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