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Computers in Human Behavior (CHB) - Volume 55, Part A 论文列表

本期论文列表
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