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Fear of Missing Out and Consumer Happiness on Instagram: A Serial Mediation of Social Media Influencer-Related Activities Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-20 Jung Ah Lee, Laura F. Bright, Matthew S. Eastin
Mounting research shows negative psychological effects for social media and recognizes fear of missing out (FoMO) as a key driver of social media use. This article focuses on social media influencers (SMIs) and investigates potentially positive forms of usage on psychological well-being (i.e., happiness), including how FoMO impacts consumer response to SMIs. A serial mediation model using survey data
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Twenty-Five Years of Social Media: A Review of Social Media Applications and Definitions from 1994 to 2019 Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-09 Thomas Aichner, Matthias Grünfelder, Oswin Maurer, Deni Jegeni
In this article, the authors present the results from a structured review of the literature, identifying and analyzing the most quoted and dominant definitions of social media (SM) and alternative terms that were used between 1994 and 2019 to identify their major applications. Similarities and differences in the definitions are highlighted to provide guidelines for researchers and managers who use
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Social Media Use and Adolescent Well-Being: A Narrative Review of Longitudinal Studies Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-09 Jenna Course-Choi, Linda Hammond
This article provides a narrative review of longitudinal studies investigating the impact of social media (SM) use on adolescent well-being from 2006 to 2019. A topic of popular concern, most research to date has been cross-sectional, limiting the inferences that can be drawn to correlational observations. Longitudinal studies add valuable input to extant scholarship, and they have begun to emerge
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Internet Addiction and Attention in Adolescents: A Systematic Review Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-09 Maísa Gelain Marin, Xiomara Nuñez, Rosa Maria Martins de Almeida
Internet addiction (IA) has been explored worldwide and involves some features that might harm social, psychological, and functional aspects. The vulnerability of adolescents might result in some addictive behaviors, and the Internet is one of them. The aim of this systematic review was to identify empirical studies that have been done to explore instruments that have been used to assess IA and to
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How Adolescents Use Social Media to Cope with Feelings of Loneliness and Anxiety During COVID-19 Lockdown Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-09 Verolien Cauberghe, Ini Van Wesenbeeck, Steffi De Jans, Liselot Hudders, Koen Ponnet
Next to physical health problems and economic damage, the coronavirus disease 2019 (COVID-19) pandemic and associated lockdown measures taken by governments of many countries are expected to cause mental health problems. Especially for adolescents, who highly rely on social contacts with peers, the prolonged period of social isolation may have detrimental effects on their mental health. Based on the
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How Does It Feel to Be a Woman Victim of Sexual Harassment? The Effect of 360°-Video-Based Virtual Reality on Empathy and Related Variables Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-09 Sara Ventura, Georgina Cardenas, Marta Miragall, Giuseppe Riva, Rosa Baños
Sexual harassment (SH) occurs when people—mostly women—are targets of unwanted sexual comments, gestures, or actions associated with a lack of empathy on the part of the offender. Virtual Reality (VR) has been defined as the “ultimate empathy machine” because it allows the user to take other people's perspective. The present work aims to study the effect of a 360°-video-based VR experience (vs. traditional
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Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-09 Heather Wardle, David Zendle
With the introduction of gambling-like features within video games (e.g., loot boxes) new forms of hybrid-gambling products have emerged, yet little is known about their relationship to gambling and problem gambling among those most likely to engage: young people. This article examines the relationship between the purchase of loot boxes, gambling behavior, and problem gambling among young people ages
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Emotion Regulation Difficulties, Personality, and Problematic Smartphone Use Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-09 Sharon Horwood, Jeromy Anglim
Emotion regulation has been proposed as a mechanism for the development of problematic smartphone use. In addition to examining the relationship between emotion regulation difficulties and problematic smartphone use, the current study sought to be the first to examine the relationship between subscales of emotion regulation difficulties and problematic smartphone use. It also sought to determine whether
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Social Media Exposure and College Students' Mental Health During the Outbreak of COVID-19: The Mediating Role of Rumination and the Moderating Role of Mindfulness Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-04-09 Wei Hong, Ru-De Liu, Yi Ding, Xinchen Fu, Rui Zhen, Xiaotian Sheng
In response to reports of people experiencing varying levels of anxiety and depression during the outbreak of COVID-19, researchers have argued that exposure to related information on social media is a salient contributing factor. Based on the integrated model of ruminative response style and the diathesis–stress model, it has been suggested that incorporating rumination and mindfulness may elucidate
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The Virtual Cooking Task: A Preliminary Comparison Between Neuropsychological and Ecological Virtual Reality Tests to Assess Executive Functions Alterations in Patients Affected by Alcohol Use Disorder Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-24 Irene Alice Chicchi Giglioli, Bartolomé Pérez Gálvez, Andrea Gil Granados, Mariano Alcañiz Raya
Alcohol use disorder (AUD) is a major global problem. Neuropsychological studies have shown that AUD causes deficits in executive functions (EFs), a set of higher order cognitive skills that govern individual behavior in everyday situations. Many standardized neuropsychological tests are used to evaluate EF. These are reliable and valid but have limitations in predicting real-life performance. To address
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Internet Use By People with Intellectual Disability: Exploring Digital Inequality—A Systematic Review Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-18 Sarah Glencross, Jonathan Mason, Mary Katsikitis, Kenneth Mark Greenwood
Many people with intellectual disability experience digital inequality due to a lack of Internet access; this is known as the digital divide. Digital inequality is also apparent when people with intellectual disability have Internet access, but only use it for a small number of applications (e.g., watching videos and playing games). Recently, it has been suggested that digital inequality also occurs
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To Believe or Not to Believe: Framing Analysis of Content and Audience Response of Top 10 Deepfake Videos on YouTube Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-17 YoungAh Lee, Kuo-Ting (Tim) Huang, Robin Blom, Rebecca Schriner, Carl A. Ciccarelli
This study explores popular deepfake media content and audience response in an effort to gain better understanding of the potential social and psychological impacts of deepfakes. A content analysis of the top 10 YouTube deepfake videos and their audience comments (n = 2,689) was conducted to investigate the degree to which media meta-frame influenced audience response. The results suggested that media
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Popular Discourse Around Deepfakes and the Interdisciplinary Challenge of Fake Video Distribution Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-17 Catherine Francis Brooks
This research interrogates the discourses that frame our understanding of deepfakes and how they are situated in everyday public conversation. It does so through a qualitative analysis of popular news and magazine outlets. This project analyzes themes in discourse that range from individual threat to societal collapse. This article argues how the deepfake problem discursively framed impacts the solutions
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Deepfakes: Awareness, Concerns, and Platform Accountability Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-17 Justin D. Cochran, Stuart A. Napshin
A 61 question survey was used to examine issues around “deepfake” technology. In total, 319 respondents answered questions around awareness, concerns, and the responsibility of online platforms around deepfakes. Awareness of deepfakes varies by intensity and type of social media use. Concerns about deepfakes are pronounced, but not uniform. A regression model examines the factors impacting the perceived
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“I Found a More Attractive Deepfaked Self”: The Self-Enhancement Effect in Deepfake Video Exposure Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-17 Fuzhong Wu, Yueran Ma, Zheng Zhang
With the introduction of deepfake technology, which enables digital face-swapping between two individuals, young women are no longer passive viewers of attractive celebrities, but are able to become part of the perfect images. This study used the ZAO app as the apparatus to investigate the impact of viewing the self-celebrity deepfaked videos (SCDV) on young female users' appearance self-evaluation
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Face the Uncanny: The Effects of Doppelganger Talking Head Avatars on Affect-Based Trust Toward Artificial Intelligence Technology are Mediated by Uncanny Valley Perceptions Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-17 William D. Weisman, Jorge F. Peña
This experiment (N = 228) examined how exposure to a talking head doppelganger created by an artificial intelligence (AI) program influenced affect-based trust toward AIs. Using a 3 (talking head featuring the participant's or a stranger's face, audio-only condition) by 2 (pro-AI pitch and anti-AI pitch playback) design, we uncovered that exposure to a talking head featuring the participant's face
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Effects of Disinformation Using Deepfake: The Protective Effect of Media Literacy Education Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-17 Yoori Hwang, Ji Youn Ryu, Se-Hoon Jeong
This research examines (a) the negative impact of disinformation including a deepfake video and (b) the protective effect of media literacy education. We conducted an experiment using a two disinformation message type (deepfake video present vs. absent) by three media literacy education (general disinformation vs. deepfake-specific vs. no literacy) factorial design. In the general disinformation (vs
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Deepfakes Unmasked: The Effects of Information Priming and Bullshit Receptivity on Deepfake Recognition and Sharing Intention Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-17 Serena Iacobucci, Roberta De Cicco, Francesca Michetti, Riccardo Palumbo, Stefano Pagliaro
The study aims to test whether simple priming of deepfake (DF) information significantly increases users' ability to recognize DF media. Although undoubtedly fascinating from a technological point of view, these highly realistic artificial intelligent (AI)-generated fake videos hold high deceptive potential. Both practitioners and institutions are thus joining forces to develop debunking strategies
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The Real Threat of Deepfake Pornography: A Review of Canadian Policy Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-17 Vasileia Karasavva, Aalia Noorbhai
Deepfakes may refer to algorithmically synthesized material wherein the face of a person is superimposed onto another body. To date, most deepfakes found online are pornographic, with the people depicted in them rarely consenting to their creation and publicization. Deepfakes leave anyone with an online presence vulnerable to victimization. As a testament to policy often being reactionary to antisocial
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Influences of a Virtual Reality Experience on Dissociation, Mindfulness, and Self-Efficacy Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-18 Marta Mondellini, Stefano Mottura, Marco Guida, Alessandro Antonietti
An experiment on a nonclinical sample to investigate influences of virtual reality (VR) on dissociation, mindfulness, and self-efficacy is reported. The participants were immersed for 20 minutes with a VR system in a large virtual apartment and have been charged to look around and find a set of objects previously observed on pictures. Questionnaires pre- and postimmersion were administered to measure
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Examining Associations Between Social Networking Site Alcohol-Specific Social Norms, Posting Behavior, and Drinking to Cope During the COVID-19 Pandemic Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-16 Dana M. Litt, Lindsey M. Rodriguez, Sherry H. Stewart
Emerging research suggests that there may be important links between social networking site (SNS) use and alcohol consumption specific to COVID-19. In addition, substantial research indicates that descriptive normative perceptions are a strong predictor of drinking behavior more generally. However, less is known about SNS-specific norms and how they might be associated with health-related behavior
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In-Person and Virtual World Mindfulness Training: Trust, Satisfaction, and Learning Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-02 Valerie J. Rice, Paul J. Schroeder
Virtual worlds (VWs) present a viable, low-cost delivery mechanism for telehealth services. Although preliminary reports support the effectiveness of VWs in terms of health metrics, few studies have examined the perceived benefits and learning potential for military service members and veterans. Trust is integral to any interaction and may be even more important, and problematic to establish, during
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The Impact of Social Endorsement Cues and Manipulability Concerns on Perceptions of News Credibility Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-03-02 Slgi “Sage” Lee, Fan Liang, Lauren Hahn, Daniel S. Lane, Brian E. Weeks, Nojin Kwak
Social endorsement cues (SEC) offer information about how online users have engaged and evaluated online content. Some view that SEC thus can serve as useful heuristics when users evaluate the credibility of news content on social media. At the same time, SEC can be manipulated by a variety of commercial and political actors on social media. This study examines whether SEC influence individuals' credibility
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Effects of Transcranial Direct Current Stimulation on Cognitive and Affective Outcomes Using Virtual Stimuli: A Systematic Review Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-24 Justin Asbee, Thomas D. Parsons
Transcranial direct current stimulation (tDCS) is a noninvasive form of brain stimulation used to influence neural activity. While early tDCS studies primarily used static stimuli, there is growing interest in dynamic stimulus presentations using virtual environments (VEs). This review attempts to convey the state of the field. This is not a quantitative meta-analysis as there are not yet enough studies
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The Impact of Rejection Sensitivity on Self-Disclosure Within the Context of Online Dating Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-22 Ginette C. Blackhart, Daisy K. Hernandez, Elizabeth Wilson, Margaret A. Hance
Prior research suggests that rejection sensitive individuals may find it easier to express their true selves in an online environment. The purpose of the present study was to examine the extent to which rejection sensitivity (RS) and true self influence self-disclosure within the context of online dating. We collected data from a total of 1,295 individuals who completed an online survey. For those
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An Exploratory Analysis of Different Problematic Internet Use Profiles in Cybervictims, Cyberbullies, and Cyberbully Victims Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-22 Juan M. Machimbarrena, Joaquín González-Cabrera, Irene Montiel, Jéssica Ortega-Barón
The Internet has brought about a paradigm shift in the lives of many people, especially adolescents. While it has opened great possibilities, it has also led to various risks such as cyberbullying and problematic Internet use (PIU). These two constructs have been extensively researched individually and jointly, but the existence of different profiles of problematic use according to the role a person
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A Content Analysis of Reddit Users' Perspectives on Reasons for not Following Through with a Suicide Attempt Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-18 Andre Mason, Kyungho Jang, Kirsten Morley, Damian Scarf, Sunny C. Collings, Benjamin C. Riordan
Despite a growing understanding of the triggers for suicidal thoughts and behavior, little is known about the mechanisms that prevent people from killing themselves. The goal of the present study was to use publicly available Reddit data to better understand the reasons that people give for not following through with a potentially lethal suicide attempt. Threads containing key terms (e.g., “kill yourself”)
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Online Social Connection as a Buffer of Health Anxiety and Isolation During COVID-19 Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-18 Jaimee Stuart, Karlee O'Donnell, Alex O'Donnell, Riley Scott, Bonnie Barber
COVID-19 has given rise to a myriad of social, psychological, and health-related complications. The specific mental health implications of COVID-19 are still being uncovered, but we know that there are likely to be negative outcomes for many people. This is particularly the case for vulnerable members of the community, such as those with high health anxiety, and under conditions where individuals feel
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Facing with Collaborative Robots: The Subjective Experience in Senior and Younger Workers Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-17 Chiara Rossato, Patrik Pluchino, Nicola Cellini, Giulio Jacucci, Anna Spagnolli, Luciano Gamberini
In the past few years, collaborative robots (i.e., cobots) have been largely adopted within industrial manufacturing. Although robots can support companies and workers in carrying out complex activities and improving productivity, human factors related to cobot operators have not yet been thoroughly investigated. The present study aims to understand the subjective experience of younger and senior workers
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Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Giuseppe Riva, Brenda K. Wiederhold, Fabrizia Mantovani
The persistence of the coronavirus-caused respiratory disease (COVID-19) and the related restrictions to mobility and social interactions are forcing a significant portion of students and workers to reorganize their daily activities to accommodate the needs of distance learning and agile work (smart working). What is the impact of these changes on the bosses/teachers' and workers/students' experience
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Associations Between Social Anxiety, Depression, and Use of Mobile Dating Applications Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Ariella P. Lenton-Brym, Vincent A. Santiago, Beverley K. Fredborg, Martin M. Antony
This study explores associations between symptoms of social anxiety (SA) and depression with participants' extent of dating app use, self-reported motivations for dating app use, and likelihood of initiating interaction with dating app matches. Three-hundred seventy-four participants completed an online battery of surveys that examined psychopathology and dating app use. SA and depression symptoms
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Social Context and Gaming Motives Predict Mental Health Better Than Time Played: An Exploratory Regression Analysis with over 13,000 Video Game Players Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Marian Sauter, Tina Braun, Wolfgang Mack
Video gaming has become massively adopted over the last years and Internet gaming disorder (IGD) has been noted as an increasing mental health problem. In this context, earlier studies focused on raw playtime (number of hours). Later studies also incorporated gaming motives while social contexts were not considered directly. Because social inclusion is one of the most powerful predictors of general
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Internet Adoption in Older Adults: Findings from the Health and Retirement Study Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Birthe Macdonald, Gizem Hülür
Being able to use the Internet is becoming increasingly important in today's digitized society. Evidence suggests that older adults are at risk of being left behind by technological developments. We examined Internet adoption in older adults in relation to sociodemographic, health, cognitive, social, and personality factors. We used data from the Health and Retirement Study (n = 5,949; 61 percent women;
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Psychometric Properties of the Compulsive Internet Use Scale in Spain, Colombia, and Mexico Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Alejandra Sarmiento, Izabela Zych, Mauricio Herrera-López, Ulises Delgado Sánchez, Atte Oksanen
Information and communication technologies provide a new context for interpersonal relationships, learning and professional activities. Nevertheless, there are several risks related to technology use, including compulsive Internet use. Even though compulsive Internet use has been identified as an important problem behavior in young people, there are still gaps in knowledge regarding its measurement
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#Coronavirus: Monitoring the Belgian Twitter Discourse on the Severe Acute Respiratory Syndrome Coronavirus 2 Pandemic Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Sebastian Kurten, Kathleen Beullens
In this study, a social media analysis is conducted to examine the public discourse about the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) pandemic on Twitter. In particular, this study aims to examine (a) how the number of tweets varies as a function of the timeline of the pandemic and associated measures and (b) how the content of these tweets, including displayed emotions, changes
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Whose Tweets on COVID-19 Gain the Most Attention: Celebrities, Political, or Scientific Authorities? Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Mikołaj Kamiński, Cyntia Szymańska, Jan Krzysztof Nowak
Twitter has considerable capacity for health education and proves to be an efficient and accessible communication tool in the coronavirus disease-19 (COVID-19) pandemic. Although many stakeholders saturate Twitter with COVID-19–related information, it remains unknown who disseminates information most efficaciously. COVID-19–related tweets were obtained from Twitter accounts of health agencies, governmental
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Comparing Smartphone, WhatsApp, Facebook, Instagram, and Snapchat: Which Platform Elicits the Greatest Use Disorder Symptoms? Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Dmitri Rozgonjuk, Cornelia Sindermann, Jon D. Elhai, Christian Montag
In recent years, smartphone and social networking services (SNS) use have received a great amount of scholarly attention regarding their potentially addictive effects. Conceptualized as smartphone or SNS use disorder, research has consistently demonstrated relations with daily-life impairments. However, Smartphone Use Disorder (SmUD), WhatsApp Use Disorder (WAUD), Facebook Use Disorder (FBUD), Instagram
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Free Smiles Are Worth a Lot for Social Media Influencers: The Mediating Roles of Warmth, Competence, and Admiration Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Taeyeon Kim, Glenna L. Read
This research examines how visual representation of social media influencers affects perceptions and attitudes toward influencers and their persuasive messages. Using the theoretical frameworks of the Stereotype Content Model (SCM) and the Behaviors from Interpersonal Affect and Stereotypes (BIAS) Map, Study 1 demonstrated that influencers with broad smiles were perceived as warmer and more competent
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Preschoolers' Social Cognitive Development in the Age of Screen Time Ubiquity Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Taigan L. MacGowan, Louis A. Schmidt
Is screen time exposure a double-edged sword for children's social cognitive development among today's children? We conducted a short-term prospective longitudinal study of 57 typically developing children (Mage = 54.7 months, standard deviation = 2.5 months; 27 female) to examine the association between quantity of screen time exposure during the preschool years (Time 1; age 4) and social cognitive
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Immersive Virtual Reality Therapy As a Support for Cardiac Rehabilitation: A Pilot Randomized-Controlled Trial Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Joanna Szczepańska-Gieracha, Sandra Jóźwik, Błażej Cieślik, Justyna Mazurek, Robert Gajda
Depression and anxiety can significantly reduce the effectiveness of cardiac rehabilitation (CR). Several studies have assessed the effectiveness of virtual reality (VR)-based interventions for symptoms of anxiety and depression; however, they do not relate to patients with heart disease. The aim of this study was to assess the effects of VR therapy on the mental state of patients with coronary artery
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Aggression and Consistency of Self in Cybertrolling Behavior Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-11 Nicole Strimbu, Michael O'Connell
While varying greatly across the population, aggression is a trait that is felt and displayed by most. Online, a form of aggression is cybertrolling, one of many types of cyberbullying. Cyberbullying is a harmful online behavior that is difficult to predict and prevent. To address this issue, this study examines offline aggression and online aggression (cybertrolling behavior) and the consistencies
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Exploring Viewers' Experiences of Parasocial Interactions with Videogame Streamers on Twitch Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-02-03 Tim Wulf, Frank M. Schneider, Juliane Queck
Research on parasocial interaction (PSI) has a long tradition in noninteractive environments such as watching TV or listening to radio speakers. In the past years, researchers have started to apply PSI on videogame streaming environments, where the audience can interact with the observed media persona and get immediate feedback on their messages and requests. In a 3 × 2 online experiment (N = 251)
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Emerging Adults' Expectations About the Next Generation of Robots: Exploring Robotic Needs Through a Latent Profile Analysis Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-20 Federico Manzi, Angela Sorgente, Davide Massaro, Daniela Villani, Daniele Di Lernia, Clelia Malighetti, Andrea Gaggioli, Domenico Rossignoli, Giulio Sandini, Alessandra Sciutti, Francesco Rea, Mario A. Maggioni, Antonella Marchetti, Giuseppe Riva
The investigation of emerging adults' expectations of development of the next generation of robots is a fundamental challenge to narrow the gap between expectations and real technological advances, which can potentially impact the effectiveness of future interactions between humans and robots. Furthermore, the literature highlights the important role played by negative attitudes toward robots in setting
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Relationship Development with Humanoid Social Robots: Applying Interpersonal Theories to Human/Robot Interaction Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Jesse Fox, Andrew Gambino
Humanoid social robots (HSRs) are human-made technologies that can take physical or digital form, resemble people in form or behavior to some degree, and are designed to interact with people. A common assumption is that social robots can and should mimic humans, such that human-robot interaction (HRI) closely resembles human-human (i.e., interpersonal) interaction. Research is often framed from the
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Effects of Violent Video Games on Aggressive Cognition and Aggressive Behavior Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Qian Zhang, Yi Cao, JingJin Tian
In this study, we examined how playing a violent video game affected aggressive cognition and aggressive behavior. A total of 300 children (Mage = 6.38, SD = 0.25) were randomly recruited to play a violent or a nonviolent video game. Results revealed that briefly exposing children to a violent video game increased aggressive cognition and aggressive behavior. In addition, a significant game × sex interaction
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Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Sarah M. Coyne, Laura Stockdale
A host of studies have examined the impact of playing violent video games on aggressive behavior. However, longitudinal research is rare, and existing studies have allowed little room for individual variability in the trajectories of violent video game play. The current study used a person-centered approach to examine trajectories, predictors, and outcomes of violent video game play over a 10-year
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A Longitudinal Social Network Perspective on Adolescents' Exposure to Violent Video Games and Aggression Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Geert P. Verheijen, William J. Burk, Sabine E.M.J. Stoltz, Yvonne H.M. van den Berg, Antonius H.N. Cillessen
Adolescents play video games as a social leisure activity, yet it is unclear whether peer influences play a role in spreading violent video game exposure (VVE) and aggression. It has been suggested that adolescents' aggression increases because of their friend's exposure to violent video games. This study tests this suggestion by using longitudinal social network analyses to investigate selection and
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The Role of Violent Video Game Exposure, Personality, and Deviant Peers in Aggressive Behaviors Among Adolescents: A Two-Wave Longitudinal Study Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Francisco J. López-Fernández, Laura Mezquita, Paula Etkin, Mark D. Griffiths, Generós Ortet, Manuel I. Ibáñez
The impact of violent video game exposure (VVGE) on aggressive behaviors has been extensively explored, but still remains controversial. Although some studies have shown slight detrimental short-term effects of VVGE, other studies have failed to find any consequence. In addition, the existence of long-lasting effects on aggressiveness, or their impact on adolescents, are still not well established
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Violent Video Games and Aggression: Stimulation or Catharsis or Both? Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Eun-Ju Lee, Hyun Suk Kim, Soonwook Choi
Effects of violent video games on aggression remain contentious despite decades of empirical investigations. Using eight-wave panel data collected from 662 South Korean adolescents (grades 4, 7, and 10) for a 4-year period (number of observations = 5,296), the current research critically tested competing hypotheses concerning the relations between violent video games and aggression. In so doing, we
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Violent Video Games and the P300: No Evidence to Support the Neural Desensitization Hypothesis Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Simon Goodson, Kirstie J. Turner, Sarah L. Pearson, Pelham Carter
It has been proposed that exposure to violent video games (VVGs) resulted in alterations of social behaviors such as increased aggression. The most damaging reported effect of playing VVGs is neural desensitization to violent stimuli and this is a major concern given the reported number of players and time spent playing major video game titles. The aim of this study was to investigate the existence
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“Who Are the Cyka Blyat?” How Empathy, Impulsivity, and Motivations to Play Predict Aggressive Behaviors in Multiplayer Online Games Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Maud Lemercier-Dugarin, Lucia Romo, Charles Tijus, Oulmann Zerhouni
Prior studies have mainly focused on the controversial issue of whether violent video games lead to aggressive behavior in real life. However, data regarding antisocial behavior while playing online are still scarce. In this study, we examined the relationship between toxicity (a form of verbal aggressive behavior directed against other players) in multiplayer online video games and several potential
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Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth: A Longitudinal Study Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-11 Christopher J. Ferguson, C.K. John Wang
Recent preregistered studies and analyses have suggested that links between aggressive video games (AVGs) and aggression-related outcomes may have been exaggerated in previous literature. However, concerns about AVGs remain. Although the impact of aggressive games on aggressive behaviors has been the subject of approximately a dozen preregistered studies, the potential impact of aggressive games on
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The Space Between: Nature and Machine Heuristics in Evaluations of Organisms, Cyborgs, and Robots Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2021-01-08 Jaime Banks, Autumn P. Edwards, David Westerman
Cues delivered by agents are known to trigger mental shortcuts associated with ontological category or the kind of thing an agent is. Two such heuristics are key to considering organic and machine agents, and result in biased evaluations: the machine heuristic (MH) (if machine, then systematic/unbiased, therefore its products are good) and the nature heuristic (NH) (if natural, then pure/innate, therefore
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Taking a Break from Social Media Improves Wellbeing Through Sleep Quality Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2020-12-31 Sarah Graham, Andre Mason, Benjamin Riordan, Taylor Winter, Damian Scarf
As social media use has increased in prevalence, so have concerns that social media may be detrimental to mental health and wellbeing. The primary aim of the current study was to investigate whether limiting social media use leads to increases in wellbeing. A secondary aim was to assess whether sleep quality contributed to the hypothesized relationship between social media use and wellbeing. One hundred
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The Role of Peer Support in the Growth Trajectory of Pathological Internet Use Among Youth: A Protective Factor Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2020-12-24 Hyekyung Choo, Grace S. Chng, Douglas A. Gentile, Stephanie P.C. Lau
Despite the escalating public concern about pathological use of the Internet among youth, little research has investigated the longitudinal trajectory of the problem and the role of peer support in it. This study aimed to determine the growth trajectory of pathological Internet use (PIU), identify latent subgroups presenting heterogeneous growth trajectories of PIU, and examine the initial status of
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My Privacy and Control Matter: Understanding Motivations for Using Untact Services Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2020-12-18 Ahyeon Kim, Yongjun Sung
This study's aim was to uncover psychological and social motives for using untact services and to explore the relationships between identified motivations and attitudinal and continuous behavioral intention variables. We conducted a survey with 328 untact service users, and used exploratory and confirmatory factor analysis to find underlying motivations. The findings suggest that users of untact services
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The Instagram Infodemic: Cobranding of Conspiracy Theories, Coronavirus Disease 2019 and Authority-Questioning Beliefs Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2020-12-18 Emma K. Quinn, Sajjad S. Fazel, Cheryl E. Peters
The novel coronavirus 2019 pandemic has brought about an overabundance of misinformation concerning the virus (SARS-CoV-2) and the coronavirus disease 2019 (COVID-19) it causes spreading rapidly on social media. While some more obviously untrustworthy sources may be easier for social media filters to identify and remove, an early feature was the cobranding of COVID-19 misinformation with other types
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Superior Facilitation of an Action Observation Network by Congruent Character Movements in Brain–Computer Interface Action-Observation Games Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2020-12-04 Hyunmi Lim, Jeonghun Ku
Action observation (AO) is a promising strategy for promoting motor function in neural rehabilitation. Recently, brain–computer interface (BCI)-AO game rehabilitation, which combines AO therapy with BCI technology, has been introduced to improve the effectiveness of rehabilitation. This approach can improve motor learning by providing feedback, which can be interactive in an observation task, and the
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Do We Take a Robot's Needs into Account? The Effect of Humanization on Prosocial Considerations Toward Other Human Beings and Robots Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2020-11-18 Sari R.R. Nijssen, Evelien Heyselaar, Barbara C.N. Müller, Tibor Bosse
Robots are becoming an integral part of society, yet the extent to which we are prosocial toward these nonliving objects is unclear. While previous research shows that we tend to take care of robots in high-risk, high-consequence situations, this has not been investigated in more day-to-day, low-consequence situations. Thus, we utilized an experimental paradigm (the Social Mindfulness “SoMi” paradigm)
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The Robot Made Me Do It: Human–Robot Interaction and Risk-Taking Behavior Cyberpsychology, Behavior, and Social Networking (IF 2.258) Pub Date : 2020-11-18 Yaniv Hanoch, Francesco Arvizzigno, Daniel Hernandez García, Sue Denham, Tony Belpaeme, Michaela Gummerum
Empirical evidence has shown that peer pressure can impact human risk-taking behavior. With robots becoming ever more present in a range of human settings, it is crucial to examine whether robots can have a similar impact. Using the balloon analogue risk task (BART), participants' risk-taking behavior was measured when alone, in the presence of a silent robot, or in the presence of a robot that actively