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Computers in Human Behavior (CHB) - Volume 71 论文列表

本期论文列表
Editorial Board / Publication information

Why do people buy virtual goods: A meta-analysis

Pathological personality traits assessment using Facebook: Systematic review and meta-analyses

Lying or longing for likes? Narcissism, peer belonging, loneliness and normative versus deceptive like-seeking on Instagram in emerging adulthood

Internet gaming disorder: Social phobia and identifying with your virtual self

Educational Robotics intervention on Executive Functions in preschool children: A pilot study

Passive Facebook use, Facebook addiction, and associations with escapism: An experimental vignette study

Experiencing motivational conflict on social media in a crisis situation: The case of the Chick-fil-A same-sex marriage controversy

A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applications

Online trolling: The case of Madeleine McCann

Instructor presence in instructional video: Effects on visual attention, recall, and perceived learning

Tracing female gamer identity. An empirical study into gender and stereotype threat perceptions

When do consumers buy the company? Perceptions of interactivity in company-consumer interactions on social networking sites

Self-endorsing in digital advertisements: Using virtual selves to persuade physical selves

The impact of recommendations and warnings on the quality evaluation of health websites: An online experiment

Emotional support during times of stress: Can text messaging compete with in-person interactions?

Insecure attachments: Attachment, emotional regulation, sexting and condomless sex among women in relationships

Is gambling involvement a confounding variable for the relationship between Internet gambling and gambling problem severity?

Modelling and testing consumer trust dimensions in e-commerce

Emotional intelligence and communication levels in information technology professionals

Survey method matters: Online/offline questionnaires and face-to-face or telephone interviews differ

Nasty online comments anger you more than me, but nice ones make me as happy as you

Parental mediation, cyberbullying, and cybertrolling: The role of gender

Understanding factors influencing information communication technology adoption behavior: The moderators of information literacy and digital skills

Explaining the adoption of social networks sites for sharing user-generated content: A revision of the UTAUT2

Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness

Mobile attachment: Separation from the mobile phone induces physiological and behavioural stress and attentional bias to separation-related stimuli

Static and interactive infographics in daily tasks: A value-in-use and quality of interaction user study

How real and model visuals affect the test performance of elementary students

A latent class analysis on adolescents media use and associations with health related quality of life

Self-disclosure and liking in computer-mediated communication

The role of online social network chatting for alcohol use in adolescence: Testing three peer-related pathways in a Swedish population-based sample

Intrusion of software robots into journalism: The public's and journalists' perceptions of news written by algorithms and human journalists

Qualitative approach to determine user experience of e-government services

Internet use and civic engagement: A structural equation approach

Supporting collaborative design activity in a multi-user digital design ecology

Forecasting managerial turnover through e-mail based social network analysis

Moving toward a theory: Testing an integrated model of cyberbullying perpetration, aggression, social skills, and Internet self-efficacy

The influence of empathy and self-presentation on engagement with social networking website posts

Why do faculty members use or not use social networking sites for education?

Texting's consequences for romantic relationships: A cross-lagged analysis highlights its risks

Parent ICT use, social capital, and parenting efficacy

Social presence in relation to students' satisfaction and learning in the online environment: A meta-analysis

The impact of self-regulatory states and traits on Facebook use: Priming materialism and social comparisons

Playing with power: Power poses affect enjoyment, presence, controller responsiveness, and arousal when playing natural motion-controlled video games

Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application

Examining cyberbullying across the lifespan

The maturing of gamification research

Designing interactive systems through a game lens: An ethnographic approach

Do badges increase user activity? A field experiment on the effects of gamification

FroggyBobby: An exergame to support children with motor problems practicing motor coordination exercises during therapeutic interventions

Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model

Gamification of task performance with leaderboards: A goal setting experiment

The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles

Towards understanding the effects of individual gamification elements on intrinsic motivation and performance

An inclusive design approach for developing video games for children with Autism Spectrum Disorder

Studying student differentiation in gamified education: A long-term study

Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience