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Cyberpsychology, Behavior and Social Networking

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https://www.readbyqxmd.com/read/28117594/psychological-distress-and-emotional-expression-on-facebook
#1
Natalya N Bazarova, Yoon Hyung Choi, Janis Whitlock, Dan Cosley, Victoria Sosik
Social network sites (SNS) are a novel social environment for college students with psychological distress to connect with their peers, but the nature and effects of these interactions are not well understood. This study reports findings from a Facebook study among 238 college students reporting nonspecific psychological distress using the K-6 scale. Behavioral data included Facebook status updates containing affect words written by participants within the past 60 days and the number of responses (comments and likes) each update received...
January 24, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28170312/problem-video-gaming-among-children-enrolled-in-tertiary-weight-management-programs
#2
Sam Stubblefield, George Datto, Thao-Ly T Phan, Lloyd N Werk, Kristin Stackpole, Robert Siegel, William Stratbucker, Jared M Tucker, Amy L Christison, Jobayer Hossain, Douglas A Gentile
Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11-17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28170311/an-open-research-community-for-studying-virtual-reality-experience
#3
Andrea Gaggioli
No abstract text is available yet for this article.
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28170310/if-people-give-up-cyberporn-will-they-get-their-mojo-back
#4
Brenda K Wiederhold
No abstract text is available yet for this article.
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28170309/octave-the-use-of-voice-for-online-security
#5
Giuseppe Riva
No abstract text is available yet for this article.
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28170308/the-connection-between-introversion-extraversion-and-social-capital-outcomes-of-playing-world-of-warcraft
#6
Felix Reer, Nicole C Krämer
Some studies indicated that playing online games yields a "rich-get-richer effect" and is especially socially beneficial for extraverted players, while other authors argue that online gaming could have compensational effects for introverted players. The current survey study (N = 409) investigates the connection between introversion/extraversion and social capital outcomes of playing the popular role-playing game World of Warcraft and shows that the rich-get-richer and the compensation perspective are not mutually exclusive...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28121464/motivations-for-social-media-use-and-impact-on-political-participation-in-china-a-cognitive-and-communication-mediation-approach
#7
Zhuo Chen, Michael Chan
Integrating uses and gratifications theory and the cognitive/communication mediation model: this study examines Chinese students' use of social media and subsequent impact on political participation. An integrative framework is proposed where media use, political expression, and political cognitions (efficacy and knowledge) play important mediating roles between audience motivations and participation. Structural equation analyses showed support for the integrated model. Guidance and social utility motivations exhibited different indirect effects on online and offline participation through social media news, discussion, and political efficacy...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28121462/how-cyberattacks-terrorize-cortisol-and-personal-insecurity-jump-in-the-wake-of-cyberattacks
#8
Daphna Canetti, Michael Gross, Israel Waismel-Manor, Asaf Levanon, Hagit Cohen
Do cyberattacks fuel the politics of threat? By what mechanism does it do so? To address these questions, we employ a technological and physiological experiment (2 × 2) involving a simulated cyberattack. Participants were randomly assigned to "cyberattack" (treatment) or "no attack" (control) conditions. We find that cyber-attacks make people more likely to express threat perceptions; we suggest salivary cortisol, a measure of stress, as the mechanism bridging cyber and the politics of threat. Contrary to existing evidence, salivary cortisol is the mechanism that translates simulated exposure to cyberattacks into political threat perceptions...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28118044/delay-discounting-of-video-game-players-comparison-of-time-duration-among-gamers
#9
Frank D Buono, Matthew E Sprong, Daniel P Lloyd, Christopher J Cutter, Destiny M B Printz, Ryan M Sullivan, Brent A Moore
Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28118031/qualitative-analysis-of-interactions-on-an-online-discussion-forum-for-young-people-with-experience-of-romantic-relationship-breakup
#10
Aidan McKiernan, Patrick Ryan, Eimear McMahon, Ellen Butler
The aim of the current study was to use qualitative analysis to examine the ways in which young people with experience of romantic relationship breakup interact with each other on an Internet-mediated discussion forum and to ascertain the function of the interactions. Participants were 31 registered forum users and 10 forum moderators. Findings were based on content analysis of 238 messages posted across 28 distinct discussion threads over 12 consecutive months. Nine different types of interaction were identified...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28118024/e-cigarette-topics-shared-by-medical-professionals-a-comparison-of-tweets-from-the-united-states-and-united-kingdom
#11
Elizabeth M Glowacki, Allison J Lazard, Gary B Wilcox
Medical professionals are now relying on social media platforms like Twitter to express their recommendations for the use or avoidance of products like electronic cigarettes (e-cigs), which may have long-term health consequences for users. The goal of this study is to compare how physicians from the United States and the United Kingdom talk about e-cigs on Twitter and identify the topics that these groups perceive as salient. Comparing tweets from the U.S. and U.K. will allow for a better understanding of how medical professionals from these countries differ in their attitudes toward e-cigs...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28085490/internet-gaming-disorder-explains-unique-variance-in-psychological-distress-and-disability-after-controlling-for-comorbid-depression-ocd-adhd-and-anxiety
#12
Benjamin T D Pearcy, Peter M McEvoy, Lynne D Roberts
This study extends knowledge about the relationship of Internet Gaming Disorder (IGD) to other established mental disorders by exploring comorbidities with anxiety, depression, Attention Deficit Hyperactivity Disorder (ADHD), and obsessive compulsive disorder (OCD), and assessing whether IGD accounts for unique variance in distress and disability. An online survey was completed by a convenience sample that engages in Internet gaming (N = 404). Participants meeting criteria for IGD based on the Personal Internet Gaming Disorder Evaluation-9 (PIE-9) reported higher comorbidity with depression, OCD, ADHD, and anxiety compared with those who did not meet the IGD criteria...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28080133/associations-between-internet-attachment-cyber-victimization-and-internalizing-symptoms-among-adolescents
#13
Brett Holfeld, Paweena Sukhawathanakul
With increasing frequency of Internet use among adolescents, there are growing concerns about their risk for becoming attached to these forms of communication and increased vulnerability for negative online experiences, including cyber victimization. The effect of these experiences on adolescent mental health is not well understood. In this study, we examine how Internet attachment is related to anxiety and depression and assess the mediating effect of cyber victimization on these associations. Participants included 1,151 middle school students (51...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28061035/validation-of-the-european-cyberbullying-intervention-project-questionnaire-for-colombian-adolescents
#14
Mauricio Herrera-López, José A Casas, Eva M Romera, Rosario Ortega-Ruiz, Rosario Del Rey
Cyberbullying is the act of using unjustified aggression to harm or harass via digital devices. Currently regarded as a widespread problem, the phenomenon has attracted growing research interest in different measures of cyberbullying and the similarities and differences across countries and cultures. This article presents the Colombian validation of the European Cyberbullying Intervention Project Questionnaire (ECIPQ) involving 3,830 high school students (M = 13.9 years old, standard deviation = 1.61; 48...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28080152/ideological-consumerism-in-colombian-elections-2015-links-between-political-ideology-twitter-activity-and-electoral-results
#15
Juan C Correa, Jorge E Camargo
Propagation of political ideologies in social networks has shown a substantial impact on voting behavior. Both the contents of the messages (the ideology) and the politicians' influence on their online audiences (their followers) have been associated with such an impact. In this study we evaluate which of these factors exerted a major role in deciding electoral results of the 2015 Colombian regional elections by evaluating the linguistic similarity of political ideologies and their influence on the Twitter sphere...
January 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28080151/whim-can-computers-be-creative
#16
Giuseppe Riva
No abstract text is available yet for this article.
January 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28080150/motives-matter-motives-for-playing-pok%C3%A3-mon-go-and-implications-for-well-being
#17
Chia-Chen Yang, Dong Liu
Mobile games such as Pokémon Go have become a major form of entertainment, and yet little is known about why people play the games and how their motives associate with well-being. Although literature on motives for playing video and online games is informative, the findings may not reflect the full spectrum of mobile gaming motives due to some unique affordances of mobile games (e.g., mobility). To catch up with the evolving gaming context, a popular mobile game, Pokémon Go, was taken as an example to explore individuals' mobile gaming motives...
January 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28080149/positive-preferences-the-emotional-valence-of-what-an-avatar-says-matters
#18
Jennifer Wu, Philipp Kraemer
This study examined preferences and ascriptions of human control for avatars associated with positive and negative language. An avatar is a graphical representation of an individual user in a virtual world. Users form judgments of other virtual world users based on the appearance and behavior of their avatars in the absence of physical cues. In particular, users have previously displayed sensitivity toward anthropomorphism and verbal behavior of avatars they encounter within virtual environments. Thus far, investigations of language in online and virtual spaces have been limited to specific contexts...
January 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28080148/beyond-direct-benefits-indirect-health-benefits-of-social-media-use
#19
Brenda K Wiederhold
No abstract text is available yet for this article.
January 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28080147/bringing-more-transparency-to-artificial-intelligence
#20
Andrea Gaggioli
No abstract text is available yet for this article.
January 2017: Cyberpsychology, Behavior and Social Networking
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