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Cyberpsychology, Behavior and Social Networking

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https://www.readbyqxmd.com/read/29148827/for-video-games-bad-news-is-good-news-news-reporting-of-violent-video-game-studies
#1
Allen Copenhaver, Oana Mitrofan, Christopher J Ferguson
News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper coverage approached significance...
November 17, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29148826/engagement-in-the-overdose-risk-information-orion-e-health-tool-for-opioid-overdose-prevention-and-self-efficacy-a-preliminary-study
#2
Giuseppe Carrà, Cristina Crocamo, Gerald Humphris, Tommaso Tabacchi, Francesco Bartoli, Julia Neufeind, Norbert Scherbaum, Alexander Baldacchino
Increasing awareness of, and information about, overdose risk is an appropriate approach in risk reduction. e-Health technology in substance use disorders is an opportunity to support behavioral changes related to public health concerns. The present study aimed to evaluate the short-term impact of an innovative e-health psychoeducational software, the Overdose RIsk InfOrmatioN (ORION) tool. The ORION programme provided relevant information to opioid-dependent individuals about the risk of suffering a drug overdose as a result of high risky and dysfunctional behaviors...
November 17, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29053387/facebook-false-self-presentation-behaviors-and-negative-mental-health
#3
Elizabeth J Wright, Katherine M White, Patricia L Obst
As research examining what constitutes Facebook false self-presentation is lacking, the aim of this study was to develop a preliminary inventory of Facebook false self-presentation behaviors, as well as identify predictors and possible outcomes. Participants (N = 211) completed questions regarding frequency of engagement in Facebook false self-presentation behaviors, as well as self-esteem, social influences, motivation strategies, well-being, depression, anxiety, and stress. Results indicated the presence of two distinct false self-presentation behaviors: lying (e...
October 20, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29053372/the-importance-of-adolescents-sexually-outgoing-self-concept-differential-roles-of-self-and-other-generated-sexy-self-presentations-in-social-media
#4
Johanna M F van Oosten, Dian A de Vries, Jochen Peter
The present study investigated the relationships between (exposure to) sexy self-presentations on social network sites (SNSs) and adolescents' sexual self-concept over time. Results from a three-wave panel study among 1,288 Dutch adolescents (aged 13-17 years) showed that more frequent engagement in sexy self-presentation, rather than exposure to sexy self-presentations of others, on SNSs positively predicted the importance of being sexually outgoing (e.g., sexy, seductive, and wild) in adolescents' self-concept 6 months later...
October 20, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29048944/risk-factors-for-social-networking-site-scam-victimization-among-malaysian-students
#5
Grainne H Kirwan, Chris Fullwood, Brendan Rooney
Social networking sites (SNSs) can provide cybercriminals with various opportunities, including gathering of user data and login credentials to enable fraud, and directing of users toward online locations that may install malware onto their devices. The techniques employed by such cybercriminals can include clickbait (text or video), advertisement of nonexistent but potentially desirable products, and hoax competitions/giveaways. This study aimed to identify risk factors associated with falling victim to these malicious techniques...
October 19, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29048939/supporting-law-enforcement-personnel-working-with-distressing-material-online
#6
Nicola Fortune, Brendan Rooney, Grainne H Kirwan
This study aimed to expand on previous research by gathering international data on key stressors impacting on computer forensic investigators who are exposed to child exploitation material (CEM) as part of their role. Semistructured interviews were conducted with five members of law enforcement (LE) working in this area, from five independent and internationally separated organizations. The results of these interviews were explored using thematic analysis. The three key themes identified were "stressors related to work investigating CEM online," "strategies for mediating stress related to investigating CEM online," and "training to investigate CEM online...
October 19, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29048938/cybercrime-victimization-and-subjective-well-being-an-examination-of-the-buffering-effect-hypothesis-among-adolescents-and-young-adults
#7
Markus Kaakinen, Teo Keipi, Pekka Räsänen, Atte Oksanen
The wealth of beneficial tools for online interaction, consumption, and access to others also bring new risks for harmful experiences online. This study examines the association between cybercrime victimization and subjective well-being (SWB) and, based on the buffering effect hypothesis, tests the assumption of the protective function of social belonging in cybercrime victimization. Cross-national data from the United States, United Kingdom, Germany, and Finland (N = 3,557; Internet users aged 15-30 years; 49...
October 19, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28846024/an-online-life-like-any-other-identity-self-determination-and-social-networking-among-adults-with-intellectual-disabilities
#8
Darren D Chadwick, Chris Fullwood
Research focusing on online identity and the personal experiences of adults with intellectual disabilities (ID) is currently limited. Eleven adults with ID were interviewed regarding personal experiences of being online and using social media. Data were analyzed qualitatively using thematic network analysis. Two global themes, online relatedness and sharing and online agency and support, highlighted the positive potential of social media in enabling the development and maintenance of social bonds, valued social roles, and feelings of enjoyment, competence, autonomy, and self-worth...
August 28, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125793/re-aging-reassessing-aging-from-a-population-perspective
#9
Giuseppe Riva
No abstract text is available yet for this article.
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125792/how-digital-anxieties-are-shaping-the-next-generation-s-mental-health
#10
Brenda K Wiederhold
No abstract text is available yet for this article.
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125791/a-virtual-reality-game-to-assess-obsessive-compulsive-disorder
#11
Martine J van Bennekom, M Soemiati Kasanmoentalib, Pelle P de Koning, Damiaan Denys
The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125790/digital-social-innovation
#12
Andrea Gaggioli
No abstract text is available yet for this article.
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125789/video-game-acceptance-a-meta-analysis-of-the-extended-technology-acceptance-model
#13
Xiaohui Wang, Dion Hoe-Lian Goh
The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125788/internet-related-disorders-development-of-the-short-compulsive-internet-use-scale
#14
Bettina Besser, Hans-Jürgen Rumpf, Anja Bischof, Gert-Jan Meerkerk, Susumu Higuchi, Gallus Bischof
The addiction treatment system only reaches a small number of individuals suffering from Internet-related disorders. Therefore, it is important to improve case detection for preventive measures and brief interventions. Existing screening instruments are often time-consuming and rarely validated using clinical criteria. The aim of this study is to develop an optimized short screening for problematic Internet use and Internet addiction (IA). A regression analysis was conducted in random subsamples of a merged sample (N = 3,040; N = 1,209) to examine the item performance of the Compulsive Internet Use Scale (CIUS)...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125787/being-there-in-the-midst-of-the-story-how-immersive-journalism-affects-our-perceptions-and-cognitions
#15
S Shyam Sundar, Jin Kang, Danielle Oprean
Immersive journalism in the form of virtual reality (VR) headsets and 360°-video is becoming more mainstream and is much touted for inducing greater "presence" than traditional text. But, does this presence influence psychological outcomes of reading news, such as memory for story content, perceptions of credibility, and empathy felt toward story characters? We propose that two key technological affordances of VR (modality and interactivity) are responsible for triggering three presence-related cognitive heuristics (being-there, interaction, and realism), which influence news readers' memory and their perceptions of credibility, empathy, and story-sharing intentions...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29072960/spiritual-and-affective-responses-to-a-physical-church-and-corresponding-virtual-model
#16
Matt Murdoch, Jim Davies
Architectural and psychological theories posit that built environments have the potential to elicit complex psychological responses. However, few researchers have seriously explored this potential. Given the increasing importance and fidelity of virtual worlds, such research should explore whether virtual models of built environments are also capable of eliciting complex psychological responses. The goal of this study was to test these hypotheses, using a church, a corresponding virtual model, and an inclusive measure of state spirituality ("spiritual feelings")...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29053383/online-activity-offline-sociability-and-life-satisfaction-among-israelis-with-and-without-disabilities
#17
Ayelet Gur, Arie Rimmerman
The Internet has the power to enrich the lives of persons with and without disabilities, and increase independence and subjective well-being. Using path analysis, the study examines the role of Internet use, offline social participation, and connectedness in explaining life satisfaction among people with and without disabilities. Two mediating models have been examined: the first hypothesizes that social participation and connectedness are mediating variables between online use and life satisfaction; the second posits that the association between participation and connectedness to life satisfaction is mediated by Internet use...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29048946/how-is-frustration-related-to-online-gamer-loyalty-a-synthesis-of-multiple-theories
#18
Han-Chung Huang, Gen-Yih Liao, Kay-Ling Chiu, Ching-I Teng
Online games can frustrate their gamers, but little was known about how such frustration impacts gamer loyalty. Because novice and experienced gamers may respond differently to frustration, this study investigates how gamers' frustration influences their loyalty and how this influence may differ between novice and experienced gamers. Because of the complexity of this issue, multiple theories were synthesized to develop the theoretical model. This study collected responses from 558 online gamers. Findings indicate that frustration is positively related to novice gamers' participation in task teams, and subsequently their loyalty...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29048933/the-association-between-video-game-play-and-cognitive-function-does-gaming-platform-matter
#19
Vivian Huang, Michaelia Young, Alexandra J Fiocco
Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs)...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29039706/associations-of-self-presentation-on-facebook-with-mental-health-and-personality-variables-a-systematic-review
#20
Conal Twomey, Gary O'Reilly
Many investigations of the associations of self-presentation on Facebook with mental health and personality variables exist, but their findings have not yet been synthetized. We therefore carried out a narrative synthesis of 21 observational studies (combined N = 7,573) obtained from a systematic search of four academic databases. Significant self-presentation associations were yielded for self-esteem, perceived social support, social anxiety, well-being, depression, bipolar/mania, stress, self-consciousness, and insecure attachment...
October 2017: Cyberpsychology, Behavior and Social Networking
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