Editorial Board / Publication information
Cyberbullying in higher education: A literature review
Use of multiple social media platforms and symptoms of depression and anxiety: A nationally-representative study among U.S. young adults
Examining the validity and reliability of the cyber-aggression and cyber-victimization scale
Generating consumer resonance for purchase intention on social network sites
Beyond self-disclosure: Disclosure of information about others in social network sites
“Being sexy” and the labor market: Self-objectification in job search related social networks
Retweeting #WorldEnvironmentDay: A study of content features and visual rhetoric in an environmental movement
Health experience model of personal informatics: The case of a quantified self
Non-social features of smartphone use are most related to depression, anxiety and problematic smartphone use
Students' expectation, satisfaction, and continuance intention to use digital textbooks
Gender related correlations of computer science students
Gamifying an ICT course: Influences on engagement and academic performance
Psychosocial effects of SNS use: A longitudinal study focused on the moderation effect of social capital
Avatar face recognition and self-presence
“Those sweet, sweet likes”: Sharing physical activity over social network sites
Cyberbullying and self-esteem: An Italian study
Exploring the relationship between perceived pace of technology change and adoption resistance to convergence products
Individual differences and Information Security Awareness
“Do you like cookies?” Adolescents' skeptical processing of retargeted Facebook-ads and the moderating role of privacy concern and a textual debriefing
Untagging on social media: Who untags, what do they untag, and why?
The tweet goes on: Interconnection of Twitter opinion leadership, network size, and civic engagement
Central or peripheral? Information elaboration cues on childhood vaccination in an online parenting forum
The mediating roles of strain facets and coping strategies in translating techno-stressors into adverse job outcomes
Wag the dog – The nature and foundations of preschool educators' positive ICT pedagogical beliefs
User trust in social networking services: A comparison of Facebook and LinkedIn
Instance-based ontology matching for e-learning material using an associative pattern classifier
Did I do that? The association between action video gaming experience and feedback processing in a gambling task
An application of brand personality to advergames: The effect of company attributes on advergame personality
Adolescent digital profiles: A process-based typology of highly engaged internet users
Quantifying health literacy and eHealth literacy using existing instruments and browser-based software for tracking online health information seeking behavior
Offline personality and avatar customisation. Discrepancy profiles and avatar identification in a sample of MMORPG players
How WeChat can retain users: Roles of network externalities, social interaction ties, and perceived values in building continuance intention
An investigation of the relationship between Facebook usage, Big Five, self-esteem and narcissism
Privacy concerns on social networking sites: Interplay among posting types, content, and audiences
Psychological proximity to issues of the elderly: The role of age-morphing technology in campaigns for the elderly
The dark side of working online: Towards a definition and an Emotion Reaction model of workplace cyberbullying
Exploring the effects of online customer reviews, regulatory focus, and product type on purchase intention: Perceived justice as a moderator
Exploring how individual traits influence enjoyment in a mobile learning game
Reducing the transience effect of animations does not (always) lead to better performance in children learning a complex hand procedure
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
Not so fast: A reply to Benedetto et al. (2015)
A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale
Technology-driven gratifications sought through text-messaging among college students in the U.S. and Japan
Playfulness in mobile instant messaging: Examining the influence of emoticons and text messaging on social interaction
Driving is not a game: Video game experience is associated with risk-taking behaviours in the driving simulator
Fishing for phishers. Improving Internet users' sensitivity to visual deception cues to prevent electronic fraud
Gender difference and employees' cybersecurity behaviors
The impact of creativity and community facilitation on music streaming adoption and digital piracy