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Volume 102, Issue CJan 2020
Publisher:
  • Elsevier Science Publishers B. V.
  • PO Box 211 1000 AE Amsterdam
  • Netherlands
ISSN:0747-5632
Reflects downloads up to 30 Nov 2024Bibliometrics
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editorial
Regular Articles
research-article
Reactions to others’ misfortune on social media: Effects of homophily and publicness on schadenfreude, empathy, and perceived deservingness
Abstract

Social media has become a popular venue for support seeking, which often involves self-disclosure about one's misfortune. To examine how help-related emotions and cognitions as responses to such disclosure might be influenced by ...

Highlights

  • Misfortune disclosed by dissimilar others amplified perceived deservingness and inhibited empathy.

research-article
Avatar capital: The relationships between player orientation and their avatar's social, symbolic, economic and cultural capital
Abstract

Our everyday lives are increasingly digitized, virtualized and gamified. People increasingly live and act through a collection of various digital personas and avatars. However, the question of how peoples' psychological traits may ...

Highlights

  • We investigate the relationship between player orientation and avatar capital.
  • ...

research-article
Do pop-up notifications regarding smartphone use decrease screen time, phone checking behavior, and self-reported problematic smartphone use? Evidence from a two-month experimental study
Abstract

Although associations between problematic smartphone use (PSU), or impaired functioning in different aspects of life due to excessive smartphone use, and psychopathology are well-established, the body of research including objectively ...

Highlights

  • The aim was to examine the effect of pop-up notifications on smartphone use.
  • ...

research-article
Phone use while parenting: An observational study to assess the association of maternal sensitivity and smartphone use in a playground setting
Abstract

Smartphone use has become an “always-on” activity. Caring for children and being sensitive to their needs seems to conflict with this immersive and time-consuming activity. Building on John Bowlby's Attachment Theory, we focused on how ...

Highlights

  • 43 of 89 observed mothers used their smartphone on playgrounds.
  • Phones were ...

research-article
Human moral reasoning types in autonomous vehicle moral dilemma: A cross-cultural comparison of Korea and Canada
Abstract

The widespread of Autonomous Vehicle (AV) promises a transportation system revolution. Despite its potential benefits, there has been an unsolved discussion of how AV should behave during unavoidable crash situations, which is known as ...

Highlights

  • Cultural comparison of the decision-making process in autonomous vehicle moral dilemma
  • •32 moral ...

research-article
Are Massively Multiplayer Online Role-Playing Games healthy or not and why? Preliminary support for a Compensatory Social Interaction model
Abstract

Data and theory have generated mixed results about the positive versus negative psychological effects of massively multiplayer role-playing games (MMORPGs). Such games provide opportunities to interact with others in ways that (like in-...

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Highlights

  • MMORPG guild play correlated with increases in both online social support and peer victimization.

research-article
Evaluating E-learning systems success: An empirical study
Abstract

E-learning, as a direct result of the integration of technology and education, has emerged as a powerful medium of learning particularly using Internet technologies. The undeniable significance of e-learning in education has led to a ...

Highlights

  • Study on evaluating e-learning systems success in one of the UK universities.
  • ...

research-article
Hashtag homophily in twitter network: Examining a controversial cause-related marketing campaign
Abstract

Social media such as Twitter generate vibrant discussions related to key sociopolitical issues and have great ability to project various discourses into public arena. Yet, these discourses can be overwhelming and heated, in particular ...

Highlights

  • Twitter users are very reactive to influencers and other users when discussing Gillette’s cause-related marketing campaign.

research-article
Design of virtual environments for the treatment of agoraphobia: Inclusion of culturally relevant elements for the population of the Dominican Republic
Abstract

Virtual Reality is a powerful tool for the treatment of agoraphobia. However, how effective is the use of these scenarios when they do not resemble the sociocultural context? Literature suggests that the inclusion of culturally ...

Highlights

  • The inclusion of cultural elements reduces the gap between virtual and real contexts.

research-article
Passion as an excuse to procrastinate: A cross-cultural examination of the relationships between Obsessive Internet passion and procrastination
Abstract

The problem of excessive Internet use has received increased interest from the public and scientists alike. Published research, however, remains inconclusive regarding whether the consequences of excessive Internet use on the ...

Highlights

  • Internet use for social interaction, entertainment and Internet idling link to procrastination.

research-article
How people with dementia use twitter: A qualitative analysis
Abstract

People with dementia are publicly sharing their experiences of living with the condition and acting collectively to produce social change. Social media could support them in doing this, but no previous studies have comprehensively ...

Highlights

  • People with dementia are using Twitter to fight for representation, fundraise, lobby politicians, and raise awareness.

research-article
Effects of digital video-based feedback environments on pre-service teachers’ feedback competence
Abstract

The present study investigates the added value of blended digital video-based feedback environments in fostering pre-service teachers' feedback competence on teaching during a practicum. Pre-service teachers practised providing their ...

Highlights

  • Effects of face-to-face and digital video-based feedback environments were compared.

research-article
The differential impact of “mood” on consumers’ decisions, a case of mobile payment adoption
Abstract

Research on consumer technology adoption has predominantly focused on technology acceptance models; the role of consumers' affective states and individual characteristics has largely remained underexplored. Drawing on the Mood-Behavior ...

Highlights

  • Consumer's mood is an important determinant of in-store m-payment adoption decision.

research-article
Inauthentic self-presentation on facebook as a function of vulnerable narcissism and lower self-esteem
Abstract

This study was the first to delineate the role of grandiose narcissism and vulnerable narcissism, in addition to self-esteem and self-monitoring, in predicting authentic self-presentation on Facebook. Facebook users (N = 155) answered ...

Highlights

  • Examined congruence between the true self and the Facebook self.
  • Grandiose ...

research-article
The impact of learner metacognition and goal orientation on problem-solving in a serious game environment
Abstract

To understand the impact of learner metacognition and goal orientation on problem-solving, this study investigated 159 undergraduate students’ metacognition, goal orientations, and their problem-solving performances and processes in a ...

Highlights

  • Computer log data was used to analyze leaner problem-solving process.
  • ...

research-article
Absolute monopoly, areas of control or democracy? Examining gender differences in health participation on social media
Abstract

Health-related use of the internet and social media entails a combination of searching for health information and participating in health-related activities. While searching for health information has been extensively studied, the ...

Highlights

  • No gender differences exist in sharing of health experience and discussion of work by health professionals /organizations.

research-article
Swiping more, committing less: Unraveling the links among dating app use, dating app success, and intention to commit infidelity
Abstract

The present study was conducted to explore the cognitive processes linking people's perceptions of their mobile dating app experience and their intention to commit infidelity. Three hundred and ninety-five participants were recruited ...

Highlights

  • 395 participants completed a survey on their dating app use.
  • Dating app success ...

research-article
Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win
Abstract

Loot boxes are items in video games that may be bought with real-world money but contain randomised contents. Due to similarities between loot boxes and gambling, various countries are considering regulating them to reduce gambling-...

Highlights

  • Preregistered analysis replicates links between loot box spending and problem gambling (η2 = 0.092).

research-article
Staying silent and speaking out in online comment sections: The influence of spiral of silence and corrective action in reaction to news
Abstract

Through the lenses of Spiral of Silence Theory, the Corrective Action Hypothesis, and peer influence research, we conducted an online experiment to identify the influence of varying opinion climates on opinion expression about a news ...

Highlights

  • Homogenous opinion climates shifted opinions more than mixed climates.
  • Comments ...

research-article
The serially mediated relationship between emerging adults’ social media use and mental well-being
Abstract

Social media use can negatively influence emerging adults' mental well-being. Therefore, this study explored the relation between social media use and mental well-being through difficulties with emotion regulation and perceived stress ...

Highlights

  • Social media use is related to mental health problems among emerging adults.
  • ...

research-article
Online and face-to-face classroom multitasking and academic performance: Moderated mediation with self-efficacy for self-regulated learning and gender
Abstract

Research has shown that multitasking in classrooms negatively impacts students' academic performance. This study investigated the indirect effects of multitasking on academic performance (i.e., Grade Point Average [GPA]) through self-...

Highlights

  • Multitasking was negatively related to students' Grade Point Average (GPA) in online and face-to-face classrooms.

research-article
Abandonment of personal quantification: A review and empirical study investigating reasons for wearable activity tracking attrition
Abstract

Wearable activity trackers hold great potential for facilitating self-regulated health behavior, thereby improving physical fitness and preventing cardiovascular diseases. Unfortunately, many users discontinue tracking after only a few ...

Highlights

  • We examined reasons for tracker abandonment via online questionnaire.
  • Most ...

research-article
Young people's priorities for support on social media: “It takes trust to talk about these issues”
Abstract

Online interventions are viewed as having great potential for reaching youth in distress, but little is actually known about how well these interventions fit with young people's own priorities and practices with online support. This ...

Highlights

  • Trust is a prerequisite for youth receiving or giving support to their peers on social media.

research-article
Technology can sting when reality bites: Adolescents’ frequent online coping is ineffective with momentary stress
Abstract

The fact that youth widely engage with the online space in order to improve their emotional health has been lost amongst the debate surrounding adolescents' technology use and associated well-being. Two studies focused on adolescents’ ...

Highlights

  • Adolescents widely endorse going online to cope.
  • No relation was found between ...

research-article
Cyberbullying through the lens of social influence: Predicting cyberbullying perpetration from perceived peer-norm, cyberspace regulations and ingroup processes
Abstract

In the present research we analyzed the social influence mechanisms that back the relation between peer group norms regarding cyberbullying behaviors and individual cyberbullying perpetration. In a sample of adolescents (N = 3511, age: ...

Highlights

  • The study focuses on the relation between group-norms and cyberbullying perpetration.

research-article
The uncanny of mind in a machine: Humanoid robots as tools, agents, and experiencers
Abstract

The uncanny valley hypothesis suggests that a high (but not perfect) human-likeness of robots is associated with feelings of eeriness. We distinguished between experience and agency as psychological representations of human-likeness. ...

Highlights

  • The uncanny valley hypothesis and the mind perception literature served as theoretical frameworks.

research-article
Exploring predictors of online gambling in a nationally representative sample of Spanish adolescents
Abstract

The Internet plays a central role in the daily life of most adolescents. Despite the numerous potential benefits the Internet affords, it can also lead to problematic behaviours. This study analyses several risk and protective factors ...

Highlights

  • Six percent of Spanish youth, aged 14–18 years, reported online gambling.
  • Four ...

research-article
The role of popularity and digital self-monitoring in adolescents' cyberbehaviors and cybervictimization
Abstract

Popularity in adolescence predicts heightened prosocial behavior, aggression, and peer victimization in face-to-face contexts. According to Resource Control Theory, individuals who employ both prosocial and aggressive strategies have ...

Highlights

  • Popularity predicted heightened cyberprosocial behavior and cyberaggression.
  • ...

research-article
I'm just trolling: The role of normative beliefs in aggressive behaviour in online gaming
Abstract

Based on the social-cognitive information processing model and the theory of normative beliefs, this study tests if gamers normalise aggression in games, and whether these normative beliefs explain their aggressive behaviour in games. ...

Highlights

  • Gamers found aggression more acceptable and tolerable when it occurs online, compared to offline.

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