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Volume 55, Issue PBFebruary 2016
Reflects downloads up to 25 Dec 2024Bibliometrics
research-article
Spiritus Ex Machina

Increase of augmented reality device availability results in democratization of these settings.Future computer-mediated communication will be based on cyberghosts, virtual duplicate of the self in augmented environments.This new communication modality ...

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Adolescents and self-taken sexual images

Despite increasing public interest and concern about young people's involvement in the self-production of sexual images (or 'sexting'), there remains a dearth of research into their reasons for making and sending images, the processes involved, and the ...

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A macro model of online information quality perceptions
Pages 972–991

Online information quality (IQ) plays a critical role in influencing the quality of consumers' experience and decisions in the online environment. Much research has been conducted in the literature to understand the impact of consumers' perceptions of ...

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What's in a name? Ages and names predict the valence of social interactions in a massive online game

Multi-player online battle arena games (MOBAs) are large virtual environments requiring complex problem-solving and social interaction. We asked whether these games generate psychologically interesting data about the players themselves. Specifically, we ...

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In search of a measure to investigate cyberloafing in educational settings

Cyberloafing is among the problematic tech-trends in contemporary work-based and educational settings. The current study administered an existing three-factor scale to three samples. The factor structure was not confirmed among high school teachers (n: ...

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Explaining behavior in brand communities

Given their societal presence, brand communities and tribes must, in some capacity, influence marketing strategy. With a player base exceeding 50 million and annual sales surpassing $12 billion, the massively multiplayer online role playing game (MMORPG)...

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How credible are online product reviews? The effects of self-generated and system-generated cues on source credibility evaluation

Online product reviews are important information sources in the consumer decision-making process. Despite the importance of online reviews in product evaluation, there is an emerging need to address the role of self-generated and system-generated ...

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Work content influences on cognitive task load, emotional state and performance during a simulated 520-days' Mars mission

In high-risk domains such as human space flight, cognitive performances can be negatively affected by emotional responses to events and conditions in their working environment (e.g., isolation and health incidents). The COgnitive Performance and Error (...

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Adolescents' perception of the characterizing dimensions of cyberbullying

Being aware of the adolescents perceptions' on cyberbullying is one of the main factors that determine the real prevalence of this phenomenon and allows the adequacy of intervention programs. The objectives pursued in this study were: (a) to determine ...

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Who discloses the most on Facebook?

With the development of new media, the issue of privacy and its determinants has become the subject of a large body of literature in recent years. The main objective of this study was to check whether loneliness is a predictor of putting private ...

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Antecedents and consequences of game addiction

Antecedents and consequences of game addiction are investigated. Correlation study method is utilized; structural equation modeling is applied to analyze the data. There are eleven hypotheses generated for the model. The data is collected via numerous ...

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The design of virtual audiences

Expressive virtual audiences are used in scientific research, psychotherapy, and training. To create an expressive virtual audience, developers need to know how specific audience behaviors are associated with certain characteristics of an audience, such ...

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Need satisfaction and adolescent pathological internet use

This study investigated the role of need satisfaction in adolescent pathological internet use by comparing the differences in the perception of need satisfaction online and offline. A compensatory satisfaction theory was proposed to explain the role of ...

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Association between Facebook addiction, self-esteem and life satisfaction

In recent years, many research efforts have been focused on investigation of potential connection between social networking and mental health issues. Particularly important and controversial remains the association between Facebook use, self-esteem and ...

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Is all Internet gambling equally problematic? Considering the relationship between mode of access and gambling problems

Concerns exist that Internet gambling may increase rates of gambling harms, yet research to date has found inconsistent results. Internet gamblers are a heterogeneous group and considering this population as a whole may miss important differences ...

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Video game playing in the general adult population of Germany

BackgroundPrior studies observed involvement with video games to vary between different sociodemographic strata with considerable higher gaming time in males compared to females. However, empirical evidence explaining the gender gap in gaming time is ...

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Third-person perception of online comments

Using online comments posted on news stories as the context, this study aimed to examine the interplay between the third-person perception (TPP) - that people believe media message have a greater effect on changing the attitudes of others compared with ...

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Implicit learner assessment based on semantic relevance of tags

In this paper, a novel method based on tagging technology is proposed for assessing learners which is named TagAssessment. In this method, in order to assess learners, the semantic relationship between educational contents and learner's tags is computed ...

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Key success factors for the launch of government social media platform

Social media has flourished recently, and government agencies across different levels are experimenting with launching government social media (GSM) to socialize government services, processes, and data. Both researchers and practitioners are focusing ...

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Can mobile TV be a new revolution in the television industry?

The development within the mobile communications industry has provided a new mechanism for individuals to watch television programs via mobile device, known as mobile television (m-TV). Considering that m-TV is an emerging technology among traditional ...

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Investigating respondent multitasking in web surveys using paradata

Computers play an important role in everyday multitasking. Within this context, we focus on respondent multitasking (RM) in web surveys. RM occurs when users engage in other activities while responding to a web survey questionnaire. The conceptual ...

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Strategic self-presentation on Facebook

People have always been concerned with their social image and engaged in strategic self-presentation (Goffman, 1959), but the growth of social networking sites (SNS) has had a major influence on such social endeavors. When people choose how to present ...

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Simulating Déjà Vu

Video games offer a unique and flexible virtual environment in which to study human performance in response to virtual situational characteristics. In an experimental design, participants in the current study were presented with two conditions in an ...

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Watch what I do, not what I say I do

Behavioral inhibition (BI), a tendency to withdraw from or avoid novel social and non-social situations, is a personality trait which can confer risk for anxiety disorders. Like many personality traits, BI is often assessed via self-report ...

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The dynamic influence of emotions on game-based creativity

Emotion has been identified as an important predictor of creativity, but little attention has been put on investigating how emotion, especially that considers regulation focus, may dynamically influence male and female students' creativity in game-based ...

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The effects of network sharing on knowledge-sharing activities and job performance in enterprise social media environments

This study examines the influence of the tertius iungens orientation on knowledge-sharing activities and individual job performance within enterprise social media environments. The empirical analysis reveals that knowledge self-efficacy, social ...

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Prevalence and personality correlates of Facebook bullying among university undergraduates
Pages 840–850

The purpose of the present study was to examine the prevalence of cyber-bullying through Facebook in a sample of 226 Greek university undergraduates, and to explore whether big five personality characteristics, narcissism, as well as attitudes toward ...

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Internet use expectancy for tension reduction and disinhibition mediates the relationship between borderline personality disorder features and Internet addiction among college students - One-year follow-up

Borderline personality disorder (BPD) features with affective instability and impulsivity have been shown to correlate with Internet addiction (IA) in cross-sectional studies. Moreover, Internet use expectancies were found to be positively associated ...

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Mobile phone addiction levels and negative emotions among Chinese young adults

This study evaluated the mediating role of interpersonal problems in the link between mobile phone addiction levels and negative emotions among mobile phone addicts and possible-mobile phone addicts respectively. The purpose of this study was to address ...

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