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Volume 80, Issue CMarch 2018
Reflects downloads up to 06 Oct 2024Bibliometrics
research-article
Screen overload

This study explored the effects of media multitasking on the choice and consumption of snack foods. Participants in four experimental conditions used either one medium or several media while having access to healthful and energy-dense, nutrient-poor (...

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Online social support for Danqin Mama

Voice of Chinese unwed single mothers remains unheard in public discourse in China. Since 2001, the government has enforced punishment and penalties on childbirth out of wedlock. Isolated socially offline, many turn to parenting forums as a source for ...

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Consumers' online information adoption behavior

Electronic word of mouth influences the consumer buying behavior through the online exchange of customer opinions and experiences about commodities using social networking sites. Reviews or comments posted on the Internet by consumers and experts are ...

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Self-presentation in LinkedIn portraits

LinkedIn is the largest professional social network site in the world, designed for professional networking, job seeking, and recruitment. The current study explores visual self-presentation in LinkedIn user portraits. LinkedIn portraits serve alongside ...

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That tagging was annoying

Built on expectancy violation theory, this study investigated how individuals respond to face-threatening information (FTI) on Facebook. We compared how external contingencies of self-worth (CSW; staking self-worth on others evaluations) influenced ...

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Internet gaming disorder in adolescents is linked to delay discounting but not probability discounting

Internet gaming disorder (IGD) is a behavioral addiction that is gradually becoming a public health problem. We aimed to identify the behavioral characteristics of adolescents with IGD to promote early diagnosis and intervention. As impulsivity and risk ...

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The importance of attitudes toward technology for pre-service teachers' technological, pedagogical, and content knowledge

A large body of literature suggests that attitudes toward technology and its educational use are important determinants of technology acceptance and integration in classrooms. At the same time, teachers' Technological, Pedagogical, and Content Knowledge ...

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Being in the Social

Facebook (FB) is a social network allowing people to express their own identity. We propose that the frequency of use of FB can be explained in part by two identity processes: identity motives satisfaction (esteem, continuity, belonging and efficacy) ...

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Parasocial attributes and YouTube personalities

This study seeks to analyze the relationships between content features, video attributes, and parasocial attributes the characteristics that could lead to the creation of parasocial relationshipsamong the top most subscribed YouTube channels. A ...

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Zero Likes Symbolic interactions and need satisfaction online

The paper looks at the symbolic interactions on social networking sites, such as Likes on Facebook, and their role in users' sense of social in- or exclusion. In an online experiment, users of Facebook were asked to write a possible status update and ...

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What motivates people to continuously post selfies? The moderating role of perceived relative advantage

Although there are numerous social media studies, relatively little attention has been paid to the moderating role of perceived relative advantage in selfie-posting behaviors. Accordingly, the primary purpose of this study is not only to examine the key ...

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Punctuation in text messages may convey abruptness. Period

In contrast with face-to-face conversations, text messages lack extra-linguistic cues such as tone of voice and gestures. We explore the hypothesis that textisms, such as irregular punctuation, are used to fill this role. We extend the work of Gunraj, ...

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What makes information in online consumer reviews diagnostic over time? The role of review relevancy, factuality, currency, source credibility and ranking score

Online consumer reviews (OCRs) have become one of the most helpful and influential information in consumers purchase decisions. However, the proliferation of OCRs has made it difficult for consumers to orientate themselves with the wealth of reviews ...

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Should we love robots? The most liked qualities of companion dogs and how they can be implemented in social robots

In the future, robots may live with users as long-term companions, thus it is important that some sort of attachment relationship develop between humans and agents. Man's best friend the dog provides a model for investigating what makes a heterospecific ...

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Information privacy, consumer alienation, and lurking behavior in social networking sites

This study investigates the relationships among information security awareness, concern for information privacy, consumer alienation, privacy risk belief, lurking, and self-concealment. It explores the mediation effects of concern for information ...

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A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations

Educational games and simulations provide teachers with powerful tools for teaching students in the sciences. Within the broad category of educational gaming, there are several types of games to include Serious Educational Games (SEG), Educational ...

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Data-centered persuasion

By employing individuals' behavioral data collected from routinely used devices, a more effective nudging toward changes in individuals' attitudes and behavior can be implemented. To examine the persuasive effect on inducing prosocial behaviors, two ...

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Mining theory-based patterns from Big data

Big data in education offers unprecedented opportunities to support learners and advance research in the learning sciences. Analysis of observed behaviour using computational methods can uncover patterns that reflect theoretically established processes, ...

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Risk, trust, and the interaction of perceived ease of use and behavioral control in predicting consumers use of social media for transactions

There has been continued debate regarding competing models with respect to predicting use of social networking services. In this research the authors conceptualize and empirically test a model that combines constructs from the Technology Acceptance ...

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What it takes to get retweeted

A large body of research has examined the public disclosure of software vulnerability, but little attention has been paid to sharing software vulnerability information on social media. Sharing software vulnerability messages on Twitter indicates that ...

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The spreading impact of playing violent video games on aggression

Violent video game exposure has been shown to increase aggression in the player. The present research examines the idea that violent video game play does not only have an impact on the player, but also on the player's social network. In fact, egocentric ...

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Excessive use of online video streaming services

With the growing relevance of the Internet as a tool for communication and entertainment, researchers have examined the effects of individual's psychological factors and media use motives on their excessive use of Internet. Since Internet use has ...

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The social networks and distinctive experiences of intensively involved online gamers

Relying on a novel integration of both survey data (N=3629) and egocentric social network interviews (N=53), this study explores associations between patterns of social support and online gaming involvement and experience. In both our large survey and ...

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The influence of eWOM communications

Drawing on Online Social Network (OSN) Framework (Brown, Boderick, & Lee, 2007), this study examines the role of electronic word-of-mouth (eWOM) in consumer review websites by investigating its effects on the decision-making process of consumers. OSN ...

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Predicting Internet Gaming Disorder symptoms in young adolescents

Background and AimsProblematic gaming behavior in adolescence is becoming a bigger societal problem. An increasing number of adolescents have difficulties in controlling their game play and are at risk for the development of Internet Gaming Disorder (...

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Intersections of gender and sexual minority status

The present study refined existing bullying literature by examining differences in risk of three types of bullying victimization (offline only, cyberbullying only, and co-occurring victimization) for four different gender-sexual minority status groups ...

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Investigating the effects of smart technology on customer dynamics and customer experience

Increased use of smart technologies by customers is leading to recognition of their influence on the shopping experiences of customers by practitioners. However, the academic literature fails to acknowledge the influence of smart technology usage, ...

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Student attitudes to games-based skills development

Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here ...

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Third person effects of fake news

Although the actual effect of fake news online on voters decisions is still unknown, concerns over the perceived effect of fake news online have prevailed in the US and other countries. Based on an analysis of survey responses from national samples (n=...

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