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    Simulated Intimacy, but Real Connection: Perceived Reciprocity and Romantic Closeness make Otome Fun to Play

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    Otome games offer players the opportunity to form romantic relationships with NPCs. Drawing on Social Exchange Theory, we proposed that, in the context of otome game, reciprocity enhances the sense of romantic closeness with NPCs, which in turn lead to greater enjoyment and appreciation. Survey data from 293 Chinese otome players supported the model, suggesting that at least one of the reasons that otome gaming is so entertaining is that they provide players with relationships that those players engage as if they were authentically social. Descriptive results revealed high reciprocity scores and strong romantic connection with NPCs, which players feeling that their NPCs contributed more than themselves for the relationship. These findings challenge assumptions of perceived parasocial (re: one-sided) relationships in otome games, as players engage NPCs in ways that directly mirror how they engage, exchange, and interact with romantic others in a broader sense

    Commenting from Afar: Psychological Distance and Empathy in Reddit Responses to School Shootings

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    This study investigates the social media discourse surrounding school shootings, with a focus on how empathy is expressed in response to traumatic events. Using Reddit data related to school shootings, we identify a non-linear (inverted U-shaped) relationship between the frequency of death-related mentions in posts and the empathy expressed in subsequent comments. This pattern is particularly pronounced when the event discussed is temporally proximate (i.e., low temporal distance) or when commenters use more first-person pronouns (i.e., low social distance). Grounded in Terror Management Theory and Construal Level Theory, this research empirically examines how death-related language in posts influences online grieving and empathic response. Notably, our findings suggest that psychological distance functions as a buffering mechanism moderating rather than impeding the expression of empathy in digital spaces

    Extended Reality, Expanded Empathy: A Psychological Distance Perspective for Designing XR-Based Empathy Training Interventions

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    Empathy is increasingly recognized as a core 21st-century skill essential for collaboration, inclusion, and organizational well-being. As modern information technology advances, extended reality (XR), including augmented reality (AR), mixed reality (MR), and virtual reality (VR) have witnessed an increasing use in training contexts. XR-based training offers unique potential to cultivate empathy by enabling experiential experiences structured around presence, immersion, and interactivity. Yet, the absence of structured frameworks limits the efficacy and scalability of XR-based empathy training. This paper presents a conceptual framework integrating narrative design elements (character, space, narrative), experiential dimensions (presence, immersion, interactivity), and Construal Level Theory (CLT) to guide the design and evaluation of empathy-enhancing XR interventions. The framework explains how XR can reduce social, spatial, temporal, and hypothetical distance to activate affective, cognitive, and behavioral empathy. To demonstrate practical applicability, we apply the framework to two illustrative cases, confirming its value for guiding XR scenario design and evaluation. We discuss implications for XR-based empathy training, empathy-centered organizational learning, and the integration of empathy as a measurable outcome, offering clear guidance for researchers, designers, HR professionals, and learning leaders

    Spatial-Competitive Analytics in Professional Bass Fishing: A Network-Based Framework for Location Strategy Analysis

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    Professional bass fishing is a noteworthy competitive sport system with substantial prize money and media coverage, yet it lacks the advanced analytical frameworks that have transformed other professional sports. This study introduces a comprehensive analytical framework specifically designed for tournament bass fishing that addresses unique challenges including dynamic spatial strategies, temporal performance variations, and competitor interactions with finite number of bass. Drawing from methodologies in sport analytics, ecological network theory, and spatial analysis, four novel performance metrics are presented: the Productive Water Coefficient (PWC), the Competitive Advantage Metric (CAM), the Integrated Location Importance Metric (ILIM), and the Performance Index (PI). The framework is demonstrated using data from the 2024 Bassmaster Elite Series tournament at Toledo Bend Reservoir, comprising 1,587 individual fish catch records across 102 professional anglers over four tournament days. Analysis reveals previously indiscernible patterns, including markedly different spatial utilization strategies between elite performers and the rest of the field. This framework provides data-driven insights for competitive strategy optimization, enhanced fan engagement through real-time analytics, and establishes a foundation for further advanced performance evaluation in professional bass fishing

    Enhancing Product Management Performance through Digitalization: Advantages, Challenges, Design Fields

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    In dynamic environments, product management plays a key role in aligning innovation, customer needs, and strategic decision-making. Digitalization offers significant opportunities to enhance this role by enabling data-driven insights for improved customer and product understanding—yet its successful implementation requires a fundamental transformation. Based on a systematic literature review, this study synthesizes key advantages, challenges, and design fields that shape this transformation. The results highlight performance benefits across business, product, process, and decision-making dimensions, while also uncovering barriers rooted in strategy, organization, people, and technology. To address these barriers, critical enablers and conditions for success are identified. Four overarching design fields provide orientation for structuring digitalization efforts and guiding organizational change in industrial practice. The paper provides both a conceptual foundation and a practical guide for companies seeking to digitalize their product management effectively

    Evidence of Cognitive Biases in Capture-the-Flag Cybersecurity Competitions

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    Understanding how cognitive biases influence adversarial decision-making is essential for developing effective cyber defenses. Capture-the-Flag (CTF) competitions provide an ecologically valid testbed to study attacker behavior at scale, simulating real-world intrusion scenarios under pressure. We analyze over 500,000 submission logs from picoCTF, a large educational CTF platform, to identify behavioral signatures of cognitive biases with defensive implications. Focusing on availability bias and the sunk cost fallacy, we employ a mixed-methods approach combining qualitative coding, descriptive statistics, and generalized linear modeling. Our findings show that participants often submitted flags with correct content but incorrect formatting (availability bias), and persisted in attempting challenges despite repeated failures and declining success probabilities (sunk cost fallacy). These patterns reveal that biases naturally shape attacker behavior in adversarial contexts. Building on these insights, we outline a framework for bias-informed adaptive defenses that anticipate, rather than simply react to, adversarial actions

    Facilitating Flourishing: Exploring the Role of Action Research in Digital Innovation

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    This paper presents findings from a four-year longitudinal action research collaboration on digital innovation with a large maritime company. At the core of this collaboration is a recurring hackathon event, where researchers introduced an idea-refining “innovation game” to engage participants in developing new ideas, particularly around AI initiatives. Drawing on interviews, observations, and participant reflections, we examine how researcher-led collaborative processes that incorporate game elements create conditions for serendipitous moments of unexpected discovery, which in turn foster innovation and positive affects. We argue that such moments, when materialized and cultivated through active researcher involvement, contribute to employee flourishing over time. The study demonstrates how researchers, by aligning with organizational values, goals, and challenges, can shape digital innovation practices that facilitate flourishing

    Unlocking Tacit Knowledge in Industrial Production: Exploring Barriers, Practices, and LLM-Driven Potentials for Knowledge Management

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    In aging societies across western industrialized nations, the loss of expertise due to retiring skilled workers presents a critical challenge for industry. That is especially true on the shop floor, where much of the knowledge is tacitly gained through years of hands-on experience rather than formal documentation. This study explores current knowledge management (KM) challenges and systematically identifies high-potential applications for large language models (LLMs) as part of a broader research initiative aiming to develop human-centered KM solutions supported by generative artificial intelligence (GenAI). We conducted two structured workshops with 23 participants from 14 German manufacturing companies. Three core barriers and two prioritized LLM use cases were identified, contributing specific design recommendations for LLM-supported KM systems for companies. The results advance the understanding of GenAI-assisted knowledge retention in industrial settings and provide a practical foundation for addressing the demographic shift through intelligent, technology-driven solutions

    The Role of Technological Setup in Shaping a Satisfying User Experience in Mixed Reality Games: An Empirical Investigation

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    Mixed Reality (MR) games blend physical and digital realms to deliver immersive playful user experiences (UX), yet their user base remains small and processual understanding is limited. This study proposes and empirically validates a two-stage perspective of MR game UX, distinguishing between the instrumental stage (technological setup and preparation) and the experiential stage (in-game interaction and enjoyment). Using large-scale user data, we demonstrate that instrumental-stage perceptions, including facilitating conditions, effort expectancy, performance expectancy are necessary for overall satisfaction with the experiential stage (ESOS). Moreover, ESOS has a stronger impact on users’ recommendation intention and continuance intention to the MR game, compared with overall satisfaction with the instrumental stage (ISOS). ISOS and ESOS both play significant mediating roles across MR games’ UX journey. These findings provide theoretical contributions to the understanding of MR game engagement and offer practical implications for designing more engaging MR experiences

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