Technology, Mind, and Behavior技术、心智与行为
Technology, Mind, and Behavior(英文缩写 TECHNOL MIND BEHAV),ISSN 2689-0208,eISSN 2689-0208,中文译名:技术、心智与行为 是一本学术期刊。本页汇总该期刊的最新影响因子、分区信息以及最新收录于 PubMed 的文献,帮助您快速了解期刊全貌。
发文量统计区间:2025-10-01 至 2026-09-30,按本站收录文献的发表日期统计。
期刊介绍
Technology, Mind, and Behavior 最新收录文献
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1. Leveraging AI Tools to Express Gratitude.
PMID:日期:2026-08-20Generative artificial intelligence (AI) has transformed the way people engage in everyday tasks, including helping with emotional labor. Here, we ask whether AI can effectively assist people in preparing written expressions of the social emotion of gratitude while maintaining the subjective well-being and relational benefits of that practice. In Study 1, participants ( = 246) randomly assigned to an AI-modified version of a gratitude letter task report levels of gratitude, subjective well-being, and relational closeness that are not statistically different than those who manually wrote a gratitude letter. In a subset of participants ( = 115), both groups showed increases in well-being from baseline to post-task. In Study 2, third-party readers ( = 522) rated the AI-generated letters as authentic expressions of gratitude than the human-generated letters. Further, they tended to believe the AI letters were written by humans. This work presents a novel integration of AI to generate written output, traditionally produced by participants, in a positive activity intervention, extending the application of AI in this area. Importantly, doing so maintained the benefits of the gratitude letter task for participant well-being, suggesting that AI can be leveraged in thoughtful ways to reduce participant burden without sacrificing activity efficacy.
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2. Heterogeneous Associations Between Objectively Measured Screen Time and Sleep in Early Adolescence.
PMID:日期:2026-06-25Early adolescence is a time of risk for disrupted or insufficient sleep, and widespread use of electronic media may exacerbate this risk. However, findings linking screen time to sleep in adolescent samples are inconsistent, rely primarily on self-report, and seldom consider sleep variability. We examined associations between 24-hour total screen time scraped from mobile devices and actigraphy-assessed indicators of sleep timing and quality across one week (means, variability, and day-to-day fluctuations) in a community sample of 677 adolescent twins ( = 13.53, SD = 1.13; 50.96% female; 52.88% non-Hispanic White, 21.27% Hispanic/Latino), of whom 389 had actigraphy data and 488 had screen time data. For a subsample of Android users (n=171), hours of social media and mobile gaming were also considered. We conducted person-level associations using path analysis, with standard errors corrected for clustering of twins within families, and day-level analyses using three-level models. After multiple testing correction, greater person-level screen time was associated with later bedtime, and more variable wake time and duration, but not efficiency, latency, catch-up sleep, or social jetlag. More social media use was associated with later bedtime and greater duration variability. Mobile gaming was unrelated to sleep. Day-level screen time was weakly associated with later bedtime that night, with no other significant associations. Associations were mixed and modest, but not reliant on adolescent self-report. Findings do not provide strong evidence that moderate screen use is detrimental to sleep, but future studies should consider individual and contextual moderators and more nuanced objective measures.
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3. Readiness Evaluation for AI-Mental Health Deployment and Implementation (READI): A Review and Proposed Framework.
PMID:日期:2025-04-21While generative artificial intelligence (AI) may lead to technological advances in the mental health field, it poses safety risks for mental health service consumers. Furthermore, clinicians and healthcare systems must attend to safety and ethical considerations prior to deploying these AI-mental health technologies. To ensure the responsible deployment of AI-mental health applications, a principled method for evaluating and reporting on AI-mental health applications is needed. We conducted a narrative review of existing frameworks and criteria (from the mental health, healthcare, and AI fields) relevant to the evaluation of AI-mental health applications. We provide a summary and analysis of these frameworks, with a particular emphasis on the unique needs of the AI-mental health intersection. Existing frameworks contain areas of convergence (e.g., frequent emphasis on safety, privacy/confidentiality, effectiveness, and equity) that are relevant to the evaluation of AI-mental health applications. However, current frameworks are insufficiently tailored to unique considerations for AI and mental health. To address this need, we introduce the Readiness Evaluation for AI-Mental Health Deployment and Implementation (READI) framework for mental health applications. The READI framework comprises considerations of Safety, Privacy/Confidentiality, Equity, Effectiveness, Engagement, and Implementation. The READI framework outlines key criteria for assessing the readiness of AI-mental health applications for clinical deployment, offering a structured approach for evaluating these technologies and reporting findings.
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4. Brain-based predictive modeling of mind-wandering and involuntary thought: the idiographic approach.
PMID:日期:2025-03-13A substantial portion of waking life consists of mental experiences that arise involuntarily, including mind-wandering, spontaneous thought and rumination. Given that these experiences are fundamental to cognitive function and mental health, there has been growing scientific and clinical interest in using measures of brain activity to model and predict the momentary occurrence of these various forms of involuntary thought. In the most common machine learning approach in neuroimaging and electrophysiology research, model training data include neural features derived from a population of individuals, and testing is performed on held-out data in one or more individuals. However, sources of idiosyncrasy, such as individual differences in the nature of thought and brain functional organization, raise critical questions regarding whether population-derived neural models can generalize to individuals. In this article, we describe how an idiographic (person-specific) approach has potential to improve theory and practice in predictive neural modeling of involuntary thought. This approach emphasizes dense-sampling of individuals so that a diverse set of brain states and mental experiences can be modeled within a single individual, and rigorous tests of cross-subject generalizability can be performed. We review the advantages and shortcomings of both nomothetic (population-based) and idiographic predictive modeling approaches, including recent insights from dense-sampling neuroimaging studies that demonstrate person-specific brain-based predictions of mind-wandering. We discuss implications for developing personalized clinical biomarkers, strategies to overcome the practical challenges of an idiographic approach, and neuroethical concerns that must be considered as person-specific models may enhance the potential for accurate brain-based predictions of involuntary thought.
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5. Validating the Problematic Media Use Measure in Preschool-Aged Children: Associations With Children's Screen Media Use, Bothersome Pestering to Use Screen Media, and Emotional Self-Regulation.
PMID:日期:2024-09-10Screen media use, and particularly mobile device use, is frequent among preschool-age children. Studies support that problematic media use (PMU) symptoms are present among older children (4-11-year-olds) and toddlers, and PMU correlates with child temperament and parenting around child media use. We examined the performance of a widely used PMU measure among a sample of 85 3-5-year-old children to document whether variation in PMU exists in this age group and whether this PMU measure specifically has face validity relative to expected correlates of PMU. To address our study goals, we completed a confirmatory factor analysis of the PMU scale and compared PMU scores with child externalizing behaviors when parents set limits on the child's media use and three measures of child self-regulation (emotional self-regulation, attentional focusing, and inhibitory control). Results supported a one-factor construct of PMU, and PMU was positively related to greater screen time among children. Results further documented strong associations between PMU and more extreme child behaviors when limits were set on media (e.g., more bothersome pestering, crying, whining, and physical gestures). Additionally, PMU related to less emotional self-regulation among children. Overall, findings support the validity of the PMU measure in preschool-age children and confirm associations around child media use behaviors and temperament. The implications related to media parenting are discussed.
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6. Recognizing the Known Unknowns; the Interaction Between Reflective Thinking and Optimism for Uncertainty Among Software Developer's Security Perceptions.
PMID:日期:2023-11-24Software development is a complex process requiring aspects of social, cognitive, and technical skills. Software engineers face high levels of uncertainty and risk during functional and security decision making. This preregistered study investigates behavioral measures of cognitive reflection, risk aversion, and optimism bias among professional freelance software developers and computer science students, to expose relationships between uncertainty-associated language and risk sensitivity. We employ content analysis with a mixed-effect model to understand how psychological dimensions influence risk sensitivity in secure software development. We show an interaction between cognitive reflection and optimism bias in the proportion of uncertainty-related language used. Overly optimistic outlooks combined with higher cognitive reflection drives up expressions of uncertainty, while pessimistic or realistic individuals reduce uncertainty as cognitive reflection increases. Software engineers who hold average or pessimistic views on the security of their code are more likely to speak more intuitively about security and risk. We discuss the potential of our findings in relation to understanding how to leverage language used by engineers as markers of risk aversion. Encouraging increased discourse could be used as a catalyst for increased cognitive reflection and grounding optimistic behaviors, leading to more careful decisions.
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7. Development of a Novel Method of Assessing Potential Loss of Control in Internet Gaming Disorder.
PMID:日期:2023-11-08As video game play has increased in popularity, so too have reports that a subset of individuals play games in a way that causes negative consequences to their lives, which has resulted in the proposed inclusion of Internet Gaming Disorder (IGD) as a formal mental health diagnosis. Given the mass popularity of video games, it is critical that screening materials for this proposed disorder are sufficiently sensitive to ensure that individuals who suffer harm are identified, while those who do not are not mislabeled as such. Here we examined the extent to which participants' responses to a typical IGD questionnaire predicted academic behaviors that could be associated with harm. We recruited 42 college students and tracked their gaming and studying habits weekly over the course of one semester, taking particular note of weeks in which participants did or did not have exams. We predicted that college students overall would spend less time engaging with video games and more time with academics when they had exams, but such modulations would be smaller among individuals with more initial IGD symptoms (i.e., the "more IGD symptoms" group, as compared to the "fewer IGD symptoms" group, would show loss of control). We did not find that college students overall spent less time engaging with video games and more time with academics when they had exams, but post-hoc effect size analyses indicated that our study was underpowered. Implications of potential results using this methodology are discussed and estimates of powerful sample sizes are provided.
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8. A Literature Review on the Effects of Exergames on Executive Function in Youth.
PMID:日期:2023-09-25Exergames (video games that promote cognitive and physical activity simultaneously) benefit executive function in elderly populations. It has been suggested that exergames may induce larger effects than cognitive or exercise training alone, but few reviews have synthesized the causal factors of exergames on executive function from experimental research with youth. This review investigates (1) the various types of exergames and associated comparison conditions (2) the executive function outcome assessments commonly utilized in exergame research with youth (3) the efficacy of exergames by evaluating experimental studies that compared exergaming to cognitive, exercise, and passive control conditions inclusive of effect sizes and (4) the potential mechanisms underlying the changes in executive function induced from exergames. Eligible outcome data were available from 607 participants across ten studies, with the age of participants ranging from 4-21 (). The findings indicate that exergames improve aspects of executive function from both acute and chronic studies. Despite the high variability of exergame contexts, dosage, populations, and outcome assessments, improvements in executive function comparing exergaming to passive control conditions were exhibited across all studies. While there is evidence of exergaming demonstrating advantages over passive control conditions, evidence is mixed when comparing exergaming to sedentary cognitive and exercise comparison conditions. Potential sources of these mixed results and future directions to address current gaps in the field are identified. As video game and technology use grows exponentially and concerns of childhood sedentary behavior and play deprivation increase, evidence-based practices that promote both physical and cognitive activity are needed.
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9. Structures for Screens: Longitudinal associations between parental media rules and problematic media use in early childhood.
PMID:日期:2023-06-29Media use is increasingly becoming an important facet of early childhood, and while professional organizations and researchers have attempted to present guidelines to parents to help them structure their children's media use, many parents either are not aware of these guidelines, or struggle to effectively implement them into their children's daily routine. This research aimed to examine what rules parents of young children are implementing to structure their children's media use and how specific media rules affected development of children's problematic media use (an early indicator of media dependence) longitudinally from ages 2-4 (three time points, each one year apart) in a sample of n = 435 children. We found that more parents have rules around their child's TV use than tablet use when children are around age 2 ½ years old, and that a sizable minority of parents (n = 45; 10.30%) or parents do not allow their child to use tablets at this same age. There was no relationship between media rules and problematic media use at Time 2. However, parents who did not allow their child to use tablets at Time 1 had lower levels of child problematic media use at Time 3, implying that the rules parents set around young children's use of tablets and other personal media devices may be impactful in protecting children from the development of problematic media use.
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10. Unravelling the link between media multitasking and attention across three samples.
PMID:日期:2023-05-01A negative link between media multitasking and sustained attention has been proposed; yet, whether such a link exists remains hotly debated as previous studies found mixed effects. The present study seeks to evaluate the size of this effect taking into account possible variations due to how media multitasking is measured, how sustained attention is assessed, and the origin of the samples. Using an established and a novel, shortened measure for media multitasking, 924 participants were recruited through three different platforms (MTurk, Prolific and university students). In addition to questionnaire- and task-based assessments for sustained attention, impulsivity and sensation seeking were also assessed to further qualify behavioral problems associated with media multitasking. The findings establish a negative link between media multitasking and sustained attention of a medium effect size, whether questionnaires ( =.20) or a task-based measure ( =.21) are used. Importantly, the findings support the notion that previous differences across studies can be at least partly attributed to the choice of media multitasking measure as well as differences across samples.