ABSTRACT Grounded in ambivalence theories, this research examined factors shaping consumer ambivalence toward AI‐generated content and investigated differences between commercial and noncommercial contexts. As a preliminary study, sentiment analysis of Reddit data using a support vector machine (SVM) revealed that most consumer sentiment toward AI ...
Garim Lee +3 more
wiley +1 more source
The effect of active video games on pain intensity, joint range of motion, and motor function in children with burns: a randomized clinical trial. [PDF]
Varzeshi M +4 more
europepmc +1 more source
From Confusion to Clarity: A Multi‐Stage Process Framework for Understanding Consumer Confusion
ABSTRACT This paper reconceptualizes consumer confusion as a multi‐stage temporal process rather than a static outcome, addressing theoretical fragmentation in existing antecedent‐consequence models. By integrating cognitive appraisal, contextual amplification, and adaptive coping within a unified framework, we explain how confusion unfolds rather than
Fatih Celik, Erdogan Koc
wiley +1 more source
The impact of narratives and active video games among black and hispanic children with overweight and obesity: a randomized controlled trial. [PDF]
Lu AS +9 more
europepmc +1 more source
ABSTRACT To meet rising sustainability demands, companies increasingly use social media to communicate product‐related CSR initiatives. Consumers' interactions with these messages largely depend on the messages' perceived credibility. However, there remains limited understanding of how firms combine communication characteristics into distinct patterns ...
Judith Derenthal, Waldemar Toporowski
wiley +1 more source
Effects of active video games on mental health among college students: a systematic review. [PDF]
Zhao Y +5 more
europepmc +1 more source
ABSTRACT This research investigates how sustainability‐oriented initiatives aimed at innovating a firm's business model can lead to different economic, social and environmental performance configurations, with the objective of identifying the determinants that explain these differences. We carried out a multiple case study, selecting firms based on the
Paolo Di Toma +3 more
wiley +1 more source
Correction: Effects of active video games on mental health among college students: a systematic review. [PDF]
Zhao Y +5 more
europepmc +1 more source
Abstract This study explored how lecturers in a post‐92 UK university conceptualise and enact decolonial curriculum principles within their teaching and programme design. Drawing on semi‐structured interviews with academic staff across multiple disciplines, the research adopts a qualitative, phenomenologically informed approach to examine the interplay
Reece Sohdi
wiley +1 more source
Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial. [PDF]
Alghadier M +3 more
europepmc +1 more source

