The adoption of videoconferencing has brought significant convenience to people's lives. However, as videoconferencing usage has skyrocketed, it has unveiled a range of side effects, most notably videoconference fatigue (VF). In response, this paper employed the Limited Capacity Model of Motivated Mediated Message Processing (LC4MP) as a theoretical framework to conduct two comprehensive investigations, centering on the impact of verbal communication overload on users' information overload and VF.
View Article and Find Full Text PDFAlthough immersive virtual environments can influence food-related thoughts, emotions and behavior, the influence of repeated exposure to food cues in such environments has rarely been explored. This study seeks to understand if habituation, a decrease in one's physiological and behavioral response that results from repeated simulation, can take place while repeatedly watching 360-degrees of food being consumed. The influence of scent as an olfactory cue is further explored, based on past research on embodied cognition.
View Article and Find Full Text PDFIntroduction: The psychological well-being of individuals has become an essential issue during the global pandemic. As a pervasive activity for individuals to pull through COVID-19, social media use may play a role in psychological well-being. Drawing on the transactional model of stress and coping, the current study investigated the relationships between COVID-19-related stressors and the use of social media to facilitate specific coping strategies.
View Article and Find Full Text PDFVirtual reality (VR) has been proposed as a methodological tool to study the basic science of psychology and other fields. One key advantage of VR is that sharing of virtual content can lead to more robust replication and representative sampling. A database of standardized content will help fulfill this vision.
View Article and Find Full Text PDFObjective: Exercise-based videogames, or exergames, provide a promising and novel way to improve exercise attitudes and behavior among overweight children. These digital interventions often allow for customizations of player characters and weave in narratives and goals. Theoretically, the presence of visual identity cues (e.
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