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Xavier Carbonell, Elena Guardiola, Héctor Fuster, Frederic Gil, Tayana Panova
BACKGROUND: The goals of the present work were to retrieve the scientific articles published on addiction to the Internet, video games, and cell phones and to analyze the pattern of publications in this area (who is doing the research, when and where it is taking place, and in which journals it is being published), to determine the research being conducted as well as to document geographical trends in publication over time in three types of technological addictions: Internet, cell phones, and video games...
2016: International Journal of Preventive Medicine
Linda K Kaye
No abstract text is available yet for this article.
April 2016: Cyberpsychology, Behavior and Social Networking
Xuan Zhou, Genghui Dai, Shuang Huang, Xuemin Sun, Feng Hu, Hongzhi Hu, Mirjana Ivanović
Under the modern network environment, ubiquitous learning has been a popular way for people to study knowledge, exchange ideas, and share skills in the cyberspace. Existing research findings indicate that the learners' initiative and community cohesion play vital roles in the social communities of ubiquitous learning, and therefore how to stimulate the learners' interest and participation willingness so as to improve their enjoyable experiences in the learning process should be the primary consideration on this issue...
2015: Computational Intelligence and Neuroscience
(no author information available yet)
In the January 2015 issue of Cyberpsychology, Behavior, and Social Networking (vol. 18, no. 1, pp. 3–7), the article "Individual Differences in Cyber Security Behaviors: An Examination of Who Is Sharing Passwords." by Prof. Monica Whitty et al., has an error in wording in the abstract. The sentence in question was originally printed as: Contrary to our hypotheses, we found older people and individuals who score high on self-monitoring were more likely to share passwords. It should read: Contrary to our hypotheses, we found younger people and individuals who score high on self-monitoring were more likely to share passwords...
March 2015: Cyberpsychology, Behavior and Social Networking
Matt C Howard, Bradley S Jayne
Cyberpsychology is a recently emergent field that examines the impact of technology upon human cognition and behavior. Given its infancy, authors have rapidly created new measures to gauge their constructs of interest. Unfortunately, few of these authors have had the opportunity to test their scales' psychometric properties and validity. This is concerning, as many theoretical assumptions may be founded upon scales with inadequate attributes. If this were found to be true, then previous findings in cyberpsychology studies would need to be retested, and future research would need to shift its focus to creating psychometrically sound and valid measures...
March 2015: Cyberpsychology, Behavior and Social Networking
(no author information available yet)
UNLABELLED: Healthcare delivery systems have been evolving to rely more heavily on technology. There has been a shift in care prevention, diagnosis and treatment which has decreased the importance of traditional methods of care delivery. We have put a great deal of effort into the definition of the structure of the volume and in the sequence of the contributions, so that those in search of a specific reading path will be rewarded. To this end we have divided the different chapters into six main sections: 1...
2014: Studies in Health Technology and Informatics
Brenda K Wiederhold, Giuseppe Riva
The European Commission identified active and healthy ageing as a societal challenge common to all European countries, and an area which presents considerable potential for Europe to lead the world in providing innovative responses to this challenge ( To tackle the challenge of an ageing population, the European Commission launched the European Innovation Partnership (EIP) on Active and Healthy Ageing. What can cyberpsychology offer to this process? After presenting the main features of cyberpsychology, this paper identifies in patient engagement and positive technologies the key assets that will allow the technological innovations constantly being developed to provide greater help and care in enabling elderly people to live more normal, happier, fulfilling lives...
2013: Studies in Health Technology and Informatics
Giuseppe Riva
The goal of this paper is to introduce and describe the "Positive Technology" approach - the scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation and/or replacement - as a way of framing a suitable object of study in the field of cyberpsychology and human-computer interaction. Specifically, we suggest that it is possible to use technology to influence three specific features of our experience - affective quality, engagement/actualization and connectedness - that serve to promote adaptive behaviors and positive functioning...
2012: Studies in Health Technology and Informatics
Yousri Marzouki, Inès Skandrani-Marzouki, Moez Béjaoui, Haythem Hammoudi, Tarek Bellaj
The influence of Facebook in social life keeps constantly growing. Recently, the communication of information has been vital to the success of the Tunisian revolution, and Facebook was its main "catalyst." This study examines the key reasons that explain Facebook's contribution to this historical event, as perceived by Tunisian Internet users. To do so, we launched this study 5 days after the fall of the regime using an online questionnaire in which participants (N=333) first rated the importance of Facebook in the Tunisian revolution and then explained the reasons for their ratings...
May 2012: Cyberpsychology, Behavior and Social Networking
Giuseppe Riva, Rosa M Baños, Cristina Botella, Brenda K Wiederhold, Andrea Gaggioli
It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this paper, we contend that the quality of experience should become the guiding principle in the design and development of new technologies, as well as a primary metric for the evaluation of their applications. The emerging discipline of Positive Psychology provides a useful framework to address this challenge...
February 2012: Cyberpsychology, Behavior and Social Networking
Brenda K Wiederhold
No abstract text is available yet for this article.
December 2010: Cyberpsychology, Behavior and Social Networking
James R Baker, Susan M Moore
The authors conducted two studies on the characteristics of bloggers and the psychosocial effects of blogging, both published in CyberPsychology and Behavior. The publication of the first article attracted considerable multinational media attention with over 70 incidents of press coverage in the first 3 weeks after publication. As a consequence, commentary on the research emerged on 167 blogs in the same time period. Many of the comments surrounded the validity of the research findings, and thus an opportunity arose to re-evaluate the research outcomes based on the unsolicited responses posted by bloggers...
June 2011: Cyberpsychology, Behavior and Social Networking
Brenda K Wiederhold
No abstract text is available yet for this article.
October 2009: Cyberpsychology & Behavior
Carlo Galimberti, Francesca Cilento Ibarra
The aim of this work is to propose Intersubjectivity as a key concept in a social interpretation of online dynamics while studying CyberPsychology and its applications. Dialogue is the inner soul of the Self, considered as "a dynamic multiplicity of voiced positions." The link between the Self and the Others must be considered too. Through dialogue, interlocutors negotiate both ideas and their self-images. Starting from 'single' intentions (a representation of what each participant wants to present outside), interactions support a co-construction of shared and linked images of interlocutors, called Subjectivities...
2009: Studies in Health Technology and Informatics
Xavier Carbonell, Elena Guardiola, Marta Beranuy, Ana Bellés
OBJECTIVES: The aim of this study was to locate the scientific literature dealing with addiction to the Internet, video games, and cell phones and to characterize the pattern of publications in these areas. METHODS: One hundred seventy-nine valid articles were retrieved from PubMed and PsycINFO between 1996 and 2005 related to pathological Internet, cell phone, or video game use. RESULTS: The years with the highest numbers of articles published were 2004 (n = 42) and 2005 (n = 40)...
April 2009: Journal of the Medical Library Association: JMLA
M P Huang
Presence is a concept arising from the use of sophisticated remote control devices and virtual reality equipment. It refers to the user's sense of being at a remote or virtual environment. This introduction briefly describes some of how the research on this concept developed, as well as some of the issues of how it is defined and measured. It also suggests that earlier research has been biased towards analyzing how attributes of technology or the environment impacts the individual rather than examining how individual psychological, cognitive, and attentional variables affect our virtual interactions...
1999: Cyberpsychology & Behavior
David Smahel, Lukas Blinka, Ondrej Ledabyl
Addiction to online role-playing games is one of the most discussed aspects of recent cyberpsychology, mainly for its potentially negative impact on the social lives of young people. In our study, we focus on some aspects of youth and adolescent addiction to MMORPGs. We investigated connections between players and their game characters and examined if, and in what ways, player relationship to their character affected potential addiction. Players attitude to their characters seems to play a specific role, since players who tend to be addicted view their characters as being superior and more often wish to be like their characters in their real lives...
December 2008: Cyberpsychology & Behavior
Douglas Eames, Hisanobu Kaiya, Eiji Yoshida, Reiko Iwasa
No abstract text is available yet for this article.
2006: Seishin Shinkeigaku Zasshi, Psychiatria et Neurologia Japonica
Merel Krijn, Paul M G Emmelkamp, Roeline Biemond, Claudius de Wilde de Ligny, Martijn J Schuemie, Charles A P G van der Mast
In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia. Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence). VRET in general was found to be more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Results were maintained at 6 months follow-up. Results of VRET were comparable with those of exposure in vivo (Cyberpsychology and Behavior 4 (2001) 335)...
February 2004: Behaviour Research and Therapy
Bruno Emond, Robert L West
This paper argues for the relevance of cognitive modeling and cognitive architectures to cyberpsychology. From a human-computer interaction point of view, cognitive modeling can have benefits both for theory and model building, and for the design and evaluation of sociotechnical systems usability. Cognitive modeling research applied to human-computer interaction has two complimentary objectives: (1) to develop theories and computational models of human interactive behavior with information and collaborative technologies, and (2) to use the computational models as building blocks for the design, implementation, and evaluation of interactive technologies...
October 2003: Cyberpsychology & Behavior
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