Why do people buy virtual goods
During the last decade, virtual goods have become an important target of consumption online (especially in games, virtual worlds and social networking services) amongst physical and digital goods. In this study we investigate the question of why do ...
Pathological personality traits assessment using Facebook
ObjectiveWe aimed to investigate at which level there is evidence of the relationship between observable information from Facebook profile and pathological personality traits. To do so, we performed a systematic review and a meta-analysis when ...
Lying or longing for likes? Narcissism, peer belonging, loneliness and normative versus deceptive like-seeking on Instagram in emerging adulthood
We examined the extent to which emerging adults engage in different behaviors on Instagram, a popular social networking site, to gain attention and validation from others via likes. We also examined individual differences in the frequency of like-...
Internet gaming disorder
Online role-playing video games provide opportunities to connect socially and can enhance self-esteem. For some players, however, overuse fosters dependency leading to negative psychosocial and health consequences. Per the American Psychiatric ...
Educational Robotics intervention on Executive Functions in preschool children
- Maria Chiara Di Lieto,
- Emanuela Inguaggiato,
- Emanuela Castro,
- Francesca Cecchi,
- Giovanni Cioni,
- Marta DellOmo,
- Cecilia Laschi,
- Chiara Pecini,
- Giacomo Santerini,
- Giuseppina Sgandurra,
- Paolo Dario
Educational Robotics (ER) is known for its effects on academic achievement and scientific concepts. Few studies have demonstrated ER effects on cognitive skills and no evidence exists on the role of ER in promoting Executive Functions, key elements in ...
Passive Facebook use, Facebook addiction, and associations with escapism
There is relatively little research considering motivations of passive Facebook use. However, research regarding motivations of general Facebook use indicates that people use Facebook to escape and that escapism may motivate passive Facebook use. ...
Experiencing motivational conflict on social media in a crisis situation
This study examined the relationship between motivational conflict involving social media use and attitude formation in a brand crisis situation. An online experiment was conducted with 658 participants using a 2 (news-article valence: positive vs. ...
A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applications
Gamification aims to implement game features in non-game contexts, with the goal of increasing the motivation of individuals performing a specific task or set of tasks. The tasks themselves, can focus on cognitive behavior change (e.g., overcoming ...
Online trolling
Despite the sustained media attention surrounding internet trolling, academic studies investigating its occurrence are rare. This study aimed to provide a case study analysis of the behaviours and strategies of a group of alleged Twitter trolls referred ...
Instructor presence in instructional video
In an effort to enhance instruction and reach more students, educators design engaging online learning experiences, often in the form of online videos. While many instructional videos feature a picture-inpicture view of instructor, it is not clear how ...
Tracing female gamer identity. An empirical study into gender and stereotype threat perceptions
It seems that women stand outside game culture resulting in a low gamer identity profile. A nuanced and detailed examination of how gender identity and threatening experiences tap into their play practices has hitherto been lacking however. The present ...
When do consumers buy the company? Perceptions of interactivity in company-consumer interactions on social networking sites
Social networking sites allow their users to view how companies interact with fellow consumers in a variety of ways. This study seeks to clarify how merely viewing company-consumer interactions can meaningfully influence viewers' impressions of a ...
Self-endorsing in digital advertisements
Self-endorsed advertisements (SEAs) are a novel form of digital advertisements, wherein a virtual self that looks like oneself in a digital advertisement persuades the physical self. Study 1 (N=63) found that for unfamiliar brands, SEAs were more ...
The impact of recommendations and warnings on the quality evaluation of health websites
With the increase in availability of online health information (OHI), consumers need to be able to properly evaluate the quality of health websites. Although several established evaluation criteria for OHI are available, these are rarely used by ...
Emotional support during times of stress
There has been a recent and dramatic surge in the popularity of text messaging as a means of connecting with our social networks. The current research represents the first randomized controlled studies to directly compare both the social and emotional ...
Insecure attachments
Associations have been found among sexting, attachment insecurity, emotional dysregulation, and sexual and risky sexual behavior in young adults. In a sample of 92 young adult women in romantic relationships, this study aimed to examine whether ...
Is gambling involvement a confounding variable for the relationship between Internet gambling and gambling problem severity?
Internet gamblers have more problems gambling than land-based gamblers, but recent studies showed that Internet gamblers are involved in a higher number of gambling activities, which may confound the relationship between Internet gambling and gambling ...
Modelling and testing consumer trust dimensions in e-commerce
Prior research has found trust to play a significant role in shaping purchase intentions of a consumer. However there has been limited research where consumer trust dimensions have been empirically defined and tested. In this paper we empirically test a ...
Emotional intelligence and communication levels in information technology professionals
In today's digital and technical environment, employers are looking for personnel that can contribute to the organization not only with the use of technical skills but can also express their expertise with the use of positive emotional intelligence and ...
Survey method matters
Self-report inventories enable efficient assessment of mental attributes in large representative surveys. However, an inventory can be administered in several ways whose equivalence is largely untested. In the present study, we administered thirteen ...
Nasty online comments anger you more than me, but nice ones make me as happy as you
Using online comments posted on news stories as the context, this research used two experiments to assess the influence of online comments on people's emotions as well as on their perceptions of others' emotions. Study 1 (N=301) showed that people ...
Parental mediation, cyberbullying, and cybertrolling
Researchers are concerned with identifying the risk and protective factors associated with adolescents' involvement in cyberharassment. One such factor is parental mediation of children's electronic technology use. Little attention has been given to how ...
Understanding factors influencing information communication technology adoption behavior
Digital inequality is one of the most critical issues in the information age, few studies have examined the social inequality in information resources and digital use patterns. In the rural areas, such information communication technology (ICT) ...
Explaining the adoption of social networks sites for sharing user-generated content
Despite the outstanding growth of social network sites in recent years, more research is needed to better understand how users' intentions to share their experiences with products and brands are formed through these applications. With this in mind, this ...
Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness
The study examined differences on flow experiences and different kinds of cognitive loads (intrinsic, extraneous, and germane cognitive loads) between game-based learning and non-game-based learning groups. Participants were students of two classes ...
Mobile attachment
Humans have a biological predisposition to form attachment to social partners. This attachment, however, is not restricted to humans: non-human and inanimate targets are often involved. People are increasingly engaged with their mobiles but whether ...
Static and interactive infographics in daily tasks
Infographics are a common visual means to inform users. This paper investigates how lay people of different age, gender and educational background perceive the use of infographics for information visualization in daily tasks. We chose three topics of ...
How real and model visuals affect the test performance of elementary students
Previous studies have provided evidence that multimedia support is an important factor in test performance. However, few studies have compared the effects of real visual and model visual on test performance. The purpose of this study was to determine ...
A latent class analysis on adolescents media use and associations with health related quality of life
PurposeRecent studies linked adolescents' media use to a variety of physical, psychological and social impairments. However, research neglected that adolescents media use is complex and includes various combinations of activities such as mobile internet ...