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Cyberpsychology, Behavior and Social Networking

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https://www.readbyqxmd.com/read/29293374/computer-mobile-device-screen-time-of-children-and-their-eye-care-behavior-the-roles-of-risk-perception-and-parenting
#1
Fong-Ching Chang, Chiung-Hui Chiu, Ping-Hung Chen, Nae-Fang Miao, Jeng-Tung Chiang, Hung-Yi Chuang
This study assessed the computer/mobile device screen time and eye care behavior of children and examined the roles of risk perception and parental practices. Data were obtained from a sample of 2,454 child-parent dyads recruited from 30 primary schools in Taipei city and New Taipei city, Taiwan, in 2016. Self-administered questionnaires were collected from students and parents. Fifth-grade students spend more time on new media (computer/smartphone/tablet: 16 hours a week) than on traditional media (television: 10 hours a week)...
January 2, 2018: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29261342/the-prevalence-and-gratification-of-nude-self-presentation-of-men-who-have-sex-with-men-in-online-dating-environments-attracting-attention-empowerment-and-self-verification
#2
Richard Lemke, Simon Merz
This study builds on research about the importance of body presentation among men who have sex with men (MSM) by exploring the phenomenon of nude body presentation in online dating environments. In a quantitative survey of N = 9,235 MSM users of a gay online dating site (ODS) in Germany, the prevalence of nude pictures and gratifications sought while displaying them were investigated. About two-thirds of the participants declared that they use nude pictures in their dating profiles, with only small differences in prevalence between members of different ages, education levels, and sexual orientation...
December 20, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29211508/exploring-stereotypical-perceptions-of-female-players-in-digital-gaming-contexts
#3
Linda K Kaye, Claire E Gresty, Natasha Stubbs-Ennis
Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes toward female players. This included avatar gender, gender identity by gaming context, as well as more general gender-role beliefs. We undertook two studies, each utilizing an online questionnaire targeted toward online players. Study 1 recruited online gamers (N = 489) and compared competence perceptions of players, which varied by player gender (male, female) and avatar gender (male, female), whereby four conditions were established...
December 6, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29211504/usefulness-of-the-mobile-virtual-reality-self-training-for-overcoming-a-fear-of-heights
#4
Yeon-Ju Hong, Hesun Erin Kim, Young Hoon Jung, Sunghyon Kyeong, Jae-Jin Kim
A mobile virtual reality system, equipped with built-in variables such as heart rate (HR), gaze-down data, and subjective fear rating, can allow individuals with a fear of heights to overcome it by self-training. This study aimed to verify the efficacy and safety of the training program. Forty-eight volunteers completed the four-session self-training program over 2 weeks. They were allocated into either low- or high-fear group by the Acrophobia Questionnaire (AQ)-anxiety scores, and then the changes of the built-in variables and AQ-anxiety scores were analyzed between the groups...
December 6, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29211500/correlates-of-tinder-use-and-risky-sexual-behaviors-in-young-adults
#5
Gilla K Shapiro, Ovidiu Tatar, Arielle Sutton, William Fisher, Anila Naz, Samara Perez, Zeev Rosberger
Tinder is a frequently used geosocial networking application that allows users to meet sexual partners in their geographical vicinity. Research examining Tinder use and its association with behavioral outcomes is scarce. The objectives of this study were to explore the correlates of Tinder use and risky sexual behaviors in young adults. Participants aged 18-26 were invited to complete an anonymous online questionnaire between January and May 2016. Measures included sociodemographic characteristics, Tinder use, health related behaviors, risky sexual behaviors, and sexual attitudes...
December 6, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29148827/for-video-games-bad-news-is-good-news-news-reporting-of-violent-video-game-studies
#6
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
#7
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/29334474/blockchain-technology-living-in-a-decentralized-everything
#8
Andrea Gaggioli
No abstract text is available yet for this article.
January 2018: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29334473/titanium-tools-for-the-investigation-of-transactions-in-underground-markets
#9
Giuseppe Riva
No abstract text is available yet for this article.
January 2018: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29334472/when-second-life-becomes-real-life-the-evolution-of-self-presentation
#10
Brenda K Wiederhold
No abstract text is available yet for this article.
January 2018: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29334471/special-issue-on-constructing-the-self-online
#11
Chris Fullwood, Alison Attrill-Smith
No abstract text is available yet for this article.
January 2018: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29243964/subcultron-robotic-exploration-of-unconventional-environmental-niches
#12
Giuseppe Riva
No abstract text is available yet for this article.
December 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29243963/how-did-the-information-flow-in-the-alphago-hashtag-network-a-social-network-analysis-of-the-large-scale-information-network-on-twitter
#13
Jinyoung Kim
As it becomes common for Internet users to use hashtags when posting and searching information on social media, it is important to understand who builds a hashtag network and how information is circulated within the network. This article focused on unlocking the potential of the #AlphaGo hashtag network by addressing the following questions. First, the current study examined whether traditional opinion leadership (i.e., the influentials hypothesis) or grassroot participation by the public (i.e., the interpersonal hypothesis) drove dissemination of information in the hashtag network...
December 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29243962/reconceptualizing-the-link-between-screen-time-when-gaming-with-physical-activity-and-sedentary-behavior
#14
Linda K Kaye, Andrew R Levy
With public health concerns surrounding rates of sedentary behavior (SB), there is often speculation on the role of screen time (in which "computer gaming" is commonly encompassed) as a key contributor to this epidemic. We argue that these assertions are based upon a number of problematic assumptions. Particularly, the notion that screen time necessitates inactivity or SB can be refuted based on the empirical literature. In addition, digital gaming as one so-called problematic screen-time behavior consists of a failed assumption that all games proffer equivalent physical affordances...
December 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29243961/phygital-spaces-when-atoms-meet-bits
#15
Andrea Gaggioli
No abstract text is available yet for this article.
December 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29243960/what-can-behavioral-healthcare-learn-from-digital-medicine
#16
Brenda K Wiederhold
No abstract text is available yet for this article.
December 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125793/re-aging-reassessing-aging-from-a-population-perspective
#17
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
#18
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
#19
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
#20
Andrea Gaggioli
No abstract text is available yet for this article.
November 2017: Cyberpsychology, Behavior and Social Networking
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