• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

你会接受虚拟人作为朋友吗?探索虚拟人在情绪管理和心理健康支持中的作用。

Will you accept a virtual human as a friend? Exploring the role of virtual humans in mood management and mental health support.

作者信息

Lee Doyeon, Chang Byeng-Hee, Chan-Olmsted Sylvia

机构信息

Department of Psychology, University of Florida, Gainesville, FL, United States.

Department of Media and Communication, Sungkyunkwan University, Seoul, Republic of Korea.

出版信息

Front Public Health. 2025 Apr 4;13:1555218. doi: 10.3389/fpubh.2025.1555218. eCollection 2025.

DOI:10.3389/fpubh.2025.1555218
PMID:40255380
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12006904/
Abstract

INTRODUCTION

The advancement of virtual human technology has opened new possibilities for its application in various fields, including healthcare. Recent research has begun exploring the use of virtual humans as tools for mood management in daily life. However, there is limited understanding of how individuals perceive virtual humans for this purpose, particularly in social media contexts where they are often viewed as influencers rather than therapeutic entities. This study investigates whether people intend to accept virtual humans as a kind of friend and engage in mood management. The study applies the Cognitive Behavioral Theory of Pathological Internet Use integrated with the Technology Acceptance Model and the Uncanny Valley Effect to explain why people who prefer online social interaction use virtual humans for mood management, and to examine whether they will accept virtual humans as friends.

METHODS

This study employs survey, where participants were asked about their perceptions of virtual humans, specifically focusing on their willingness to accept virtual humans as friends for mood management on social media platforms. The sample consists of social media users who are familiar with virtual influencers. A series of hypotheses were tested using structural equation modeling to assess the relationships between prefer for online social interaction, online chatting mood regulation, perceived usefulness, ease of use, and intention to accept virtual humans for mood management, as well as the moderating effect of perceived eeriness.

RESULTS

The study found that the preference for online social interaction has a positive impact on using online chatting for mood management, both for casual chatting and therapeutic chatting. Individuals seeking casual chatting perceive usefulness and ease of use for virtual humans, while those seeking therapeutic chatting perceive only usefulness. Perceived usefulness and ease of use have a positive effect on the intention to accept virtual humans as friends. However, perceived eeriness does not have a moderating effect between the variables.

DISCUSSION

The study highlights the potential of virtual humans to assist with mood management on social media platforms, indicating that they could serve a practical role in psychological well-being. While the current study suggests that virtual humans are seen as useful for therapeutic purposes, challenges remain in helping users envision them in this role. Future research should address these challenges by exploring the nuances of user interaction with virtual humans and examining their potential to make a broader social impact, especially in the fields of mental health care and personalized customer service.

摘要

引言

虚拟人技术的进步为其在包括医疗保健在内的各个领域的应用开辟了新的可能性。最近的研究已开始探索将虚拟人用作日常生活中情绪管理的工具。然而,对于个体如何为此目的看待虚拟人,人们的了解有限,尤其是在社交媒体环境中,虚拟人通常被视为有影响力的人而非治疗实体。本研究调查人们是否打算将虚拟人当作一种朋友并进行情绪管理。该研究应用整合了技术接受模型和恐怖谷效应的病理性互联网使用认知行为理论,来解释为何偏好在线社交互动的人会使用虚拟人进行情绪管理,并检验他们是否会将虚拟人当作朋友接受。

方法

本研究采用问卷调查,询问参与者对虚拟人的看法,特别关注他们在社交媒体平台上接受虚拟人作为情绪管理朋友的意愿。样本由熟悉虚拟有影响力人物的社交媒体用户组成。使用结构方程模型检验了一系列假设,以评估在线社交互动偏好、在线聊天情绪调节、感知有用性、易用性以及接受虚拟人进行情绪管理的意愿之间的关系,以及感知怪异程度的调节作用。

结果

研究发现,在线社交互动偏好对将在线聊天用于情绪管理有积极影响,无论是闲聊还是治疗性聊天。寻求闲聊的个体认为虚拟人有用且易用,而寻求治疗性聊天的个体只认为其有用。感知有用性和易用性对接受虚拟人作为朋友的意愿有积极影响。然而,感知怪异程度在这些变量之间没有调节作用。

讨论

该研究凸显了虚拟人在社交媒体平台上协助情绪管理的潜力,表明它们在心理健康方面可发挥实际作用。虽然当前研究表明虚拟人在治疗目的方面被视为有用,但在帮助用户将其视为这一角色方面仍存在挑战。未来的研究应通过探索用户与虚拟人的互动细微差别,并研究它们产生更广泛社会影响的潜力来应对这些挑战,尤其是在心理保健和个性化客户服务领域。

相似文献

1
Will you accept a virtual human as a friend? Exploring the role of virtual humans in mood management and mental health support.你会接受虚拟人作为朋友吗?探索虚拟人在情绪管理和心理健康支持中的作用。
Front Public Health. 2025 Apr 4;13:1555218. doi: 10.3389/fpubh.2025.1555218. eCollection 2025.
2
Uncanny Valley Effects on Friendship Decisions in Virtual Social Networking Service.虚拟社交网络服务中友谊决策的诡异谷效应
Cyberpsychol Behav Soc Netw. 2019 Nov;22(11):700-705. doi: 10.1089/cyber.2019.0122. Epub 2019 Oct 15.
3
Exploring Healthcare Students' Intention to Use Virtual Reality Simulations in China: A Cross-sectional Study Applying the Technology Acceptance Model.探索中国医学生使用虚拟现实模拟技术的意愿:一项应用技术接受模型的横断面研究
Comput Inform Nurs. 2025 Mar 1;43(3):e01224. doi: 10.1097/CIN.0000000000001224.
4
Virtual reality among the elderly: a usefulness and acceptance study from Taiwan.虚拟现实在老年人中的应用:来自中国台湾的一项有用性和接受度研究。
BMC Geriatr. 2019 Aug 19;19(1):223. doi: 10.1186/s12877-019-1218-8.
5
Assessing virtual reality acceptance in long-term care facilities: a quantitative study with older adults.评估长期护理机构中的虚拟现实接受度:一项针对老年人的定量研究。
Disabil Rehabil Assist Technol. 2024 Oct;19(7):2602-2614. doi: 10.1080/17483107.2023.2295946. Epub 2023 Dec 26.
6
Health Advertising on Short-Video Social Media: AStudy on User Attitudes Based on the ExtendedTechnology Acceptance Model.短视频社交媒体中的健康广告:基于扩展技术接受模型的用户态度研究。
Int J Environ Res Public Health. 2020 Feb 26;17(5):1501. doi: 10.3390/ijerph17051501.
7
Modeling Problematic Facebook Use: Highlighting the role of mood regulation and preference for online social interaction.建模问题性 Facebook 使用:强调情绪调节和对在线社交互动的偏好的作用。
Addict Behav. 2018 Dec;87:214-221. doi: 10.1016/j.addbeh.2018.07.014. Epub 2018 Jul 23.
8
A study on smart home use intention of elderly consumers based on technology acceptance models.基于技术接受模型的老年消费者智能家居使用意愿研究
PLoS One. 2024 Mar 27;19(3):e0300574. doi: 10.1371/journal.pone.0300574. eCollection 2024.
9
Association Between Intergenerational Support, Technology Perception and Trust, and Intention to Seek Medical Care on the Internet Among Chinese Older Adults: Cross-Sectional Questionnaire Study.中国老年人代际支持、技术认知与信任以及互联网就医意愿之间的关联:横断面问卷调查研究
J Med Internet Res. 2025 Jan 6;27:e65065. doi: 10.2196/65065.
10
Exploring user acceptance of online virtual reality exhibition technologies: A case study of Liangzhu Museum.探索用户对在线虚拟现实展览技术的接受度:以良渚博物院为例
PLoS One. 2024 Aug 1;19(8):e0308267. doi: 10.1371/journal.pone.0308267. eCollection 2024.

本文引用的文献

1
A new era in Internet interventions: The advent of Chat-GPT and AI-assisted therapist guidance.互联网干预的新时代:Chat-GPT与人工智能辅助治疗师指导的出现。
Internet Interv. 2023 Apr 11;32:100621. doi: 10.1016/j.invent.2023.100621. eCollection 2023 Apr.
2
Virtual reality-based therapy improves balance and reduces fear of falling in patients with multiple sclerosis. a systematic review and meta-analysis of randomized controlled trials.虚拟现实为基础的治疗改善多发性硬化症患者的平衡和减少跌倒恐惧。系统评价和随机对照试验的荟萃分析。
J Neuroeng Rehabil. 2023 Apr 11;20(1):42. doi: 10.1186/s12984-023-01174-z.
3
Artificial Intelligence-Based Chatbots for Promoting Health Behavioral Changes: Systematic Review.
基于人工智能的聊天机器人促进健康行为改变:系统评价。
J Med Internet Res. 2023 Feb 24;25:e40789. doi: 10.2196/40789.
4
Psychological therapy using virtual reality for treatment of driving phobia: a systematic review.虚拟现实心理疗法治疗驾驶恐惧症的系统评价。
Disabil Rehabil. 2023 May;45(10):1582-1594. doi: 10.1080/09638288.2022.2069293. Epub 2022 May 9.
5
Virtual health care in the era of COVID-19.新冠疫情时代的虚拟医疗保健
Lancet. 2020 Apr 11;395(10231):1180-1181. doi: 10.1016/S0140-6736(20)30818-7.
6
Uncanny Valley Effects on Friendship Decisions in Virtual Social Networking Service.虚拟社交网络服务中友谊决策的诡异谷效应
Cyberpsychol Behav Soc Netw. 2019 Nov;22(11):700-705. doi: 10.1089/cyber.2019.0122. Epub 2019 Oct 15.
7
The virtual doctor: An interactive clinical-decision-support system based on deep learning for non-invasive prediction of diabetes.虚拟医生:一种基于深度学习的交互式临床决策支持系统,用于无创预测糖尿病。
Artif Intell Med. 2019 Sep;100:101706. doi: 10.1016/j.artmed.2019.101706. Epub 2019 Aug 21.
8
Modeling Problematic Facebook Use: Highlighting the role of mood regulation and preference for online social interaction.建模问题性 Facebook 使用:强调情绪调节和对在线社交互动的偏好的作用。
Addict Behav. 2018 Dec;87:214-221. doi: 10.1016/j.addbeh.2018.07.014. Epub 2018 Jul 23.
9
Examining Factors Influencing Internet Addiction and Adolescent Risk Behaviors Among Excessive Internet Users.考察影响过度互联网使用者网络成瘾和青少年风险行为的因素。
Health Commun. 2018 Dec;33(12):1434-1444. doi: 10.1080/10410236.2017.1358241. Epub 2017 Aug 29.
10
Reducing consistency in human realism increases the uncanny valley effect; increasing category uncertainty does not.降低人类逼真度的一致性会增加恐怖谷效应;而增加类别不确定性则不会。
Cognition. 2016 Jan;146:190-205. doi: 10.1016/j.cognition.2015.09.019. Epub 2015 Oct 1.