Editorial Board / Publication information
Early exposure to digital simulated gambling: A review and conceptual model
Eliciting teamwork with game attributes: A systematic review and research agenda
Virtual reality and stimulation of touch and smell for inducing relaxation: A randomized controlled trial
Computer game misuse and addiction of adolescents in a clinically referred study sample
How gamification motivates visits and engagement for online academic dissemination – An empirical study
Design based on fuzzy signal detection theory for a semi-autonomous assisting robot in children autism therapy
Digital media use in the 2 h before bedtime is associated with sleep variables in university students
Information and communication technology overload and social networking service fatigue: A stress perspective
Exploring hope and expectations in the youth mental health online counselling environment
Learning from others' experiences: How patterns foster interpersonal transfer of knowledge-in-use
Exploring the role of social networking sites within adolescent romantic relationships and dating experiences
The efficiency of worked examples compared to erroneous examples, tutored problem solving, and problem solving in computer-based learning environments
Towards a quality model of technical aspects for mobile learning services: An empirical investigation
Facebook friends, subjective well-being, social support, and personality
The association between the use of social network sites, sleep quality and cognitive function during the day
Evaluating the legibility of decorative arabic scripts for Sultan Alauddin mosque using an enhanced soft-computing hybrid algorithm
How children navigate a multiperspective hypermedia environment: The role of spatial working memory capacity
Comparative evaluation of the reliability and validity of three data extraction programs: UnGraph, GraphClick, and DigitizeIt
The impact of cell phone texting on the amount of time spent exercising at different intensities
A hidden type of internet addiction? Intense and addictive use of social networking sites in adolescents
The interplay of technology and context in Syrian university students' electronic literacy practices
Follow me and like my beautiful selfies: Singapore teenage girls’ engagement in self-presentation and peer comparison on social media
Cross-cultural adaptation and evaluation of the psychometric properties of the Brazilian version of the Video Game Addiction Test
Internet cognitive failure relevant to self-efficacy, learning interest, and satisfaction with social media learning
Improving low-income preschoolers mathematics achievement with Math Shelf, a preschool tablet computer curriculum
Attitudes of active older Internet users towards online social networking
Media multitasking and well-being of university students
Cross-cultural narcissism on Facebook: Relationship between self-presentation, social interaction and the open and covert narcissism on a social networking site in Germany and Russia
Computer anxiety and attitudes towards the computer and the internet with Romanian high-school and university students
Psychological factors behind the lack of participation in online discussions
Investigation of the relationship between cyberbullying, cybervictimization, alexithymia and anger expression styles among adolescents
Exploring flow experiences in cooperative digital gaming contexts
Evaluating peers in cyberspace: The impact of anonymity
The effects of anonymity on computer-mediated communication: The case of independent versus interdependent self-construal influence
Exploring embodied social presence of youth with Autism in 3D collaborative virtual learning environment: A case study
Acceptable IS Use: Conceptualization and measurement
How employees use Twitter to talk about work: A typology of work-related tweets
A multi-analytical approach to predict the Facebook usage in higher education
The impact of Facebook and smart phone usage on the leisure activities and college adjustment of students in Serbia
An experiment testing six formats of 101-point rating scales
The effects of attacker identity and individual user characteristics on the value of information privacy
From duels to classroom competition: Social competition and learning in educational videogames within different group sizes
The measurement of maladaptive cognitions underlying problematic video-game playing among adults
Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres
The impact of head movements on user involvement in mediated interaction
Reheating breakfast: Age and multitasking on a computer-based and a non-computer-based task
The relationship between social media co-worker connections and work-related attitudes
An examination of the WHOQOL-BREF using four popular data collection methods
Heterogeneous knowledge distribution in MMO player behavior: Using domain knowledge to distinguish membership in a community of practice
Teasing apart the effect of visibility and physical co-presence to examine the effect of CMC on interpersonal attraction
Augmented reality-based video-modeling storybook of nonverbal facial cues for children with autism spectrum disorder to improve their perceptions and judgments of facial expressions and emotions
Effects of linear reading, basic computer skills, evaluating online information, and navigation on reading digital text
Informal learning recognition and management
Informal interactions in 3D education: Citizenship participation and assessment of virtual urban proposals
Informal tools in formal contexts: Development of a model to assess the acceptance of mobile technologies among teachers
Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities
Hybrid learning style identification and developing adaptive problem-solving learning activities
Personalized feedback for self assessment in lifelong learning environments based on semantic web
Social recognition provision patterns in professional Q&A forums in Healthcare and Construction
Visualizing informal learning behavior from conference participants' Twitter data with the Ostinato Model
Supporting, evaluating and validating informal learning. A social approach