Editorial Board / Publication information
Youth internet and wellbeing
The validation of the E-Victimisation Scale (E-VS) and the E-Bullying Scale (E-BS) for adolescents
Managing peer relationships online – Investigating the use of Facebook by juvenile delinquents and youths-at-risk
Facebook bullying: An extension of battles in school
The nature of cyberbullying, and strategies for prevention
Friendship: An old concept with a new meaning?
Does the use of social networking sites increase children’s risk of harm?
Knowing when not to use the Internet: Shyness and adolescents’ on-line and off-line interactions with friends
Adolescents’ use of Instant Messaging as a means of emotional relief
To give or to keep? Affective influences on selfishness and fairness in computer-mediated interactions in the dictator game and the ultimatum game
Forging friendship, soliciting support: A mixed-method examination of message boards for pregnant teens and teen mothers
The homeless use Facebook?! Similarities of social network use between college students and homeless young adults
Examining students’ online interaction in a live video streaming environment using data mining and text mining
Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
Strategic self-presentation online: A cross-cultural study
Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being
Motivations in virtual health communities and their relationship to community, connectedness and stress
Nomophobia: Dependency on virtual environments or social phobia?
Why advice on task selection may hamper learning in on-demand education
A virtual “Room” with a cue: Detecting personality through spatial customization in a city simulation game
An empirical investigation of end-users’ switching toward cloud computing: A two factor theory perspective
Effect of interactivity on learner perceptions in Web-based instruction
Why are children attracted to the Internet? The role of need satisfaction perceived online and perceived in daily real life
An examination of the celebrity endorsements and online customer reviews influence female consumers’ shopping behavior
A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years
Personality traits and knowledge sharing in online communities
What stimulates teachers to integrate ICT in their pedagogical practices? The use of digital learning materials in education
Gratifications for using CMC technologies: A comparison among SNS, IM, and e-mail
Consumer attitudes towards Internet gambling: Perceptions of responsible gambling policies, consumer protection, and regulation of online gambling sites
The influence of self-discrepancy between the virtual and real selves in virtual communities
Player–Avatar Identification in video gaming: Concept and measurement
Persuasive messages on information system acceptance: A theoretical extension of elaboration likelihood model and social influence theory
Deception in avatar-mediated virtual environment
Investigating the relations between motivation, tool use, participation, and performance in an e-learning course using web-videoconferencing
“What’s coming next?” Epistemic curiosity and lurking behavior in online communities
Corrigendum to “I Became an Attractive Person in the Virtual World: Users’ Identification with Virtual Communities and Avatars” [Comput. Hum. Behav. 28 (2012) 1663–1669]