Boyu Qiu

Mr. Boyu Qiu


Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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12 October 2023 in Brain Sciences
Verified
Journal Article
Open access
PDF file
XHXu He
Xu He
JHJiaxin Hu
Jiaxin Hu
MYMengyun Yin
Mengyun Yin
WZWei Zhang
Wei Zhang
BQBoyu Qiu
Boyu Qiu
The association between excessive screen media use and mental health problems has attracted widespread attention. The literature to date has neglected the biological mechanisms underlying such a relationship and failed to distinguish between different types of screen media activities. A sample from the Adolescent Brain and Cognitive Development study was used in the present study to elucidate the longitudinal associations between specific types of screen media use, brain development, and diverse mental health problems. The results showed that different types of screen media use have differentiated associations with mental health problems, subcortical volume, and cortical–subcortical connectivity. Specifically, more passive media use was associated with increased rule-breaking behavior, while more video game playing was associated with increased withdrawn/depressed symptoms. In addition, more social media use was associated with a reduced volume of the hippocampus, caudate, and thalamus proper. More research is needed to examine the differential effects of screen media use on neurodevelopmental processes and mental health problems across adolescence.

3 April 2025 in Behavioral Sciences
Verified
Journal Article
Open access
PDF file
RWRui Wang
Rui Wang
XZXuanyu Zhang
Xuanyu Zhang
ZLZhu Lixin
Zhu Lixin
HTHuina Teng
Huina Teng
ZZzhang dengdeng Dengdeng Zhang
zhang dengdeng Dengdeng Zhang
BQBoyu Qiu
Boyu Qiu
This study examines the complex effects of empathic concern on mental health and behavioral manifestations and the potential indirect paths through excessive adaptation. A cross-sectional design with 1355 participants was employed. Empathic concern, excessive adaptation, prosocial behaviors, reactive aggression, depression, and positive mental health were assessed using established scales. Structural equation modeling and Bayesian linear regression were applied to analyze the paths. For direct paths, empathic concern positively predicted prosocial behaviors and positive mental health, whereas it was negatively related to depression and reactive aggression. For indirect paths, excessive adaptation was found to mediate the relationship between empathic concern and the outcome variables with the exception of positive mental health. By elucidating the mediating role of excessive adaptation, the results herein not only deepen our understanding of the dual effect of empathic concern on mental health and behavioral manifestations but also offer important insights for the medical and educational fields.

11 August 2024 in Behavioral Sciences
Verified
Journal Article
Open access
PDF file
HTHuina Teng
Huina Teng
ZLZhu Lixin
Zhu Lixin
XZXuanyu Zhang
Xuanyu Zhang
BQBoyu Qiu
Boyu Qiu
Increased aggression due to gaming addiction is a widespread and highly publicized problem. The underlying processes by which verbal aggression, a more harmful and persistent subcategory of aggression, is affected by gaming addiction may differ from other types of aggression. In this study, data came from 252 randomly recruited current university students (50.79% male, mean age 19.60 years, SD: 1.44 years, range 17 to 29 years). Participants reported gaming addiction and different types of aggression through questionnaires. In addition, two important explanatory processes, inhibitory control, and risk preference, were measured through behavioral experiments. A Bayesian hierarchical drift-diffusion model was employed to interpret the data from the risk preference task. In contrast to previous work, the study found that inhibitory control did not significantly correlate with either gaming addiction or any form of aggression However, the drift rate, a measure of decision-making inclination under risk, partially mediates the relationship between gaming addiction and verbal aggression (but not other forms of aggression). The findings illuminate risk preference under adverse conditions as a key predictor of verbal aggression, offering avenues for early intervention and suggesting game design modifications to mitigate verbal aggression by adjusting reward mechanisms.

SZShuangju Zhen
Shuangju Zhen
JLJinjin Liu
Jinjin Liu
BQBoyu Qiu
Boyu Qiu
LFLianying Fu
Lianying Fu
JHJianping Hu
Jianping Hu
BSBinyuan Su
Binyuan Su
Previous research has identified exposure to interparental conflict (IPC) in childhood as a risk factor for young adults’ depression. However, there is still a lack of understanding of the underlying mediating mechanisms of this association. Driven by the spillover hypothesis, the present study investigated whether maternal antipathy and neglect, and in turn unmet psychological needs, mediated the relation between IPC and early adulthood depression in a sample of 347 undergraduate students (M = 23.27 years; SD = 0.86; 57.05% women) in China. The participants completed self-report measures of IPC, maternal care, satisfaction of basic psychological needs, and depression. Structural equation modeling revealed that: (a) IPC was positively associated with early adulthood depression; (b) this association was sequentially mediated by inadequate maternal care (i.e., antipathy and neglect) and by unsatisfied psychological needs. These findings suggest that efforts to prevent depression should focus on reducing not only IPC, but also inadequate maternal care and unmet psychological needs.

18 April 2024 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
BHBofeng He
Bofeng He
ZTZhenjing Tan
Zhenjing Tan
KLKaiying Lai
Kaiying Lai
BQBoyu Qiu
Boyu Qiu
SWSuiping Wang
Suiping Wang
\H\R\Nbofeng He
\R\Nbofeng He
The fear of missing out is a generalized anxiety stemming from the possibility of not being present at new events or advantageous situations of others. To explore potential mechanisms, a survey measuring the impact of event, coping style, anxiety, and fear of missing out was conducted with 1,014 college students (367 males and 647 females, aged 19–24 years). In addition, the study delved deeper into the dimensions of intrusion, avoidance, and hyperarousal concerning the impact of event, examining their roles in coping style, anxiety, and fear of missing out. Results showed that: (1) The impact of event could predict the fear of missing out positively. (2) A more positive coping style is negatively associated with anxiety. (3) A chain mediation effect of coping style and anxiety is observed in the path from hyperarousal and avoidance to the fear of missing out. (4) In contrast to the hyperarousal or avoidance, the path from intrusion to the fear of missing out is mediated by anxiety but not coping style. These findings motivate us to implement different intervention tactics for varying impacts of events.

14 November 2023 in JMIR Serious Games
Verified
Journal Article
Open access
HTHuina Teng
Huina Teng
ZLZhu Lixin
Zhu Lixin
XZXuanyu Zhang
Xuanyu Zhang
BQBoyu Qiu
Boyu Qiu
Background: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors. Objective: This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors. Methods: A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants’ helping and hurting behaviors. Results: The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t58=−2.07, P=.04; Cohen d=−0.535), whereas helping behaviors were not significantly affected (t58=1.52, P=.13; Cohen d=0.393). Conclusions: As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games.