Tobias Ley, Paul Seitlinger
We study how categories form and develop over time in a sensemaking task by groups of students employing a collaborative tagging system. In line with distributed cognition theories, we look at both the tags students use and their strength of representation in memory. We hypothesize that categories get more differentiated over time as students learn, and that semantic stabilization on the group level (i.e. the convergence in the use of tags) mediates this relationship. Results of a field experiment that tested the impact of topic study duration on the specificity of tags confirms these hypotheses, although it was not study duration that produced this effect, but rather the effectiveness of the collaborative taxonomy the groups built...
October 2015: Computers in Human Behavior
https://www.readbyqxmd.com/read/25937699/bridging-the-divide-using-utaut-to-predict-multigenerational-tablet-adoption-practices
#10
Kate Magsamen-Conrad, Shrinkhala Upadhyaya, Claire Youngnyo Joa, John Dowd
This study examined the "Unified Theory of Acceptance and Use of Technology" (UTAUT) in the context of tablet devices across multiple generations. We tested the four UTAUT determinants, performance expectancy, effort expectancy, social influence, and facilitating conditions, to determine their contributions for predicting behavioral intention to use tablets with age, gender, and user experience as moderators. 899 respondents aged 19-99 completed the survey. We found consistent generational differences in UTAUT determinants, most frequently between the oldest and youngest generations...
September 1, 2015: Computers in Human Behavior
https://www.readbyqxmd.com/read/25861155/facebook-use-and-depressive-symptomatology-investigating-the-role-of-neuroticism-and-extraversion-in-youth
#11
Teague E Simoncic, Kate R Kuhlman, Ivan Vargas, Sean Houchins, Nestor L Lopez-Duran
The popularity of social networking sites, such as Facebook, has increased rapidly over the past decade, especially among youth. Consequently, the impact of Facebook use on mental health problems (e.g., depressive symptomatology) has become a recent area of concern. Yet, evidence for such a link has been mixed and factors that contribute to heterogeneity of findings have not been identified. In this study, we examined whether the association between Facebook use and depressive symptoms is moderated by individual factors (i...
November 1, 2014: Computers in Human Behavior
https://www.readbyqxmd.com/read/25568591/technology-addiction-s-contribution-to-mental-wellbeing-the-positive-effect-of-online-social-capital
#12
Kate Magsamen-Conrad, China Billotte-Verhoff, Kathryn Greene
This research examines the effect of online social capital and Internet use on the normally negative effects of technology addiction, especially for individuals prone to self-concealment. Self-concealment is a personality trait that describes individuals who are more likely to withhold personal and private information, inhibiting catharsis and wellbeing. Addiction, in any context, is also typically associated with negative outcomes. However, we investigate the hypothesis that communication technology addiction may positively affect wellbeing for self-concealing individuals when online interaction is positive, builds relationships, or fosters a sense of community...
November 2014: Computers in Human Behavior
https://www.readbyqxmd.com/read/25717216/media-and-technology-use-predicts-ill-being-among-children-preteens-and-teenagers-independent-of-the-negative-health-impacts-of-exercise-and-eating-habits
#13
L D Rosen, A F Lim, J Felt, L M Carrier, N A Cheever, J M Lara-Ruiz, J S Mendoza, J Rokkum
The American Academy of Pediatrics recommends no screen time for children under the age of 2 and limited screen time for all children. However, no such guidelines have been proposed for preteens and teenagers. Further, research shows that children, preteens, and teenagers are using massive amounts of media and those with more screen time have been shown to have increased obesity, reduced physical activity, and decreased health. This study examined the impact of technology on four areas of ill-being-psychological issues, behavior problems, attention problems and physical health-among children (aged 4-8), preteens (9-12), and teenagers (13-18) by having 1030 parents complete an online, anonymous survey about their own and their child's behaviors...
June 2014: Computers in Human Behavior
https://www.readbyqxmd.com/read/24882938/the-problematic-and-risky-internet-use-screening-scale-priuss-for-adolescents-and-young-adults-scale-development-and-refinement
#14
Lauren A Jelenchick, Jens Eickhoff, Dimitri A Christakis, Richard L Brown, Chong Zhang, Meghan Benson, Megan A Moreno
Problematic Internet use (PIU) is a growing health concern among adolescents and young adults. The purpose of this mixed-methods study was to develop and refine a theoretically-grounded and psychometrically-validated assessment instrument for PIU specifically tailored to adolescents and young adults. An item pool was developed using concept mapping and a review of the literature, and administered to 714 students from two universities between 18 and 25 years of age. Exploratory and confirmatory factor analyses were used in a development subsample (n=500) to construct the scale...
June 1, 2014: Computers in Human Behavior
https://www.readbyqxmd.com/read/24748718/quantifying-engagement-measuring-player-involvement-in-human-avatar-interactions
#15
Anne E Norris, Harry Weger, Cory Bullinger, Alyssa Bowers
This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA™) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging...
May 1, 2014: Computers in Human Behavior
https://www.readbyqxmd.com/read/24415846/emergence-and-predictors-of-alcohol-reference-displays-on-facebook-during-the-first-year-of-college
#16
Megan A Moreno, Jonathan D'Angelo, Lauren E Kacvinsky, Bradley Kerr, Chong Zhang, Jens Eickhoff
The purpose of this study was to investigate the emergence of displayed alcohol references on Facebook for first-year students from two universities. Graduated high school seniors who were planning to attend one of the two targeted study universities were recruited. Participants' Facebook profiles were evaluated for displayed alcohol references at baseline and every four weeks throughout the first year of college. Profiles were categorized as Non-Displayers, Alcohol Displayers or Intoxication/Problem Drinking Displayers...
January 2014: Computers in Human Behavior
https://www.readbyqxmd.com/read/24058261/giving-and-receiving-emotional-support-online-communication-competence-as-a-moderator-of-psychosocial-benefits-for-women-with-breast-cancer
#17
Woohyun Yoo, Kang Namkoong, Mina Choi, Dhavan V Shah, Stephanie Tsang, Yangsun Hong, Michael Aguilar, David H Gustafson
This study examines the moderating role of emotional communication competence in the relationship between computer-mediated social support (CMSS) group participation, specifically giving and receiving emotional support, and psychological health outcomes. Data were collected as part of randomized clinical trials for women diagnosed with breast cancer within the last 2 months. Expression and reception of emotional support was assessed by tracking and coding the 18,064 messages that 236 patients posted and read in CMSS groups...
January 2014: Computers in Human Behavior
https://www.readbyqxmd.com/read/25722534/the-media-and-technology-usage-and-attitudes-scale-an-empirical-investigation
#18
L D Rosen, K Whaling, L M Carrier, N A Cheever, J Rokkum
Current approaches to measuring people's everyday usage of technology-based media and other computer-related activities have proved to be problematic as they use varied outcome measures, fail to measure behavior in a broad range of technology-related domains and do not take into account recently developed types of technology including smartphones. In the present study, a wide variety of items, covering a range of up-to-date technology and media usage behaviors. Sixty-six items concerning technology and media usage, along with 18 additional items assessing attitudes toward technology, were administered to two independent samples of individuals, comprising 942 participants...
November 1, 2013: Computers in Human Behavior
https://www.readbyqxmd.com/read/25221383/the-uncanny-valley-does-not-interfere-with-level-1-visual-perspective-taking
#19
Karl F MacDorman, Preethi Srinivas, Himalaya Patel
When a computer-animated human character looks eerily realistic, viewers report a loss of empathy; they have difficulty taking the character's perspective. To explain this perspective-taking impairment, known as the uncanny valley, a novel theory is proposed: The more human or less eerie a character looks, the more it interferes with level 1 visual perspective taking when the character's perspective differs from that of the human observer (e.g., because the character competitively activates shared circuits in the observer's brain)...
July 1, 2013: Computers in Human Behavior
https://www.readbyqxmd.com/read/24003265/video-game-training-to-improve-selective-visual-attention-in-older-adults
#20
Patrícia Belchior, Michael Marsiske, Shannon M Sisco, Anna Yam, Daphne Bavelier, Karlene Ball, William C Mann
The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV® test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls...
July 1, 2013: Computers in Human Behavior
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