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Computers in Human Behavior (CHB) - Volume 24, Issue 6 论文列表

本期论文列表
Editorial Board / Publication information

Computers in human behavior: Special issue: Electronic games and personalised elearning processes

Effective message synchronization methods for multiplayer online games with maps

Unreal PowerPoint™: Immersing PowerPoint presentations in a virtual computer game engine world

Designing and analyzing collaboration in a scripted game for vocational education

A pen and speech-based storytelling system for Chinese children

A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games

Educational game design for online education

Exploring the link between teachers’ educational belief profiles and different types of computer use in the classroom

Communication goals and online persuasion: An empirical examination

An experimental assessment of semantic apprehension of graphical linguistics

Factor structure for Young’s Internet Addiction Test: A confirmatory study

The Computer Aversion, Attitudes, and Familiarity Index (CAAFI): A validity study

Multivariate effects of gender, ownership, and the frequency of use on computer anxiety among high school students

Shyness and the internet: Social problem or panacea?

Development and validation of a computer attitude measure for young students (CAMYS)

Using multimedia to teach inservice teachers: Impacts on learning, application, and retention

Spatial updating of objects after rotational and translational body movements in virtual environments

Predicting knowledge sharing practices through intention: A test of competing models

An examination of disposition, motivation, and involvement in the new technology context computers in human behavior

Interface agents as social models for female students: The effects of agent visual presence and appearance on female students’ attitudes and beliefs

Relationship between the level of intimacy and lurking in online social network services

Interface design and emotions experienced on B2C Web sites: Empirical testing of a research model

The roles of personality and class size in student attitudes toward individual response technology

Security lapses and the omission of information security measures: A threat control model and empirical test

Culture, gender and information technology use: A comparison of Chinese and US children

The effect of innovativeness on the adoption of B2C e-commerce: A model based on the Theory of Planned Behaviour

Open source content contributors’ response to free-riding: The effect of personality and context

Implicit learning as a design strategy for learning games: Alert Hockey

Contextual multi-dimensional browsing

Development, content, process and outcome of an online peer supervision group for counselor trainees

Learning multiplication through computer-assisted learning activities

Cultural divide and the Internet

The impact of customer interface quality, satisfaction and switching costs on e-loyalty: Internet experience as a moderator

Cross-cultural deception in social networking sites and face-to-face communication

Social facilitation and human–computer interaction

Social impact in technologically-mediated communication: An examination of online influence

Online recruiting: The effects of organizational familiarity, website usability, and website attractiveness on viewers’ impressions of organizations

Technostress under different organizational environments: An empirical investigation

Virtual social interactions: Evolutionary, social psychological and technological perspectives

Internet addiction: Meta-synthesis of qualitative research for the decade 1996–2006

The role of spatial abilities and age in performance in an auditory computer navigation task

Psychologist treatment recommendations for Internet-based therapeutic interventions

Corrigendum to: “The role of the idea champion in innovation: The case of the Internet in the mid-1990s” [Computers in Human Behavior 24 (2008) 451–461]