The Dual Role of AI: A Capable Assistant in Collaboration and a Scapegoat in CompetitionLi, Qiushi; Wang, Chenghao; Wang, Zixun
doi: 10.1080/10447318.2025.2462755pmid: N/A
Abstract This study aims to delve into the mechanisms by which two distinct relationship modes—collaboration and competition—affect human perceptions of warmth and competence towards artificial intelligence (AI), focusing on the roles of anthropomorphism and contact approaches. In the first study (N = 242), we simulated the dynamics of collaboration and competition between humans and AI and the approaches of direct and indirect contact. In the second study (N = 256), we controlled the collaborative and competitive relationships between humans and AI, in addition to different degrees of anthropomorphism. Feedback from participants on their perceptions of warmth and competence towards AI from two studies indicated that the collaborative relationship could significantly enhance participants’ perceptions of warmth and competence towards AI, while the competitive relationship had the opposite effect, treating AI as a scapegoat. Moreover, a high level of anthropomorphism not only enhanced participants’ perception of AI’s competence but also led to a higher level of perceived warmth in collaborative interactions. Finally, the contact approach had no significant effect on perceptions of AI’s warmth and competence.
Online BCI System for Motor Imagery Based on Sliding Weight Method Under Environmental Noise InterferenceYang, Cheng; Zhang, Ying; Wang, Shiyu; Lu, Shan; Wu, Jianfeng; Chen, Zhekun
doi: 10.1080/10447318.2025.2464097pmid: N/A
Abstract In real-world environments, interferences such as noise, lighting, and vibrations impact users’ psychological and motor imagery (MI) EEG signals. Numerous studies focus on the performance of brain-computer interface (BCI) systems in interference-free laboratory environments, leading to significantly reduced accuracy in real-world applications. This study aims to address challenges for motor-disabled individuals using BCI systems in real-world environments, particularly the issues of insufficient system robustness to interference and differences in individual EEG features. This study designed a quantitative EEG experiment with environmental noise, analyzed its impact on EEG features, and constructed an EEG feature extraction and classification model that can adaptively adjust weight coefficients according to the external sound environment. This model was applied to a brain-controlled wheelchair system, achieving over 10% higher average classification accuracy in high-noise environments compared to two classical methods, with a classification speed within 1500 ms, significantly improving the system’s noise resistance and generalization ability.
From Humanoid to Virtual Humans: A Systematic Literature Review of Avatar MarketingQu, Ying; Lo, Chris K. Y.; Baek, Eunsoo
doi: 10.1080/10447318.2025.2464889pmid: N/A
Abstract Avatars, whether human-operated or AI-driven, are anthropomorphic digital characters that engage users through computer-mediated communication. Recent advancements in artificial intelligence have accelerated the adoption of avatars in marketing and led to a surge in related research. However, a gap remains in integrating interdisciplinary insights into a cohesive marketing framework using objective methods. This systematic review synthesizes 203 publications from the Web of Science (2009–2023) to bridge this gap. First, a bibliometric network visualization charts the evolution of avatar-related research. Second, a citation network analysis identifies seven distinct research domains. Third, a main-path analysis systematically maps the knowledge structure within each domain. Notably, “anthropomorphism” has emerged as a dominant theme, reflecting a shift toward avatars with increasingly human-like traits. The review concludes by outlining future research directions within the seven research domains, proposing a four-phase, seven-domain avatar marketing framework, and offering valuable insights for both scholars and practitioners.
This One Weird Trick Gets Users to Stop Clicking on ClickbaitShrestha, Ankit; Behfar, Arezou; Seng, Sovantharith; Wright, Matthew; Al-Ameen, Mahdi Nasrullah
doi: 10.1080/10447318.2025.2464890pmid: N/A
Abstract Clickbait, masked behind interesting headlines and thumbnails, is often used to spread misinformation and trick users into clicking on social media posts or links that direct them to malicious websites. To help users protect against clickbait, we examined interventions based on persuasion theories including designs that used social consequence, personal consequence, and badges. To this end, we first conducted a preliminary study to translate the participants’ feedback into improving our initial designs, followed by a lab study with 20 participants (60% Male, 40% Female; 18–44 years old) aimed at understanding their perceptions of the improved interventions; we further updated our designs based on their feedback. We then conducted an online study with 773 participants (56% Male, 42% Female; 18 to above 65 years old) over MTurk to evaluate the impact of persuasion techniques leveraged in our designs. Our findings suggest that persuasion can be an effective strategy to warn users against clickbait, specifically ones that use incentives such as revealing mystery of clickbait. Overall, our studies provide valuable insights into understanding users’ needs and expectations around interventions against clickbait, and offer guidelines for future research in these directions.
Resistance to Change and Status Quo Bias Theory Applied to Adherence to Autonomous Robot Delivery Systems: A Survey in SingaporeKoh, Le Yi; Yuen, Kum Fai
doi: 10.1080/10447318.2025.2464891pmid: N/A
Abstract Autonomous robot delivery systems promote sustainable urban development and consumption. To study users’ intentions to switch over or resist autonomous robot delivery systems, this study has applied the integrated user resistance model and innovation resistance theory to develop a model. Surveys were distributed to 637 residents residing in Singapore and analyzed using structural equation modeling. The findings support all nine hypotheses and confirm the proposed relationships between the variables in the proposed model. Therefore, this study enriches understanding of consumers’ decision-making processes pertaining to switching costs and switching benefits and allows for a more in-depth understanding of switching and resistance behaviors. Furthermore, the total effect analysis indicates that switching costs have the highest total effect on resistance while switching benefits have the highest total effect on intentions to switch to autonomous robot delivery systems. This information can be used in businesses’ marketing strategies to reach a bigger audience.
Perception of Obstacle Size and Difficulty of Crossing in Physical and Virtual EnvironmentsPark, Seonghyeok; Xiong, Shuping
doi: 10.1080/10447318.2025.2464892pmid: N/A
Abstract Obstacles are a common cause of slips, trips, and falls, but training for obstacle negotiation can be risky. VR offers a safer alternative, but potential differences in human perception between physical and virtual environments may affect training effectiveness. This study examines how people perceive obstacle size and crossing difficulty in both physical and virtual environments. Thirty young adults evaluated 25 obstacle variations (5 heights × 5 depths). Results showed that participants perceived virtual obstacles as smaller and easier to cross than real ones. Importantly, participants estimated obstacle height and depth on a ratio scale in both environments according to Stevens’ power law (power coefficients: 0.94–1.10). These findings highlight the need to consider perceptual differences when designing VR environments for training purposes. Nevertheless, the overall perception trends and excellent absolute agreement suggest a high similarity between physical and virtual environments, supporting the potential of VR for safe, effective fall prevention training.
Consequences of Metaverse Avatar Realism: How Monetary Interventions Crowd Out Eco-Friendly BehaviorKim, Jaisang Jay; Park, Younjung; Jeon, Eunmi
doi: 10.1080/10447318.2025.2464893pmid: N/A
Abstract This study investigates the dynamics of intrinsic and extrinsic motivations (monetary versus non-monetary interventions) on eco-friendly behavior within the metaverse, focusing on the crowding-out effect of monetary incentives. Utilizing the motivation crowding theory, we hypothesize that monetary interventions diminish the intrinsic motivation for eco-friendly actions, as opposed to non-monetary interventions. This study further examined the moderating role of avatar realism on this effect. The results indicated that realistic avatars interacting with monetary incentives significantly reduced eco-friendly intentions, whereas non-monetary interventions enhanced them. These findings have implications for designing effective intervention systems and avatars in virtual environments to promote pro-environmental behaviors.
Using Social Media to Cope with Psychological Distress and Fear of Missing Out: The Role of Social Media Reward Expectancies in Social Media AddictionMeynadier, Jai; Malouff, John M.; Schutte, Nicola S.; Loi, Natasha M.
doi: 10.1080/10447318.2025.2464894pmid: N/A
Abstract The purpose of the present study was to investigate the degree to which social media addiction is associated with reward expectancies and psychological distress. A sample of 305 Australian participants (Mage = 33.75; 70.8% female) completed an anonymous online questionnaire measuring social media reward expectancies, psychological distress, fear of missing out (FoMO), social media engagement, and social media addiction. Social media engagement mediated the relationship between psychological distress and social media addiction and the relationship between FoMO and social media addiction. Social media reward expectancies mediated the relationship between psychological distress and social media addiction and the relationship between FoMO and social media addiction. Social media engagement and social media reward expectancies serially mediated the relationship between psychological distress and social media addiction and the relationship between FoMO and social media addiction. The study’s findings suggest that reward expectancies may play a role in the development of social media addiction.
Sentiment Analysis of Reddit Reviews on Mobile Gaming: Insights from the Gaming CommunityBalcioğlu, Yavuz Selim; Çelik, Ahmet Alkan; Altindağ, Erkut
doi: 10.1080/10447318.2025.2464897pmid: N/A
Abstract This study analyzes 376,225 Reddit reviews from mobile gaming forums using Natural Language Processing (NLP) to examine player experiences and emotions. It explores how gaming aspects influence sentiments, the relationship between review length and experiences, and the impact of updates on sentiment and discussions. Findings show that negative reviews are longer and more detailed, with anger, fear, and disgust being prevalent, while positive reviews feature joy and trust. RPG games evoke anticipation and surprise, whereas action games elicit anger and fear. The study emphasizes the significance of initial gameplay in shaping sentiment and offers insights for developers to improve player satisfaction. Limitations include the focus on English Reddit comments and potential temporal sentiment shifts. Future research should expand to multiple languages and platforms.
Haptic Feedback to Overcome Barriers for Visually Impaired Users in Digital Audio WorkstationsKarpodini, Christina; Michailidis, Tychonas; Creed, Chris; Williams, Ian
doi: 10.1080/10447318.2025.2464899pmid: N/A
Abstract Accessibility barriers associated with Digital Audio Workstations (DAWs) for users who are Blind and Visually Impaired (BVI) are well established. However, there has been a lack of research that examines how musical hardware devices are used as assistive tools and their role in improving DAW workflows. Nineteen participants from the BVI community were interviewed to detail their workflows, highlighting methods, benefits, and challenges of integrating musical hardware devices within their DAW. Results found that sixteen participants are using at least one hardware device (e.g., Komplete Kontrol) in their workflows as an accessibility tool for DAW features (e.g., FX parameters). Participants’ choice of hardware devices was influenced by multiple factors, such as technical specification, accessibility features, usability, and cost. Finally, we highlight suggestions for future research and development areas with a particular emphasis on proposing ways of implementing vibrotactile feedback that will enhance DAWs’ accessibility.