Editorial Board / Publication information
Evaluation of the reliability and validity of GraphClick as a data extraction program
Cross-cultural analysis in online community research: A literature review
Teacher adoption of technology
The acceptance of Tablet-PCs in classroom instruction: The teachers’ perspectives
Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes
The effect of nonverbal cues on relationship formation
Conditioned suppression in a virtual environment
Facebook-based stress management resources for first-year medical students: A multi-method evaluation
Text me when it becomes dangerous: Exploring the determinants of college students’ adoption of mobile-based text alerts short message service
The effects of product photographs and reputation systems on consumer behavior and product cost on eBay
A note of caution regarding anthropomorphism in HCI agents
Bullying and cyberbullying: Convergent and divergent predictor variables
ERP correlates of masked affective priming with emoticons
A cross-cultural analysis of the effect of language on perceived risk online
Face-to-face or Facebook: Can social connectedness be derived online?
Advancing racism with Facebook: Frequency and purpose of Facebook use and the acceptance of prejudiced and egalitarian messages
Monitoring students’ goal setting and metacognitive knowledge in technology-enhanced learning with metacognitive prompts
Comparing actual and self-reported measures of Facebook use
Computerized working memory training: Can it lead to gains in cognitive skills in students?
Online multimedia learning with mobile devices and desktop computers: An experimental test of Clark’s methods-not-media hypothesis
Using virtual reality and mood-induction procedures to test products with consumers of ceramic tiles
Using non-verbal cues to (automatically) assess children’s performance difficulties with arithmetic problems
To buy or not to buy experience goods online: Perspective of innovation adoption barriers
Obstacles to social networking website use among older adults
An exploration of a quasi-stable online network: A longitudinal perspective
Loneliness, anxiousness, and substance use as predictors of Facebook use
Internet exploration behaviours and recovery from unsuccessful actions differ between learners with high and low levels of attention
A game design framework for avoiding phishing attacks
Are computers good or bad for business? How mediated customer–computer interaction alters emotions, impressions, and patronage toward organizations
Integration into mathematics classrooms of an adaptive and intelligent individualized e-learning environment: Implementation and evaluation of UZWEBMAT
Role of gender, self-efficacy, anxiety and testing formats in learning spreadsheets
Experience beyond knowledge: Pragmatic e-learning systems design with learning experience
Does the uncanny valley exist? An empirical test of the relationship between eeriness and the human likeness of digitally created faces
Why aren’t organizations adopting virtual worlds?
Can avatar and self-referencing really increase the effects of online 2-D and 3-D advertising?
Factors associated with distressing electronic harassment and cyberbullying
The effects of sanctions and stigmas on cyberloafing
Privacy, trust and control: Which relationships with online self-disclosure?
A mixed method approach to examining Facebook use and its relationship to self-esteem
Measure for Measure: A two study multi-trait multi-method investigation of construct validity in IS research
Motivating agents in software tutorials
Goal setting outcomes: Examining the role of goal interaction in influencing the experience and learning outcomes of video game play for earthquake preparedness
The influence of node sequence and extraneous load induced by graphical overviews on hypertext learning
A process model of cyberbullying in adolescence
Media multitasking performance: Role of message relevance and formatting cues in online environments
Gender differences in mediated communication: Women connect more than do men
The effect of behavioral tracking practices on consumers’ shopping evaluations and repurchase intention toward trusted online retailers
Cultural differences in social networking site use: A comparative study of China and the United States
Collaboration factors, teamwork satisfaction, and student attitudes toward online collaborative learning
The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars
Defining sociability and social presence in Social TV
Facebook and texting made me do it: Media-induced task-switching while studying
Internet addiction in students: Prevalence and risk factors
The effects of virtuality level on task-related collaborative behaviors: The mediating role of team trust
Motivation of computer based learning across adulthood
Students’ expectation, confirmation, and continuance intention to use electronic textbooks
The contribution of email volume, email management strategies and propensity to worry in predicting email stress among academics
Generational differences in content generation in social media: The roles of the gratifications sought and of narcissism
Comparison of web-based versus paper-and-pencil administration of a humor survey
Why do not satisfied consumers show reuse behavior? The context of online games
User adoption of social networking sites: Eliciting uses and gratifications through a means–end approach
Lost in space? Cognitive fit and cognitive load in 3D virtual environments
The effects of a lack of social recognition on online communication behavior
Knowledge construction in an outsider community: Extending the communities of practice concept
Am I acceptable to you? Effect of a robot’s verbal language forms on people’s social distance from robots
The reciprocal effects of social network site use and the disposition for self-disclosure: A longitudinal study
Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning
The changing nature of user attitudes toward virtual world technology: A longitudinal study
Development of a quantitative model of the impact of customers’ personality and perceptions on Internet banking use
Attachment style, social skills, and Facebook use amongst adults
The effects of static and adaptive performance feedback in game-based training
Social media as a catalyst for online deliberation? Exploring the affordances of Facebook and YouTube for political expression
The impact of avatar realism and anonymity on effective communication via mobile devices
An exploration of social networking site use, multitasking, and academic performance among United States and European university students
The role of Internet-specific epistemic beliefs in laypersons’ source evaluations and decisions during Web search on a medical issue
Effects of gesture-based avatar-mediated communication on brainstorming and negotiation tasks among younger users
Validation and psychometric properties of a short version of Young’s Internet Addiction Test
Different forms of online and face-to-face victimization among schoolchildren with pure and co-occurring dimensions of reactive and proactive aggression
Exploring convenience in mobile commerce: Moderating effects of gender
Is Facebook creating “iDisorders”? The link between clinical symptoms of psychiatric disorders and technology use, attitudes and anxiety
Intercultural differences in responses to health messages on social media from spokespeople with varying levels of ethnic identity
Online chronemics convey social information