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Computers in Human Behavior (CHB) - Volume 29, Issue 1 论文列表

本期论文列表
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]