- Impact of Technology on Adolescents
- Mind wandering and attention
- Cognitive Functions and Memory
- Color perception and design
- Digital Mental Health Interventions
- Personal Information Management and User Behavior
- Digital Marketing and Social Media
- Virtual Reality Applications and Impacts
- Traffic and Road Safety
- Ergonomics and Musculoskeletal Disorders
- Privacy, Security, and Data Protection
- Knowledge Management and Sharing
- Human-Automation Interaction and Safety
- Social and Behavioral Studies
- Simulation and Modeling Applications
- Child Development and Digital Technology
- Spatial Cognition and Navigation
- Technology Adoption and User Behaviour
- Transportation and Mobility Innovations
Tsinghua University
2018-2023
Beijing Normal University
2023
Purpose This study aims to reveal how mobile app stickiness is formed and the formation process differs for apps of different social levels. Design/methodology/approach proposed validated a model following cognitive–affective–conative framework. Data were collected from surveys 1,240 users analyzed using structural equation modeling. Multigroup analysis was applied contrast among Findings revealed causal link between cognitive, affective conative factors. It found partial mediation effects...
Objective To examine the effect of interruption value type (utilitarian, hedonic) and source (external, internal) in different phases an process. Background Prior studies on mostly focused cognitive outcomes utilitarian interruptions. Hedonic interruptions are common life; however, they not sufficiently explored through research. is closely associated with emotional experiences, and, turn, influences behaviors. Moreover, way values moderated by initiated intrinsic motives worth exploring....
Although often ignored, adult gamers, as with children and adolescents, can suffer from problematic gaming. This study explores the use of a built-in gaming gradual intervention system (G-GIS) designed to help gamers achieve their desired habits in an autonomous acceptable manner. In this study, we interviewed 26 heavy (i.e., who played frequently for relatively long periods time) online poker game using in-built G-GIS. Then, triangulated interviewees' results real-world behavioral data...