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  • 机译 基于游戏的数字疗法对抑郁症的治疗:系统评价和荟萃分析
    摘要:The aim of this study was to review the existing literature on game-based digital interventions for depression systematically and examine their effectiveness through a meta-analysis of randomized controlled trials (RCTs). Database searching was conducted using specific search terms and inclusion criteria. A standard meta-analysis was also conducted of available RCT studies with a random effects model. The standard mean difference (Cohen's d) was used to calculate the effect size of each study. Nineteen studies were included in the review, and 10 RCTs (eight studies) were included in the meta-analysis. Four types of game interventions—psycho-education and training, virtual reality exposure therapy, exercising, and entertainment—were identified, with various types of support delivered and populations targeted. The meta-analysis revealed a moderate effect size of the game interventions for depression therapy at posttreatment (d=−0.47 [95% CI −0.69 to −0.24]). A subgroup analysis showed that interventions based on psycho-education and training had a smaller effect than those based on the other forms, and that self-help interventions yielded better outcomes than supported interventions. A higher effect was achieved when a waiting list was used as the control. The review and meta-analysis support the effectiveness of game-based digital interventions for depression. More large-scale, high-quality RCT studies with sufficient long-term data for treatment evaluation are needed.
  • 机译 情感敏感个体之间的在线视频游戏参与与游戏相关的友谊之间的关系
    摘要:Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.
  • 机译 实际人的大小显示和立体呈现对用户虚拟角色沉浸感和沉浸感的影响
    摘要:This study examined the role of display size and mode in increasing users' sense of being together with and of their psychological immersion in a virtual character. Using a high-resolution three-dimensional virtual character, this study employed a 2×2 (stereoscopic mode vs. monoscopic mode×actual human size vs. small size display) factorial design in an experiment with 144 participants randomly assigned to each condition. Findings showed that stereoscopic mode had a significant effect on both users' sense of being together and psychological immersion. However, display size affected only the sense of being together. Furthermore, display size was not found to moderate the effect of stereoscopic mode.
  • 机译 美国国立卫生研究院的虚拟现实研究继续发展
    • 作者:David A. Thomas
    • 刊名:Cyberpsychology, Behavior and Social Networking
    • 2014年第6期
    摘要:
  • 机译 虚拟现实作为一种分心技术,在慢性疼痛患者中
    摘要:We explored the use of virtual reality distraction techniques for use as adjunctive therapy to treat chronic pain. Virtual environments were specifically created to provide pleasant and engaging experiences where patients navigated on their own through rich and varied simulated worlds. Real-time physiological monitoring was used as a guide to determine the effectiveness and sustainability of this intervention. Human factors studies showed that virtual navigation is a safe and effective method for use with chronic pain patients. Chronic pain patients demonstrated significant relief in subjective ratings of pain that corresponded to objective measurements in peripheral, noninvasive physiological measures.
  • 机译 关节臂式Oculus Rift虚拟现实护目镜在小儿烧伤患者职业治疗期间辅助性疼痛控制的可行性
    摘要:For daily burn wound care and therapeutic physical therapy skin stretching procedures, powerful pain medications alone are often inadequate. This feasibility study provides the first evidence that entering an immersive virtual environment using very inexpensive (∼$400) wide field of view Oculus Rift Virtual Reality (VR) goggles can elicit a strong illusion of presence and reduce pain during VR. The patient was an 11-year-old male with severe electrical and flash burns on his head, shoulders, arms, and feet (36 percent total body surface area (TBSA), 27 percent TBSA were third-degree burns). He spent one 20-minute occupational therapy session with no VR, one with VR on day 2, and a final session with no VR on day 3. His rating of pain intensity during therapy dropped from severely painful during no VR to moderately painful during VR. Pain unpleasantness dropped from moderately unpleasant during no VR to mildly unpleasant during VR. He reported going “completely inside the computer generated world”, and had more fun during VR. Results are consistent with a growing literature showing reductions in pain during VR. Although case studies are scientifically inconclusive by nature, these preliminary results suggest that the Oculus Rift VR goggles merit more attention as a potential treatment for acute procedural pain of burn patients. Availability of inexpensive but highly immersive VR goggles would significantly improve cost effectiveness and increase dissemination of VR pain distraction, making VR available to many more patients, potentially even at home, for pain control as well as a wide range of other VR therapy applications. This is the first clinical data on PubMed to show the use of Oculus Rift for any medical application.
  • 机译 移动设备作为辅助性疼痛管理工具
    摘要:Approximately 108 million people in North America and Europe suffer from chronic pain. Virtual reality (VR) is a promising method for pain management in a clinical setting due to the distracting properties of an immersive virtual environment. In this study, we demonstrated the potential use of mobile phones as a means of delivering an easily accessible, immersive experience. Thirty-one patients tested VR pain distraction. Objective measurements of heart rate correlated to decreased anxiety, while, subjectively, patients also reported reduced levels of discomfort. The positive results of this study indicate that mobile phones can provide an immersive experience sufficient to deliver pain management distraction. Because mobile devices are widely available, the potential for developing pain management programs that are accessible has become a realistic possibility.
  • 机译 虚拟现实分散系统在牙科手术中减少焦虑和疼痛的临床应用
    摘要:Virtual reality (VR) has been used by clinicians to manage pain in clinical populations. This study examines the use of VR as a form of distraction for dental patients using both subjective and objective measures to determine how a VR system affects patients' reported anxiety level, pain level, and physiological factors. As predicted, results of self-evaluation questionnaires showed that patients experienced less anxiety and pain after undergoing VR treatment. Physiological data reported similar trends in decreased anxiety. Overall, the favorable subjective and objective responses suggest that VR distraction systems can reduce discomfort and pain for patients with mild to moderate fear and anxiety.
  • 机译 社交网络技术对伊朗女性宗教面纱穿着行为的影响
    摘要:Social networking technologies can influence attitudes, behaviors, and social norms. Research on this topic has been conducted primarily among early adopters of technology and within the United States. However, it is important to evaluate how social media might affect people's behaviors in international settings, especially among countries with longstanding, government recommended, cultural and religious traditions and behaviors, such as Iran. This study seeks to assess whether Iranian women who have been using social networking technologies for a longer time (compared to those who have recently joined) would be less likely to cover themselves with a veil and be more comfortable publicly displaying pictures of this behavior on Facebook. Iranian females (N=253) were selected through snowball sampling from nongovernmental organizations in November 2011 and asked to complete a survey assessing their use of Facebook, concerns about not wearing a veil in Facebook pictures, and their actual likelihood of wearing a veil. Items were combined to measure lack of interest in wearing a veil. Length of time as a Facebook user was significantly associated with not wearing a veil (b=0.16, p<0.01), controlling for age, education, and frequency of using Facebook. Results also revealed a significant relationship such that older people were more likely to adhere to the religious behavior of wearing a veil (b=−0.45, p<0.01). Social networking technologies can affect attitudes and behaviors internationally. We discuss methods of using social media for self-presentation and expression, as well as the difficulties (and importance) of studying use of technologies, such as social media, internationally.
  • 机译 虚拟提示暴露疗法和认知行为疗法对尼古丁依赖的有效性比较
    摘要:Previous studies have reported promising results regarding the effect of repeated virtual cue exposure therapy on nicotine dependence. This study aimed to compare the effectiveness of virtual cue exposure therapy (CET) and cognitive behavioral therapy (CBT) for nicotine dependence. Thirty subjects with nicotine dependence participated in 4 weeks of treatment with either virtual CET (n=15) or CBT (n=15). All patients were male, and none received nicotine replacement treatment during the study period. The main setting of the CET used in this study was a virtual bar. The primary foci of the CBT offered were (a) smoking cessation education, (b) withdrawal symptoms, (c) coping with high-risk situations, (d) cognitive reconstruction, and (e) stress management. Daily smoking count, level of expiratory carbon monoxide (CO), level of nicotine dependence, withdrawal symptoms, and subjective craving were examined on three occasions: week 0 (baseline), week 4 (end of treatment), and week 12 (follow-up assessment). After treatment, the daily smoking count, the expiratory CO, and nicotine dependence levels had significantly decreased. These effects continued during the entire study period. Similar changes were observed in both virtual CET and CBT groups. We found no interaction between type of therapy and time of measurement. Although the current findings are preliminary, the present study provided evidence that virtual CET is effective for the treatment of nicotine dependence at a level comparable to CBT.
  • 机译 中国中小学生的网络成瘾:全国代表性的抽样研究
    摘要:The purpose of this study was to examine the prevalence of Internet addiction in a nationally representative sample of Chinese elementary and middle school students and to investigate Internet addiction among Internet users with different usages. The data were from the National Children's Study of China (NCSC) in which 24,013 fourth- to ninth-grade students were recruited from 100 counties in 31 provinces in China. Only 54.2% of the students had accessed the Internet. According to the criteria of Young's Diagnostic Questionnaire (YDQ), an eight-item instrument, the prevalence of Internet addiction in the total sample was 6.3%, and among Internet users was 11.7%. Among the Internet users, males (14.8%) and rural students (12.1%) reported Internet addiction more than females (7.0%) and urban students (10.6%). The percentage of Internet addicts in elementary school students (11.5%) was not significantly lower than the percentage of middle school students (11.9%). There was no statistically significant difference between the four geographical regions (9.6%, 11.5%, 12.3%, 11.1%) characterized by different levels of economy, health, education, and social environment. As the frequency of Internet use and time spent online per week increased, the percentage of Internet addicts increased. When considering the location and purpose of Internet use, the percentage of Internet addicts was highest in adolescents typically surfing in Internet cafes (18.1%) and playing Internet games (22.5%).
  • 机译 更多妇女拥有的科技企业如何获得资金?
    • 作者:Brenda K. Wiederhold
    • 刊名:Cyberpsychology, Behavior and Social Networking
    • 2014年第1期
    摘要:
  • 机译 虚拟人类患者的疼痛评估和治疗决策
    摘要:Laypeople and healthcare professionals use demographic cues when making pain management decisions. These decisions can negatively affect patient outcomes. This study examined whether laypeople base their pain management decisions in part on pain-related postures and demographic cues. Virtual human (VH) technology was used to research whether sex and race, as well as body posture, influenced pain management decisions. Ninety-seven laypersons examined VH patients exhibiting low back pain related body postures whose demographic cues varied by VH sex and VH race. T tests validated that participants were able to distinguish between high pain related body postures and low pain related body postures. The participants assessed male VH patients to be experiencing more pain than female VH patients. This study suggests that participants use sex as a cue when assessing pain. Participants may perceive VH male patients as experiencing high pain intensity if the participants are willing to counter male stereotypes and acknowledge that the male VH patients display pain behaviors.
  • 机译 网络游戏中的交流,对手和战队表现:一种社交网络方法
    摘要:Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.
  • 机译 社交媒体研究伦理:共同关注和实践考虑
    摘要:Social media Websites (SMWs) are increasingly popular research tools. These sites provide new opportunities for researchers, but raise new challenges for Institutional Review Boards (IRBs) that review these research protocols. As of yet, there is little-to-no guidance regarding how an IRB should review the studies involving SMWs. The purpose of this article was to review the common risks inherent in social media research and consider how researchers can consider these risks when writing research protocols. We focused this article on three common research approaches: observational research, interactive research, and survey/interview research. Concomitant with these research approaches, we gave particular attention to the issues pertinent to SMW research, including privacy, consent, and confidentiality. After considering these challenges, we outlined key considerations for both researchers and reviewers when creating or reviewing SMW IRB protocols. Our goal in this article was to provide a detailed examination of relevant ethics and regulatory issues for both researchers and those who review their protocols.
  • 机译 在Twitter上讨论占领华尔街:平等,情感和公众讨论的稳定性的纵向网络分析
    摘要:To evaluate the quality of public discussion about social movements on Twitter and to understand the structural features and evolution of longitudinal discussion networks, we analyze tweets about the Occupy Wall Street movement posted over the course of 16 days by investigating the relationship between inequality, emotion, and the stability of online discussion. The results reveal that (1) the discussion is highly unequal for both initiating discussions and receiving conversations; (2) the stability of the discussion is much higher for receivers than for initiators; (3) the inequality of online discussions moderates the stability of online discussions; and (4) on an individual level, there is no significant relationship between emotion and political discussion. The implications help evaluate the quality of public discussion, and to understand the relationship between online discussion and social movements.
  • 机译 网络社会中青少年约会暴力的发生
    摘要:Teen dating violence (TDV) is a serious form of youth violence that youth fairly commonly experience. Although youth extensively use computer-mediated communication (CMC), the epidemiology of CMC-based TDV is largely unknown. This study examined how perpetration of psychological TDV using CMC compares and relates to perpetration using longer-standing modes of communication (LSMC; e.g., face-to-face). Data from the national Growing up with Media study involving adolescents aged 14–19 collected from October 2010 to February 2011 and analyzed May 2012 are reported. Analyses focused on adolescents with a history of dating (n=615). Forty-six percent of youth daters had perpetrated psychological TDV. Of those who perpetrated in the past 12 months, 58% used only LSMC, 17% used only CMC, and 24% used both. Use of both CMC and LSMC was more likely among perpetrators who used CMC than among perpetrators who used LSMC. In addition, communication mode and type of psychological TDV behavior were separately related to frequency of perpetration. Finally, history of sexual intercourse was the only characteristic that discriminated between youth who perpetrated using different communication modes. Results suggest that perpetration of psychological TDV using CMC is prevalent and is an extension of perpetration using LSMC. Prevention should focus on preventing perpetration of LSMC-based TDV as doing so would prevent LSMC as well as CMC-based TDV.
  • 机译 Facebook影响力模型:一种概念映射方法
    摘要:Facebook is a popular social media Web site that has been hypothesized to exert potential influence over users' attitudes, intentions, or behaviors. The purpose of this study was to develop a conceptual framework to explain influential aspects of Facebook. This mixed methods study applied concept mapping methodology, a validated five-step method to visually represent complex topics. The five steps comprise preparation, brainstorming, sort and rank, analysis, and interpretation. College student participants were identified using purposeful sampling. The 80 participants had a mean age of 20.5 years, and included 36% males. A total of 169 statements were generated during brainstorming, and sorted into between 6 and 22 groups. The final concept map included 13 clusters. Interpretation data led to grouping of clusters into four final domains, including connection, comparison, identification, and Facebook as an experience. The Facebook Influence Concept Map illustrates key constructs that contribute to influence, incorporating perspectives of older adolescent Facebook users. While Facebook provides a novel lens through which to consider behavioral influence, it can best be considered in the context of existing behavioral theory. The concept map may be used toward development of potential future intervention efforts.
  • 机译 中国退休人员互联网使用与公正世界中普遍信仰的关系
    摘要:As an emerging medium for acquiring information, the Internet might affect how users, including older adults, view or think about the world around them. Using data from a survey of retirees aged 50 years and above (N=12,309) in China, the present study examined the relationship between Internet use for acquiring information about the world and general belief in a just world (GBJW). The results indicated that Internet use primarily for obtaining news information was negatively related to GBJW. Specifically, Internet users had lower levels of GBJW than nonusers; the more time retirees spent visiting Web sites to acquire news information, the less likely they were to believe that the world is just. In addition, compared with retirees who had acquired information about the world through other means (including books, newspapers or magazines, radio and television, and direct communication with other people), those who had acquired information primarily using the Internet showed lower levels of GBJW. The significance and limitations of the current study are discussed.
  • 机译 使用视频捕获对患有精神病的社交恐怖症的虚拟环境
    摘要:A novel virtual environment (VE) system was developed and used as an adjunct to cognitive behavior therapy (CBT) with six socially anxious patients recovering from psychosis. The novel aspect of the VE system is that it uses video capture so the patients can see a life-size projection of themselves interacting with a specially scripted and digitally edited filmed environment played in real time on a screen in front of them. Within-session process outcomes (subjective units of distress and belief ratings on individual behavioral experiments), as well as patient feedback, generated the hypothesis that this type of virtual environment can potentially add value to CBT by helping patients understand the role of avoidance and safety behaviors in the maintenance of social anxiety and paranoia and by boosting their confidence to carry out “real-life” behavioral experiments.

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