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  • 机译 母亲有问题的互联网使用与子女瘦弱之间的联系
    摘要:This study aimed to clarify the association between mothers' problematic Internet use (PIU) and the thinness of their children. We analyzed data collected from health examinations of young children aged 4 months, 1.5 years, and 3 years of age performed in Matsue city, Japan, between April 2016 and March 2017. The subjects comprised 1,685 (866 boys, 819 girls) children aged 4 months, 1,728 (898 boys, 830 girls) aged 1.5 years, and 1,672 (802 boys, 870 girls) aged 3 years. Logistic regression analysis was used to clarify the association between mothers' PIU (Young's Diagnostic Questionnaire for Internet Addiction score: ≥4) and the thinness (body mass index: <15) of their children after adjusting for covariates such as birth weight, nutritional form, parental smoking status, maternal age, skipping breakfast, eating snacks, sleeping late, outdoor play, and daytime caregiver. Analysis after stratification by sex and age revealed that the mothers' PIU was significantly associated with their children's thinness only in boys aged 4 months or 1.5 years (odds ratio [OR] = 3.16, 95% confidence interval [CI] = 1.00–9.96 and OR = 2.68, 95% CI = 1.04–6.89, respectively). Mothers' PIU may promote thinness among boys aged <3 years. As the nutritional status of children aged <3 years is affected by maternal feeding attitudes, our findings suggested that mothers who exhibit PIU do not provide adequate care for their children, particularly regarding feeding. In contrast, no association between mothers' PIU and their children's thinness was observed in girls.
  • 机译 由Royuela-Colomer ECalvete EGámez-GuadixM和Orue I.Cyber​​psychol Behav Soc Netw 2018; 21(11):703纠正:处置正念对青少年中网络欺凌和永久性犯罪的保护作用–710。 DOI:10.1089 / cyber.2017.0685
    • 作者:
    • 刊名:Cyberpsychology Behavior and Social Networking
    • -1年第5期
    摘要:
  • 机译 虚拟现实的神经科学:从虚拟接触到具体医学
    摘要:Is virtual reality (VR) already a reality in behavioral health? To answer this question, a meta-review was conducted to assess the meta-analyses and systematic and narrative reviews published in this field in the last twenty-two months. Twenty-five different articles demonstrated the clinical potential of this technology in both the diagnosis and the treatment of mental health disorders: VR compares favorably to existing treatments in anxiety disorders, eating and weight disorders, and pain management, with long-term effects that generalize to the real world. But why is VR so effective? Here, the following answer is suggested: VR shares with the brain the same basic mechanism: embodied simulations. According to neuroscience, to regulate and control the body in the world effectively, the brain creates an embodied simulation of the body in the world used to represent and predict actions, concepts, and emotions. VR works in a similar way: the VR experience tries to predict the sensory consequences of an individual's movements, providing to him/her the same scene he/she will see in the real world. To achieve this, the VR system, like the brain, maintains a model (simulation) of the body and the space around it. If the presence in the body is the outcome of different embodied simulations, concepts are embodied simulations, and VR is an embodied technology, this suggests a new clinical approach discussed in this article: the possibility of altering the experience of the body and facilitating cognitive modeling/change by designing targeted virtual environments able to simulate both the external and the internal world/body.
  • 机译 私人和公共使用社交媒体时的隐私问题和自我披露
    摘要:The study contributes to the ongoing debate about the “privacy paradox” in the context of using social media. The presence of a privacy paradox is often declared if there is no relationship between users' information privacy concerns and their online self-disclosure. However, prior research has produced conflicting results. The novel contribution of this study is that we consider public and private self-disclosure separately. The data came from a cross-national survey of 1,500 Canadians. For the purposes of the study, we only examined the subset of 545 people who had at least one public account and one private account. Going beyond a single view of self-disclosure, we captured five dimensions of self-disclosure: Amount, Depth, Polarity, Accuracy, and Intent; and two aspects of privacy concerns: concerns about organizational and social threats. To examine the collected data, we used Partial Least Squares Structural Equation Modeling. Our research does not support the presence of a privacy paradox as we found a relationship between privacy concerns from organizational and social threats and most of the dimensions of self-disclosure (even if the relationship was weak). There was no difference between patterns of self-disclosure on private versus public accounts. Different privacy concerns may trigger different privacy protection responses and, thus, may interact with self-disclosure differently. Concerns about organizational threats increase awareness and accuracy while reducing amount and depth, while concerns about social threats reduce accuracy and awareness while increasing amount and depth.
  • 机译 媒体多任务处理对网络安全有利吗?探索媒体多任务处理与自我报告的风险网络安全行为的日常认知失败之间的关系
    摘要:The current study focused on how engaging in media multitasking (MMT) and the experience of everyday cognitive failures impact on the individual's engagement in risky cybersecurity behaviors (RCsB). In total, 144 participants (32 males, 112 females) completed an online survey. The age range for participants was 18 to 43 years (M = 20.63, SD = 4.04). Participants completed three scales which included an inventory of weekly MMT, a measure of everyday cognitive failures, and RCsB. There was a significant difference between heavy media multitaskers (HMM), average media multitaskers (AMM), and light media multitaskers (LMM) in terms of RCsB, with HMM demonstrating more frequent risky behaviors than LMM or AMM. The HMM group also reported more cognitive failures in everyday life than the LMM group. A regression analysis showed that everyday cognitive failures and MMT acted as significant predictors for RCsB. These results expand our current understanding of the relationship between human factors and cybersecurity behaviors, which are useful to inform the design of training and intervention packages to mitigate RCsB.
  • 机译 社会媒体对少数族裔男性的身体不满饮食失调症状和合成代谢类固醇使用的贡献
    摘要:Social media has been associated with body dissatisfaction and eating disorder symptoms among young women and adolescent girls. However, despite notable evidence of susceptibility to body image pressures, it remains unknown whether these associations generalize to sexual minority men. A nationwide sample of 2,733 sexual minority men completed an online survey advertised to Australian and New Zealand users of a popular dating app. Participants answered questions about how frequently they used 11 different social media platforms in addition to questions about their dating app use, body image, eating disorder symptoms, and anabolic steroids. Facebook, Youtube, Instagram, and Snapchat were the most frequently used social media platforms. A pattern of small-sized and positive associations emerged between social media use and body dissatisfaction, eating disorder symptoms, and thoughts about using anabolic steroids. Facebook, Instagram, and Snapchat evidenced the strongest associations. The associations of social media use with both muscularity dissatisfaction and eating disorder symptoms were stronger for image-centric social media platforms (e.g., Instagram) than nonimage-centric platforms (e.g., Wordpress); no differences were observed for body fat dissatisfaction, height dissatisfaction, or thoughts about using anabolic steroids. Previously documented associations of social media use with body dissatisfaction and related variables among women and girls appear to generalize to sexual minority men. Social media platforms that more centrally involve imagery may be of greater concern than nonimage-centric platforms. Additional research with sexual minority men is needed to elucidate the distinctions between adaptive and maladaptive social media use in the context of body dissatisfaction, eating disorders, and anabolic steroid use.
  • 机译 你爱我吗?浪漫骗局受害者的心理特征
    • 作者:Monica T. Whitty
    • 刊名:Cyberpsychology Behavior and Social Networking
    • -1年第2期
    摘要:The online dating romance scam is an Advance Fee Fraud, typically conducted by international criminal groups via online dating sites and social networking sites. This type of mass-marketing fraud (MMF) is the most frequently reported type of MMF in most Western countries. This study examined the psychological characteristics of romance scam victims by comparing romance scam victims with those who had never been scammed by MMFs. Romance scam victims tend to be middle-aged, well-educated women. Moreover, they tend to be more impulsive (scoring high on urgency and sensation seeking), less kind, more trustworthy, and have an addictive disposition. It is argued here that these findings might be useful for those developing prevention programs and awareness campaigns.
  • 机译 在线社交身份在社交网站上与酒精相关的内容与青少年饮酒之间的关系中的作用
    摘要:Social networking sites (SNSs) are social platforms that facilitate communication. For adolescents, peers play a crucial role in constructing the self online through displays of group norms on SNSs. The current study investigated the role of online social identity (OSI) in the relationship between adolescent exposure to alcohol-related content posted by peers on SNSs and alcohol use. In a sample (N = 929) of Australian adolescents (Age M = 17.25, SD = 0.31) higher levels of exposure to alcohol-related content on SNSs was associated with higher levels of alcohol use. Importantly, the association was stronger when the participants reported higher OSI particularly when also reporting low or moderate amount of time spent on SNS. The findings can be explained by social identity literature that demonstrates individuals align their behaviors with other members of their social group to demonstrate, enact, and maintain social identity. The results of this study reflect the importance of considering the construction of the “self” through online and offline constructs.
  • 机译 青少年和成年人的互联网成瘾心理困扰和应对方式
    摘要:As Internet use grows, so do the benefits and also the risks. Thus, it is important to identify when individuals' Internet use is problematic. In the present study, 449 participants aged from 16 to 71 years of age were sourced from a wide range of English-speaking Internet forums, including social media and self-help groups. Of these, 68.9% were classified as nonproblematic users, 24.4% as problematic users, and 6.7% as addictive Internet users. High use of discussion forums, high rumination levels, and low levels of self-care were the main contributing factors to Internet addiction (IA) among adolescents. For adults IA was mainly predicted through engagement in online video gaming and sexual activity, low email use, as well as high anxiety and high avoidant coping. Problematic Internet users scored higher on emotion and avoidance coping responses in adults and higher on rumination and lower on self-care in adolescents. Avoidance coping responses mediated the relationship between psychological distress and IA. These findings may assist clinicians with designing interventions to target different factors associated with IA.
  • 机译 参加第三级体重管理计划的孩子中的问题视频游戏
    摘要:Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11–17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network. The survey included demographics, gaming characteristics, and a problem gaming assessment. The survey had 454 respondents representing a diverse cohort (53 percent females, 27 percent black, 24 percent Hispanic, 41 percent white) with mean age of 13.7 years. A total of 8.2 percent of respondents met criteria for problem gaming. Problem gamers were more likely to be white, male, play mature-rated games, and report daily play. Children in PWM programs reported problem gaming at the same rate as other pediatric populations. Screening for problem gaming provides an opportunity for pediatricians to address gaming behaviors that may affect the health of children with obesity who already are at risk for worsened health and quality of life.
  • 机译 视频游戏玩家的延迟折扣:游戏玩家之间的持续时间比较
    摘要:Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey. Results showed significant differences between groups within both the monetary (p = 0.003) and video game discounting procedures (p = 0.004). Additionally, a positive linear relationship was noted between the groups across both procedures. The results of the current article reinforce previous findings that more hours of video game use are associated with greater impulsivity and provide implications for future research.
  • 机译 基于互联网的专业社交网络与情绪困扰之间的关联
    摘要:Professional social networking websites are commonly used among young professionals. In light of emerging concerns regarding social networking use and emotional distress, the purpose of this study was to investigate the association between frequency of use of LinkedIn, the most commonly used professional social networking website, and depression and anxiety among young adults. In October 2014, we assessed a nationally representative sample of 1,780 U.S. young adults between the ages of 19–32 regarding frequency of LinkedIn use, depression and anxiety, and sociodemographic covariates. We measured depression and anxiety using validated Patient-Reported Outcomes Measurement Information System measures. We used bivariable and multivariable logistic regression to assess the association between LinkedIn use and depression and anxiety, while controlling for age, sex, race, relationship status, living situation, household income, education level, and overall social media use. In weighted analyses, 72% of participants did not report use of LinkedIn, 16% reported at least some use, but less than once each week, and 12% reported use at least once per week. In multivariable analyses controlling for all covariates, compared with those who did not use LinkedIn, participants using LinkedIn at least once per week had significantly greater odds of increased depression (adjusted odds ratio [AOR] = 2.10, 95% confidence interval [CI] = 1.31–3.38) and increased anxiety (AOR = 2.79, 95% CI = 1.72–4.53). LinkedIn use was significantly related to both outcomes in a dose–response manner. Future research should investigate directionality of this association and possible reasons for it.
  • 机译 智能手机用于心理健康的应用
    摘要:Many adolescents and adults do not seek treatment for mental health symptoms. Smartphone applications (apps) may assist individuals with mental health concerns in alleviating symptoms or increasing understanding. This study seeks to characterize apps readily available to smartphone users seeking mental health information and/or support. Ten key terms were searched in the Apple iTunes and Google Play stores: mental health, depression, anxiety, schizophrenia, bipolar, trauma, trauma in schools, post traumatic stress disorder (PTSD), child trauma, and bullying. A content analysis of the first 20 application descriptions retrieved per category was conducted. Out of 300 nonduplicate applications, 208 (70%) were relevant to search topic, mental health or stress. The most common purported purpose for the apps was symptom relief (41%; n = 85) and general mental health education (18%; n = 37). The most frequently mentioned approaches to improving mental health were those that may benefit only milder symptoms such as relaxation (21%; n = 43). Most app descriptions did not include information to substantiate stated effectiveness of the application (59%; n = 123) and had no mention of privacy or security (89%; n = 185). Due to uncertainty of the helpfulness of readily available mental health applications, clinicians working with mental health patients should inquire about and provide guidance on application use, and patients should have access to ways to assess the potential utility of these applications. Strategic policy and research developments are likely needed to equip patients with applications for mental health, which are patient centered and evidence based.
  • 机译 更正
    • 作者:
    • 刊名:Cyberpsychology Behavior and Social Networking
    • -1年第6期
    摘要:
  • 机译 虚拟环境中的沉浸程度会影响自闭症谱系障碍评估和传授社交技能的能力
    摘要:Virtual environments (VEs) may be useful for delivering social skills interventions to individuals with autism spectrum disorder (ASD). Immersive VEs provide opportunities for individuals with ASD to learn and practice skills in a controlled replicable setting. However, not all VEs are delivered using the same technology, and the level of immersion differs across settings. We group studies into low-, moderate-, and high-immersion categories by examining five aspects of immersion. In doing so, we draw conclusions regarding the influence of this technical manipulation on the efficacy of VEs as a tool for assessing and teaching social skills. We also highlight ways in which future studies can advance our understanding of how manipulating aspects of immersion may impact intervention success.
  • 机译 网络游戏成瘾的韩国男性青少年的静息状态周边儿茶酚胺和焦虑水平
    摘要:The purpose of this study was to compare the resting-state plasma catecholamine and anxiety levels of Korean male adolescents with Internet game addiction (IGA) and those without IGA. This cross-sectional comparative study was conducted with 230 male high school students in a South Korean city. Convenience and snowball sampling methods were employed, and data were collected using (1) participant blood samples analyzed for dopamine (DA), epinephrine (Epi), and norepinephrine (NE) and (2) two questionnaires to assess IGA and anxiety levels. Using SPSS 15.0, data were analyzed by descriptive analysis, χ2-tests, t-tests, and Pearson's correlation tests. The plasma Epi (t = 1.962, p < 0.050) and NE (t = 2.003, p = 0.046) levels were significantly lower in the IGA group than in the non-IGA group; DA levels did not significantly differ between the groups. The mean anxiety level of the IGA group was significantly higher compared with the non-IGA group (t =−6.193, p < 0.001). No significant correlations were found between catecholamine and anxiety levels. These results showed that excessive Internet gaming over time induced decreased peripheral Epi and NE levels, thus altering autonomic regulation, and increasing anxiety levels in male high school students. Based on these physiological and psychological effects, interventions intended to prevent and treat IGA should include stabilizing Epi, NE, and anxiety levels in adolescents.
  • 机译 虚拟世界与现实世界:虚拟现实遇到饮食和体重障碍
    摘要:
  • 机译 开发用于评估反烟草视频游戏质量和内容的编码工具
    摘要:Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.
  • 机译 电子学科对儿童上筛时间的影响
    摘要:With rapid technological advancement, the prevalence and undesirable effects of excess screen time on children have become a mounting issue worldwide. There are many studies investigating the phenomenon's impact on society (e.g., behavioral, academic, health), but studies that uncover the causes and factors that increase the odds of children's excess screen time are limited. To this end, this study introduces the term “e-discipline” to refer to systematic practices that use screen devices as discipline tools. As such, the aim of this study is to investigate the association between e-discipline and children's screen time by gender. Analysis was performed on 3,141 children aged 7–11 years old. Bivariate logistic regression models were used to calculate the odds of exceeding the American Academy of Pediatrics guidelines of 2 hours of screen time per day by boys and girls whose parents practice e-discipline. The results showed that children whose parents used screen devices as discipline tools had significantly more screen time compared to children whose parents did not. Furthermore, no statistically significant gender differences were found in the odds of exceeding the recommended screen time under e-discipline. Recommendations stemming from all the results are discussed.
  • 机译 依恋风格在Facebook使用和社会资本中的作用:来自大学生的证据和全国样本
    • 作者:Jih-Hsuan Lin
    • 刊名:Cyberpsychology Behavior and Social Networking
    • -1年第3期
    摘要:Social networking sites (SNSs) can be beneficial tools for users to gain social capital. Although social capital consists of emotional and informational resources accumulated through interactions with strong or weak social network ties, the existing literature largely ignores attachment style in this context. This study employed attachment theory to explore individuals' attachment orientations toward Facebook usage and toward online and offline social capital. A university student sample (study 1) and a representative national sample (study 2) showed consistent results. Secure attachment was positively associated with online bonding and bridging capital and offline bridging capital. Additionally, secure attachment had an indirect effect on all capital through Facebook time. Avoidant attachment was negatively associated with online bonding capital. Anxious–ambivalent attachment had a direct association with online bonding capital and an indirect effect on all capital through Facebook. Interaction frequency with good friends on Facebook positively predicted all online and offline capital, whereas interaction frequency with average friends on Facebook positively predicted online bridging capital. Interaction frequency with acquaintances on Facebook was negatively associated with offline bonding capital. The study concludes that attachment style is a significant factor in guiding social orientation toward Facebook connections with different ties and influences online social capital. The study extends attachment theory among university students to a national sample to provide more generalizable evidence for the current literature. Additionally, this study extends attachment theory to the SNS setting with a nuanced examination of types of Facebook friends after controlling extraversion. Implications for future research are discussed.

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