Editorial Board / Publication information
Player–video game interaction: A systematic review of current concepts
Computers in mathematics education – Training the mental number line
Teachers’ concern about integrating Web 2.0 technologies and its relationship with teacher characteristics
How team feedback and team trust influence information processing and learning in virtual teams: A moderated mediation model
A study of factors that contribute to online review helpfulness
Exploring predictors and consequences of Personal Fable ideation on Facebook
Organization sustainability communication (OSC): Similarities and differences of OSC messages in the United States and South Korea
Gender effects and cooperation styles in the Facebook community: A quasi-experimental assessment
Effects of cyber security knowledge on attack detection
Virtual shopping and unconscious persuasion: The priming effects of avatar age and consumers’ age discrimination on purchasing and prosocial behaviors
The virtual reality Walking Corsi Test
“Cyberdating Q_A”: An instrument to assess the quality of adolescent dating relationships in social networks
Exploring the role of health literacy on attention to and recall of text-illustrated health information: An eye-tracking study
How feedback boosts motivation and play in a brain-training game
Psychological response to an emergency in virtual reality: Effects of victim ethnicity and emergency type on helping behavior and navigation
Confirmation of Campus-Class-Technology Model in student engagement: A path analysis
Autonomy, competence, and relatedness in foreign language learning through Facebook
Quality of children’s knowledge representations in digital text comprehension: Evidence from pathfinder networks
An exploration of the relationship between Internet self-efficacy and sources of Internet self-efficacy among Taiwanese university students
Science fiction reduces the eeriness of android robots: A field experiment
Impact of electronic warnings on online personality scores and test-taker reactions in an applicant simulation
Travellers’ acceptance of consumer-generated media: An integrated model of technology acceptance and source credibility theories
An empirical study on factors affecting continuance intention of using Facebook
Construction of the Risk of Addiction to Social Networks Scale (Cr.A.R.S.)
Online safety begins with you and me: Convincing Internet users to protect themselves
e-Sports: Playing just for fun or playing to satisfy life goals?
Data collection mode effect on feeling thermometer questions: A comparison of face-to-face and Web surveys
Too good to care: The effect of skill on hostility and aggression following violent video game play
Swimming with mermaids: Communication and social density in the Second Life merfolk community
Differences between specific and generalized problematic Internet uses according to gender, age, time spent online and psychopathological symptoms
Putting engineering into software engineering: Upholding software engineering principles in the classroom
Cyberbullying, self-esteem, empathy and loneliness
Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games
Simple-talking database development: Let the end-user design a relational schema by using simple words
Introducing social media for knowledge management: Determinants of employees’ intentions to adopt new tools
When adults without university education search the Internet for health information: The roles of Internet-specific epistemic beliefs and a source evaluation intervention
Generalized metrics for the analysis of E-learning personalization strategies
Aggressive priming online: Facebook adverts can prime aggressive cognitions
Body image 2.0: Associations between social grooming on Facebook and body image concerns
Benefitting from virtual customer environments: An empirical study of customer engagement
The development and validation of the cyber dating abuse questionnaire among young couples
Using tablet in solitude for stress reduction: An examination of desire for aloneness, leisure boredom, tablet activities, and location of use
World Cup 2014 in the Twitter World: A big data analysis of sentiments in U.S. sports fans’ tweets
The role of social and parasocial relationships on social networking sites loyalty
Older adults’ experiences and perceptions of digital technology: (Dis)empowerment, wellbeing, and inclusion
Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration
A novel justice-based linear model for optimal learner group formation in computer-supported collaborative learning environments
Studying the coevolution of social distance, offline- and online contacts
Determining the effects of technological tool use habits on social lives
The cross-platform synergies of digital video advertising: Implications for cross-media campaigns in television, Internet and mobile TV
The brain in your pocket: Evidence that Smartphones are used to supplant thinking
Extending the theory of Bounded Generalized Reciprocity: An explanation of the social benefits of cooperative video game play
The effects of value co-creation practices on building harmonious brand community and achieving brand loyalty on social media in China
Facebook as a means to make new peers among early maturing girls
Perceptions of social norms surrounding digital piracy: The effect of social projection and communication exposure on injunctive and descriptive social norms
Self-presentation and hiring recommendations in online communities: Lessons from LinkedIn
On the utility of pictorial feedback in computer-based learning environments
Stranger on the internet: Online self-disclosure and the role of visual anonymity
Temporal dynamics in the relation between presence and fear in virtual reality
Polish validation of the Internet Addiction Test
Using virtual presence and survey instructions to minimize careless responding on Internet-based surveys
Compulsive Internet use and relations between social connectedness, and introversion
Correlates of Facebook usage patterns: The relationship between passive Facebook use, social anxiety symptoms, and brooding
Prosocial media in action
Effects of gender grouping on students’ group performance, individual achievements and attitudes in computer-supported collaborative learning
Why do people record and post illegal material? Excessive social media use, psychological disorder, or both?
A multi-componential analysis of emotions during complex learning with an intelligent multi-agent system
Investigation of the state of innovation in the Gulf Cooperation Council countries: Looking ahead
A hermeneutic phenomenological study of online community participation: Applications of Fuzzy Cognitive Maps
Cultural values and Facebook use among Palestinian youth in Israel
A problem shared is learning doubled: Deliberative processing in dyads improves learning in complex dynamic decision-making tasks
Belief in dangerous virtual communities as a predictor of continuance intention mediated by general and online social anxiety: The Facebook perspective
Functions of control mechanisms in mitigating workplace loafing; evidence from an Islamic society
Playing educational micro-games at high schools: Individually or collectively?
Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment
Risk factors associated with online game addiction: A hierarchical model