CO-XAI-Cognitive Decision Intelligence Framework for Explainable AI Systems
Anonymous and Insecure Bullies are Less Depressed than Confident and Identifiable Ones, but Only if Remorseful: Cyberbullying Goals, Identifiability, and Depression
The connection between bullying others and depression is clear. Less clear are the communicative paths through which being a bully leads to depression. Cyberbullying consists of communicative episodes that transcend modes of communication, contexts, and relationships wherein a social network of communicators pursues a subordinate goal of harming other(s) mentally, emotionally, and/or physically to achieve a hierarchically represented set of superordinate goals. Rooted in this conceptualization, we asked 739 undergraduate students to report on a memorable episode of which 374 met our criteria and reported on sending a series of hurtful messages. We employed close-ended self-report measures, as well as open-ended responses subjected to Linguistic Inquiry and Word Count (LIWC-22) sentiment analysis, and moderated mediation models. Data suggest four conclusions. First, the extent to which bullies attack for five cyberbullying goals (insecurity, past-harm, highlight-differences, upward-mobility, and revenge) depends on how identifiable a cyberbully feels during the bullying episodes. Second, whereas bivariate associations among the five goals and depression emerged, when considering the full theoretical model, only insecurity goals sustained as an effective predictor of increased levels of depression. Third, anonymous bullies who attack because they are insecure are less depressed than confident and identifiable bullies, but only if they experience negative emotions post-attack. Finally, message severity (assessed via LIWC-22) was (a) an ineffective mediator, (b) not associated with depression or identifiability, and (c) mostly not associated with goals.
Click, Buy, Repeat: Understanding the Psychological and Behavioral Mechanisms of Online Shopping Behavior
Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People
Virtual reality (VR) interventions are receiving increasing attention from research seeking to promote harmonious intergroup relations. Despite this, the effectiveness of VR methods and the underlying mechanisms for enhancing intergroup relations yield mixed findings. The current research examined if a 360° immersive video where participants embodied an unhoused person could improve attitudes and behavioral intentions toward unhoused people by making participants experience social exclusion and its psychological repercussions. The study ( = 210) adopted a 2 × 2 between-subject design where participants were assigned to embody an unhoused or housed person either watching the video in VR (in 3D using head-mounted devices) or in 2D (on a monitor). The study included a followup after 9 days. Results revealed that embodying the unhoused person (vs. housed control) led to increased experiences of social exclusion, need-threat, and negative emotions. These experiences, in turn, were associated with reduced negative attitudes toward unhoused individuals and heightened intentions to engage in charitable behaviors. Notably, the effects on attitudes and behavioral intentions persisted at the followup, with a stronger impact observed for participants who embodied the unhoused person in 3D compared to 2D. The findings suggest that tailoring VR video interventions to elicit social exclusion by embodying the perspective of marginalized social groups can enhance intergroup attitudes and intentions over time. Overall, this research underscores the prominence of VR-based interventions in improving intergroup harmony compared to less-immersive paradigms.
Associations Between Searching and Sending Cyberhate: The Moderating Role of the Need of Online Popularity and Toxic Online Disinhibition
Cyberhate, also known as hate speech, has emerged as a significant global concern. Existing research suggests that adolescents are primarily involved in cyberhate as bystanders, mainly unintentionally. However, there is growing evidence that some adolescents intentionally search for such content. Some indications suggest that actively searching for cyberhate may align more closely with sending it than mere exposure, hinting at a potentially risky behavior. Yet, the association between cyberhate searching and sending and the factors that may influence this relation has not been thoroughly explored. Therefore, the present study investigated (1) whether cyberhate searching is associated with sending and (2) whether the need for online popularity and toxic online disinhibition moderate this relation. The sample comprises 2,539 students (49.1 percent boys, 49.2 percent girls, and 1.7 percent others) aged 11-18 years ( 14.07, 1.39) from 18 middle and high schools in Spain. Self-report questionnaires were administered to assess cyberhate searching and sending, the need for online popularity, and toxic online disinhibition. Results indicated that cyberhate searching is positively associated with sending. Likewise, the high need for online popularity and toxic online disinhibition have strengthened this relation. These findings suggest that searching for cyberhate constitutes a risky behavior and highlight the importance of addressing the need for online popularity and toxic online disinhibition in cyberhate prevention programs.
Not All Interventions are Made Equal: Harnessing Design and Messaging to Nudge Bystander Intervention
This study examined the influence of design "nudges" on bystanders' willingness to intervene in online harassment using a social media simulation. Utilizing a 2 × 2 experimental design, we tested the ability of key design features (community guidelines and pop-up messaging) to induce a sense of self-efficacy (low/high) and personal responsibility (low/high) and thence to influence intervention levels. Participants ( = 206) were invited to "beta test" a new social networking site (SNS) for 15 minutes. All participants were exposed to four instances of online harassment against a victim. Bystanders in the low efficacy and high responsibility condition were most likely to intervene, although this finding only applied to "private" (e.g., direct, 1-2-1 messaging) rather than "public" (e.g., posting on a public feed) interventions. Overall, participants preferred "private" interventions that avoided public confrontation. Qualitative insights highlight a perceived lack of transparency in reporting options and a belief that interventions rarely made a difference as the "damage had been done." Results are discussed in relation to the amplification of personal responsibility when the SNS does not provide clear guidelines and reminders. We recommend ways of "designing in" nudges in practice, to facilitate bystander intervention.
The Development and Validation of an Artificial Intelligence Chatbot Dependence Scale
In recent years, a plethora of artificial intelligence (AI) chatbots have been developed and made available to the public. Consequently, an increasing number of individuals are integrating AI chatbots into their daily lives for various purposes. This trend has also raised concerns regarding AI chatbot dependence. However, a valid and reliable scale to assess AI chatbot dependence is yet to be developed. Therefore, this study was designed to develop and validate an AI chatbot dependence scale. We obtained initial items from previous publications and in-depth interviews. Subsequently, item analysis, exploratory factor analysis (EFA), confirmatory factor analysis (CFA), reliability, and validity analyses were performed to validate the AI chatbot dependence scale. Seventeen items underwent item analysis and EFA, resulting in a single-factor model with eight items explaining 58.42% of the total variance. The CFA indicated that our AI chatbot dependence scale had acceptable model fitting indices, with standardized loadings ranging between 0.50 and 0.76. In addition, this scale exhibited good reliability and validity. Thus, the current AI chatbot dependence scale can effectively evaluate individuals' dependence on AI chatbots in their daily lives.
Dating App Users: Interpersonal Styles and Self-Reported Mating Success
In this study ( = 495), dating apps were conceptualized as digital leks. We examined how interpersonal (narcissism, Machiavellianism, psychopathy), sexual (sociosexual attitudes, desires, and behavior), and search (satisficing, alternatives) styles relate to mating success through dating apps (dates and sex). Individuals with a faster life history strategy, particularly men high in psychopathy and sexual desires, report more mating success via dating apps. Women who were easier satisficed also experienced more Tinder-sex. These findings clarify the nuanced roles of sociosexuality facets in dating app success, enriching the discourse on digital mating behaviors. Using the life history framework, this research advances our understanding of how personality shapes real-world mating outcomes that originate in digital contexts.
Empathy Through Immersion: The Impact of 360-Degree Virtual Reality on Fostering Perspective-Taking and Sense of Oneness in the Embodiment of a Sexual Harassment Victim
Sexual harassment (SH) against women is one of the most worldwide problems. To mitigate its incidence, various programs, including virtual reality (VR), have been developed for both prevention and treatment. 360-degree video has emerged as a subfield of VR capable of inducing the body swap illusion and facilitating perspective-taking (PT), as well as eliciting related emotions. The present study represents a progression from a previously published work, featuring a within-subjects design approach that showed the superiority of the immersive video to elicit empathy compared to a control condition. The aim is to investigate and validate the feasibility of using 360-degree video to foster empathy, PT, and a sense of oneness, potentially reducing violent attitudes toward a female victim of SH compared with a traditional PT task (control condition) in a between-subjects design. Forty Mexican men were randomly assigned to one of the conditions. Results confirmed the feasibility of the 360-degree video in significantly enhancing PT and a sense of oneness compared with the control condition. However, no significant changes were observed for the variables of empathy and violent attitude. Moreover, the findings supported the potential of the 360-degree video in eliciting a sense of ownership and presence with the virtual character and the immersive environment, with ownership showing a positive correlation with empathy and PT. Lastly, participant body awareness was found to be a positive predictor of ownership. Limitations and future directions are discussed.
Exploring the Influence of the Dark Triad on Indirect Cyber Aggression: A Longitudinal Study of a Taiwanese Sample
A growing body of research suggests a link between Dark Triad personality traits and cyber aggression but inconsistencies exist. These inconsistencies may be due to limitations in past studies (e.g., using single measures of cyber aggression, summing up individual Dark Triad measures without assessing their interactions, and/or over-relying on cross-sectional data). To address these gaps, this innovative study followed a large sample of Taiwanese ( = 880) and employed a longitudinal design to examine the main and potentially interactive effects of individual Dark Triad traits (Machiavellianism, narcissism, and psychopathy) on three specific forms of indirect cyber aggression (cyberstalking, exclusion, and outing) assessed one year apart. By investigating these relationships over time, this longitudinal study aims to shed light on the nuanced interplay between personality and online misconduct. Findings reveal a significant interaction between Machiavellianism and narcissism, such that individuals high in both traits exhibit a greater propensity for all three forms of indirect cyber aggression. Moreover, individuals high on both psychopathy and narcissism are more likely to engage in outing behaviors, potentially due to the ease of accessing personal information online. These findings contribute to a deeper understanding of the complex interplay between personality and online aggression.
Support of the Dimensionality and Internal Consistency of the Generalized Problematic Internet Use Scale-2: Systematic Review and Meta-Analysis
The field of problematic Internet use (PIU) has seen significant academic interest in recent years. In the absence of a universally accepted definition of PIU, a multitude of scales have been developed to evaluate it. Notably, the Generalized Problematic Internet Use Scale 2 (GPIUS-2), formulated on the cognitive-behavioral model by Caplan, emerges as a significant instrument in this domain. This research conducts a systematic review and meta-analysis of the GPIUS-2. The central aim is to assess its internal structure and reliability. This is achieved by a meta-analysis of the Cronbach's alpha and the factorial structure, which is carried out in the framework of the Meta-Analytic Structural Equation Modeling. The results reveal high internal consistency of the GPIUS-2, support the multidimensional nature of the scale, and provide evidence about the presence of a generalized factor supporting the use of a total scale value as indicator of GPIUS. In addition, the study delineates potential areas for future research aimed at further refining the validity of the GPIUS-2.
Are Today's Gamers Tomorrow's Gamblers? The Relationship Between Problem Gaming and Online Problem Gambling, and the Indirect Effect of Purchasing Loot Boxes' Risk
The present study aims to bridge the gap regarding the potential influence of problem gaming on problem gambling (PG) by examining the potential indirect effect of risky loot box use in this relationship. We also aim to examine these relationships in an understudied cultural context, that is, Eastern European, thus enlarging the current geographical scope of the research on problematic gaming and gambling. The research was conducted on a sample of 703 Romanians (56.5 percent male, 43.5 percent female), aged between 18 and 46 ( = 23.07; = 5.24), who play video games frequently. They completed instruments measuring problem gaming, online PG, and purchasing loot boxes risk. Our findings also indicate that risky engagement with loot box mechanism had a significant indirect effect on the association between the two types of problematic behavior (i.e., gaming and gambling). This suggests that excessive involvement in online gaming is linked with an increased propensity for problematic use of loot boxes, and further with a higher risk of PG. Our results indicate that higher involvement in video gaming may be associated with higher levels of risky engagement, which could plausibly lead to a greater likelihood of purchasing them and this more problematic relationship with loot boxes further increases the risk of PG. Our study contributes to advancing knowledge about these constructs while suggesting the negative impact of loot boxes in that their acquisition is related to higher involvement in online gambling.
Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions
Virtual environments like online videogames offer increasingly more people the opportunity to socialize purely within the digital plane. These interactions, often done through customizable avatars, have brought about the concept of the "virtual-self," understood as the multiple identities that can be expressed in virtual environments. This can take many forms and fulfill different psychological roles, from portraying the individual's ideal-self to allowing them to explore what it feels like to be someone completely different. In this study, we used a constructivist perspective to put forward a typology of the different ways in which players construe their virtual identities in online videogames. We administered the repertory grid technique to 202 online videogame players to measure their perceived discrepancies between their actual-self (how they see themselves), ideal-self (how they wish to be), and virtual-self (how they see their main character in a game of their choice). After conducting a cluster analysis, we found three main patterns of virtual-self construal. The projection-type, where players with a high actual-ideal discrepancy created a virtual character resembling their ideal-self; the exploration-type, where players with a lower actual-ideal discrepancy tended to create a character that was different from both their actual and ideal selves; and the proximal-type, where players created characters that were similar to their actual-self. This typology can be a useful resource for any videogame research that wishes to include an identity perspective, as well as in the diagnosis and treatment of internet gaming disorder.
Unmasking Deception: Strategies to Combat AI-Driven Disinformation
Assessing Bias Toward a Black or White Simulated Patient with Obesity in a Virtual Reality-Based Genomics Encounter
Interpersonal bias based on weight and race is widespread in the clinical setting; it is crucial to investigate how emerging genomics technologies will interact with and influence such biases in the future. The current study uses a virtual reality (VR) simulation to investigate the influence of apparent patient race and provision of genomic information on medical students' implicit and explicit bias toward a virtual patient with obesity. Eighty-four third- and fourth-year medical students (64% female, 42% White) were randomized to interact with a simulated virtual patient who appeared as Black versus White, and to receive genomic risk information for the patient versus a control report. We assessed biased behavior during the simulated encounter and self-reported attitudes toward the virtual patient. Medical student participants tended to express more negative attitudes toward the White virtual patient than the Black virtual patient (both of whom had obesity) when genomic information was absent from the encounter. When genomic risk information was provided, this more often mitigated bias for the White virtual patient, whereas negative attitudes and bias against the Black virtual patient either remained consistent or increased. These patterns underscore the complexity of intersectional identities in clinical settings. Provision of genomic risk information was enough of a contextual shift to alter attitudes and behavior. This research leverages VR simulation to provide an early look at how emerging genomic technologies may differentially influence bias and stereotyping in clinical encounters.
Negative Affect Following Dating Application Use is Predicted by Social Anxiety Symptoms and Match Rate
Social rejection is a common and unavoidable experience for users of dating apps. Research suggests that socially anxious individuals may be particularly likely to use dating apps to establish intimate relationships, given their preference for online (vs. face-to-face) communication. However, social anxiety (SA) symptoms are associated with heightened negative affect and decreased prosocial behavior following social rejection, suggesting that exposure to dating app rejection has deleterious consequences in this population. This study examined whether SA symptoms and social rejection (vs. acceptance) feedback interact to predict participants' negative and positive affect and social engagement with dating app matches. Participants ( = 128) evaluated for SA symptoms were randomly assigned to receive high or low match rate feedback on a simulated dating application task. SA symptoms were negatively associated with positive affect following high match rate feedback and positively associated with negative affect following low match rate feedback. SA symptoms were negatively associated with self-reported likelihood of contact initiation with matches. Results suggest that high socially anxious individuals are more susceptible to negative repercussions of social rejection on dating applications.
A Technology-Supported Psychoeducational Intervention for Older Adults and Their Families to Improve Social Isolation, Loneliness, and Intergenerational Connectedness-A Randomized Controlled Study
Information and communication technologies (ICT) provide digital tools to support and facilitate social engagement. However, the extent to which new ICTs, such as instant messaging, and training on its use, enhance intergenerational family interactions and reduce social isolation and loneliness needs further exploration. In the present study, we developed a brief psychoeducational intervention to promote older adults and their family members ( = 64) to use new technologies to increase communication with each other. With a randomized controlled trial design, we evaluated the effectiveness of the intervention in changing primarily participants' intergenerational interactions, perceived social isolation, and loneliness. Through repeated-measures analysis of variance, an overall condition by time effect was found in younger family members such that contact frequency improved in the intervention condition compared with the waitlist control condition. Using a dyadic framework, we further investigated the role of the intervention in fostering interactions among family members. Dyadic analyses showed a partner effect with contact frequency in younger adults at pre-assessment predicting contact frequency of older adults at post-assessment. This suggests that support and encouragement from younger family members could increase intergenerational interactions and technology adoption among older adults. Moreover, online phone calls served as a promising tool to enhance intergenerational communication; higher user satisfaction was associated with increased ICT use, perceived usefulness, and fewer barriers to technology. This study provides preliminary findings on the effectiveness of ICT-based interventions for engaging older adults and their family members in the use of newer technologies to promote intergenerational interactions and reduce social isolation.
Improving Well-Being Through Digital Detoxification Among Social Media Users: A Systematic Review and Meta-Analysis
Digital detoxification is a conscious disconnection from all smartphone activities for a certain period of time, which has been undertaken as effective by researchers to improve well-being, but studies found inconsistent results, with a primary focus on negative well-being, thus necessitating a need to focus on the positive aspect. As a result, the current study conducted a systematic review and meta-analysis to assess digital detoxification and its influence on users subjective and psychological well-being (PWB). A comprehensive search (up to November 19, 2023) across databases such as PubMed, Scopus, Web of Science, Pro-Quest, and Google Search yielded a total of 26 eligible studies (18 for meta-analysis) comprising 8,147 participants ( = 25.20 years). The Studies' quality was assessed using Cochrane's updated Risk of Bias Tool, and statistical analysis was performed in R Studio. Digital detoxification was found to be effective in improving subjective well-being (SWB) (Standardized mean difference [] = 0.21, : 0.06, 0.34; < 0.01, = 73.6%, = 14 papers), as well as PWB ( = 0.27, : 0.09, 0.46; < 0.05; = 0.0%, = 4 papers). Notably, we detected no publication bias but addressed funnel plot asymmetry using Trim & Fill. Moderation analysis revealed the impact of internet coverage, developmental status, location, intervention effectiveness, and risk of bias on the estimated effect size for SWB. Meta-regression highlighted the significant influence of mean age, and although no potential outliers were identified, influential plots are provided for transparency. Our findings consolidate the efficacy of digital detoxification, emphasizing the need for nuanced consideration of study factors. This study contributes to the ongoing discourse on digital well-being, offering valuable insights for researchers, practitioners, and policymakers.
How Video Passthrough Headsets Influence Perception of Self and Others
With the increasing adoption of mixed reality (MR) headsets with video passthrough functionality, concerns over perceptual and social effects have surfaced. Building on prior qualitative findings, this study quantitatively investigates the impact of video passthrough on users. Forty participants completed a body transfer task twice, once while wearing a headset in video passthrough and once without a headset. Using video passthrough induced simulator sickness, created (another person in the physical room feels less present), altered self-reported body schema, and distorted distance perception. On the other hand, compared with past research that showed perceptual aftereffects from video passthrough, the current study found none. We discuss the broader implications for the widespread adoption of MR headsets and their impact on theories surrounding presence and body transfer.
Enhancing or Compensating? Role of On- and Offline Social Capital and Technological Self-Efficacy on Subjective Well-Being among Immigrants and Natives
The ability and self-efficacy to utilize the internet and technological devices has become critical during the COVID-19 pandemic. By examining the role of on- and offline social capital as a moderator in the relationship between technological self-efficacy (TSE) and subjective well-being, this study aims to contribute to the understanding of whether the social compensation or social enhancement hypotheses explain the well-being of immigrants in South Korea during the COVID-19 pandemic. We analyzed data from the 2020 Digital Divide Survey of immigrants ( = 700) and native-born Koreans ( = 6,910) aged ≥18 years. In the ordinary least squares regression model, subjective well-being (SWB) was the dependent variable and TSE was the independent variable. Online social capital, including bonding and bridging, was the moderating variable. Moreover, we tested the moderated moderation of nativity and on- and offline social capital. The results showed that bonding and bridging on- and offline social capital played a positive role in the SWB of both immigrants and native-born Koreans; bridging played a greater role among immigrants than among native-born Koreans. Furthermore, the interaction between TSE and online bonding social capital has a stronger association with the SWB of immigrants, as supported by the moderated moderation model. In line with the social enhancement hypothesis, immigrants with more online bonding social capital showed a stronger positive association between TSE and subjective well-being. Our results suggest that culturally adapted technological education for immigrants can be tailored to meet their unique needs and experiences.
Exploring the Relationship Between Social Media Use and Symptoms of Depression and Anxiety Among Children and Adolescents: A Systematic Narrative Review
Social media use is ubiquitous to the lives of children and adolescents. The body of research investigating its potential impact on mental health has risen exponentially. We systematically reviewed the present literature exploring potential linkages between social media use and symptoms of depression and anxiety in this vulnerable group. Using the Preferred Reporting Items for Systematic Reviews and Meta-analyses framework, articles were searched across Medline, EMBASE, CINAHL, and PsycINFO databases from inception to February 2024. Quantitative studies with social media as exposure and anxiety/depressive symptoms as outcomes in children and adolescents 5-18 years of age were included. Of the 4850 studies retrieved, 67 fulfilled the inclusion criteria. The most frequent measures of social media were "time spent on social media" and "frequency of use." Depressive symptoms were the outcome of 61 studies, whereas anxiety was measured in 27 studies. Most studies were of fair quality ( = 53). A meta-analysis was not possible due to study heterogeneity. Our review shows that (1) problematic social media use is associated with depressive and anxiety symptoms among children and adolescents, (2) duration of social media use was more consistently linked with anxiety and depression in girls compared with boys, and (3) mediating and moderating mechanisms were sleep deprivation, social comparison, and feedback-seeking behaviors, exercise, social support, and type of social media use. Qualitative work and robust large-scale longitudinal observations using a person-specific approach are needed to further our understanding of the impact of social media use on depression and anxiety in children and adolescents.
Does Socioeconomic Status Moderate the Association Between Screen Time, Mobile Phone Use, Social Networks, Messaging Applications, and Mental Health Among Adolescents?
The aim of this study was to examine the relationship between different screen time (ST)-related behaviors and mental health conditions such as depression, anxiety, and stress. In addition, this study aimed to determine the moderating role of socioeconomic status (SES). This was a cross-sectional study and included data from 620 adolescents, aged 12-17 years, from the , Region of Murcia, Spain. Mental health was assessed using the Depression, Anxiety, and Stress Scale (DASS-21). Overall ST, mobile phone use, social network use, and messaging application use were measured using validated questionnaires. SES was assessed using the Family Affluence Scale-III. The results indicated that overall ST was significantly associated with symptoms of depression at the mean SES (unstandardized beta coefficient [] = 0.005, = 0.023) and 1 standard deviation (SD) below the mean ( = 0.007, = 0.011), and with stress only 1 SD below the mean ( = 0.006, = 0.011). No significant associations were found for anxiety and stress across all socioeconomic levels. Mobile phone use exhibited a strong positive association with symptoms of depression ( = 0.891, < 0.001), anxiety ( = 0.530, = 0.014), and stress ( = 0.790, < 0.001) at 1 SD below the mean SES. Similar patterns were observed for mean SES, albeit with slightly weaker associations. Conversely, social network use was positively associated with all three DASS-21 scales, particularly at 1 SD below the mean SES, with the strongest associations found for symptoms of depression ( = 0.327, < 0.001), anxiety ( = 0.325, < 0.001), and stress ( = 0.318, < 0.001). Furthermore, messaging application use did not show significant associations with symptoms of depression, anxiety, or stress across any SES levels. In conclusion, social inequalities may influence the associations between various ST-related behavior and symptoms of depression, anxiety, and stress among adolescents. These findings may have implications for the design of effective interventions to improve symptoms of depression, anxiety, and stress in this population.
The Future of Peacekeeping: Navigating Ethical AI Deployment in Conflict Zones
Shadows of Conflict: Addressing Moral Injury in Peacekeeping Missions
Evaluating for Evidence of Sociodemographic Bias in Conversational AI for Mental Health Support
The integration of large language models (LLMs) into healthcare highlights the need to ensure their efficacy while mitigating potential harms, such as the perpetuation of biases. Current evidence on the existence of bias within LLMs remains inconclusive. In this study, we present an approach to investigate the presence of bias within an LLM designed for mental health support. We simulated physician-patient conversations by using a communication loop between an LLM-based conversational agent and digital standardized patients (DSPs) that engaged the agent in dialogue while remaining agnostic to sociodemographic characteristics. In contrast, the conversational agent was made aware of each DSP's characteristics, including age, sex, race/ethnicity, and annual income. The agent's responses were analyzed to discern potential systematic biases using the Linguistic Inquiry and Word Count tool. Multivariate regression analysis, trend analysis, and group-based trajectory models were used to quantify potential biases. Among 449 conversations, there was no evidence of bias in both descriptive assessments and multivariable linear regression analyses. Moreover, when evaluating changes in mean tone scores throughout a dialogue, the conversational agent exhibited a capacity to show understanding of the DSPs' chief complaints and to elevate the tone scores of the DSPs throughout conversations. This finding did not vary by any sociodemographic characteristics of the DSP. Using an objective methodology, our study did not uncover significant evidence of bias within an LLM-enabled mental health conversational agent. These findings offer a complementary approach to examining bias in LLM-based conversational agents for mental health support.
A Lifeline to Fill the Silence of Homelessness: Person-Centered Analysis of Digital Coping and Links to Mental and Physical Health
Individuals experiencing homelessness are among the most vulnerable population for mental and physical health disparities. Despite navigating numerous stressors on a day-to-day basis, they are vastly underrepresented within coping research. Using a person-centered approach, this study addresses ways in which technology is leveraged to manage ongoing stressors associated with the experience of homelessness. We employed a two-step and k-means cluster analysis within a sample of unhoused individuals ( = 66). Two distinct clusters emerged, revealing unique patterning of digital coping, stress, self-efficacy, and technology use. Resulting clusters were validated across numerous health outcomes, including mental and physical health problems, as well as digital service use and experience of homelessness. High digital engagement/low self-efficacy individuals (65% of sample) reported high levels of digital self-efficacy, yet lower levels of general self-efficacy. In contrast, low digital engagement/high self-efficacy individuals (35% of sample) engaged in relatively lower digital coping and technology use, with lower stress and higher general self-efficacy. High digital engagement/low self-efficacy individuals, in turn, reported more mental and physical health problems; whereas low digital engagement/high self-efficacy reported somewhat decreased digital access. Relatively few differences emerged between the clusters on experiences of homelessness. Due to the transient nature of unhoused people, reaching such vulnerable populations via technology to support their digital coping and subsequently enhance well-being outcomes represents a critical next step for digital equity. This population is poised to benefit from digital equity efforts, with critical implications for reduced health disparities.
Decoding Clickbait: The Impact of Clickbait Types and Structures on Cognitive and Emotional Responses in Online Interactions
This study delves into the influence of clickbait types (hyperbole, insinuation, visual rhetoric, and puzzle) and structures (emotion-label and emotion-laden words) on user cognitive and emotional responses in an online environment. Using electroencephalography with 32 internet-experienced participants, we analyzed how these different clickbait configurations affect engagement and processing. Our findings highlight that clickbait types such as hyperbole and visual rhetoric swiftly capture attention and enhance emotional engagement, whereas insinuative and puzzling clickbait demand more cognitive effort and deeper processing. In addition, the structure of emotional words significantly influences user responses; emotion-laden words facilitate quicker cognitive processing and enhance emotional reactions, particularly in contexts involving negative emotions. These insights offer valuable implications for content creators and marketers in strategizing ethical clickbait usage, aiming to balance user engagement with information integrity. This research contributes to a nuanced understanding of the interplay between content presentation and user perception, providing a foundation for future explorations into ethical digital content practices.
Harnessing Hope in Digital Spaces for Health Equity: How Group Comparison Information and Supportive Comments Influence Bone Marrow Donor Intentions for African Americans
Pursuing health equity necessitates recognizing health disparities that disproportionately impact disadvantaged groups and eliminating their barriers to essential health resources. Interactive digital technologies-specifically, popular social media platforms such as blogs and social networks-can be leveraged to engage underserved minority populations in collective social action aimed at addressing key determinants of health disparities and promoting equitable health outcomes. The present research focuses on the plight of African Americans-a minority group facing significant health disparities. Particularly in the domain of bone marrow donation, African Americans remain the group least likely to find a matching donor. Guided by the social comparison framing literature, we conducted an online experiment to investigate how group comparison information (GCI) emphasizing group-based disparities and supportive user comments on social media platforms influence African Americans' intentions to join a bone marrow registry. In doing so, we considered hope as a mediator and group identification as a moderator. Results based on a conditional process analysis showed that GCI led to greater bone marrow donor intentions in the presence of supportive comments through elicitation of hope, particularly among those low in group identification. The current findings demonstrate that it is important to consider the role of supportive message environments and group identification when addressing health disparities with GCI. Theoretical and practical implications are discussed.
Expanding Access to Mental Health: Evaluating the Potential of a Serious Mental Health Game for Adolescents
Digital technologies are important for expanding access to mental health support in low-resource settings. The current study tests the feasibility of a blended learning mental health intervention that was implemented for adolescents in Lebanon ( = 1,234), most of whom were Syrian refugees. The intervention features a digital game called The Helping Hand, which teaches adolescents how to respond to psychosocial challenges healthily and develop effective coping strategies. The blended learning intervention was tested using a single-arm, non-blinded, mixed-methods approach, through the analysis of pre-post questionnaires and key informant interviews. Results showed that the intervention was well accepted and popular among participating adolescents and the team that implemented it. After completing the intervention, adolescents showed a significant decrease in anxiety and depression symptoms and a significant increase in overall well-being. The feasibility and potential impact observed in this study demonstrate the benefits of continuing to refine and expand digital interventions that improve access to mental health support for vulnerable populations.