0747-5632

Computers in Human Behavior (CHB) - Volume 72 论文列表

本期论文列表
Editorial Board / Publication information

From theory to practice: Cyberbullying theory and its application to intervention

Virtual reality exposure therapy in flight anxiety: A quantitative meta-analysis

Personality, learning, and satisfaction in fully online academic courses

Effect of tailored, gamified, mobile physical activity intervention on life satisfaction and self-rated health in young adolescent men: A population-based, randomized controlled trial (MOPO study)

Diagnosing user perception and acceptance using eye tracking in web-based end-user development

Relationship between the factors influencing online help-seeking and self-regulated learning among Taiwanese preservice teachers

Gender comparison of online and land-based gamblers from a nationally representative sample: Does gambling online pose elevated risk?

Psychological maltreatment, forgiveness, mindfulness, and internet addiction among young adults: A study of mediation effect

How do older and young adults start searching for information? Impact of age, domain knowledge and problem complexity on the different steps of information searching

Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load

Cyberloafing and social desirability bias among students and employees

Unfolding the notes from the walls: Adolescents’ depression manifestations on Facebook

Mobile phone addiction and sleep quality among Chinese adolescents: A moderated mediation model

Uses and gratifications of social networking sites for bridging and bonding social capital: A comparison of Facebook, Twitter, Instagram, and Snapchat

That personal profile image might jeopardize your rental opportunity! On the relative impact of the seller's facial expressions upon buying behavior on Airbnb™

A name alone is not enough: A reexamination of web-based personalization effect

Rewarded and unrewarded competition in a CSCL environment: A coopetition design with a social cognitive perspective using PLS-SEM analyses

Switching on or switching off? Everyday computer use as a predictor of sustained attention and cognitive reflection

Early usage of Pokémon Go and its personality correlates

Latent-level relations between DSM-5 PTSD symptom clusters and problematic smartphone use

Associations between psychosocial factors and generalized pathological internet use in Chinese university students: A longitudinal cross-lagged analysis

Examining students' intention to continue using blogs for learning: Perspectives from technology acceptance, motivational, and social-cognitive frameworks

Effects of a tablet game intervention on simple addition and subtraction fluency in first graders

The effect of preference similarity on the formation of clusters and the connectivity of social networks

The construction of online shopping experience: A repertory grid approach

The user experience of mobile music making: An ethnographic exploration of music production and performance in practice

Who uses dating apps? Exploring the relationships among trust, sensation-seeking, smartphone use, and the intent to use dating apps based on the Integrative Model

Predicting social capital on Facebook: The implications of use intensity, perceived content desirability, and Facebook-enabled communication practices

Development and validation of the Multimodal Presence Scale for virtual reality environments: A confirmatory factor analysis and item response theory approach

Determining reactive and proactive aggression and empathy levels of middle school students regarding their video game preferences

Development and Validation of Social Anxiety Scale for Social Media Users

Positive psychology interventions for internet addiction treatment

A cross-cultural comparative analysis of crowdfunding projects in the United States and South Korea

Exploring the effect of user engagement in online brand communities: Evidence from Twitter

Perceptions about and attitude toward the usage of e-learning in corporate training

Fear in virtual reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game

Computer self-efficacy, learning performance, and the mediating role of learning engagement

Escaping through exergames: Presence, enjoyment, and mood experience in predicting children's attitude toward exergames

Predicting perpetration of intimate partner cyberstalking: Gender and the Dark Tetrad

An integral model of e-loyalty from the consumer's perspective

Individual differences in susceptibility to online influence: A theoretical review

The impact of social media on risk perceptions during the MERS outbreak in South Korea

The media inequality: Comparing the initial human-human and human-AI social interactions

Structural relations between brain-behavioral systems, social anxiety, depression and internet addiction: With regard to revised Reinforcement Sensitivity Theory (r-RST)

Examining the performance of brand-extended thematic-content: The divergent impact of avid- and skim-reader groups

Formative computer-based feedback in the university classroom: Specific concept maps scaffold students' writing

Gender and professional e-networks: Implications of gender heterophily on job search facilitation and outcomes

Explaining social presence and the quality of online learning with the SIPS model

Boring is bad: Effects of emotional content and multitasking on enjoyment and memory

Reactions to ideological websites: The impact of emotional appeals, credibility, and pre-existing attitudes

Ties that work: Investigating the relationships among coworker connections, work-related Facebook utility, online social capital, and employee outcomes

Effects of interface design factors on affective responses and quality evaluations in mobile applications

Why do people file share unlawfully? A systematic review, meta-analysis and panel study

The Content-based Media Exposure Scale (C-ME): Development and Validation

A validity and reliability study of the computational thinking scales (CTS)

Shoot at first sight! First person shooter players display reduced reaction time and compromised inhibitory control in comparison to other video game players

The relation between 21st-century skills and digital skills: A systematic literature review

The Dunning-Kruger Effect in a workplace computing setting

Technology behaviors in education innovation

Technological adaptation of the student to the educational density of the course. A case study: 3D architectural visualization

Learning with mobile technologies – Students’ behavior

Improving the expressiveness of black-box models for predicting student performance

Students’ perceptions and attitudes towards asynchronous technological tools in blended-learning training to improve grammatical competence in English as a second language

MLearning and pre-service teachers: An assessment of the behavioral intention using an expanded TAM model

Work engagement and its antecedents and consequences: A case of lecturers teaching synchronous distance education courses

Collaborative learning and mobile devices: An educational experience in Primary Education

Which cognitive abilities underlie computational thinking? Criterion validity of the Computational Thinking Test

Investigating the effect of realistic projects on students' motivation, the case of Human-Computer interaction course

Supporting technology-enhanced inquiry through metacognitive and cognitive prompts: Sequential analysis of metacognitive actions in response to mixed prompts

Micro flip teaching ‒ An innovative model to promote the active involvement of students

Developing a culture of commenting in a first-year seminar

Differences between prospective, existing, and former users of interactive whiteboards on external factors affecting their adoption, usage and abandonment

Using gameplay data to examine learning behavior patterns in a serious game

Enriching programming content semantics: An evaluation of visual analytics approach

Validation of indicators for implementing an adaptive platform for MOOCs

A proposed paradigm for smart learning environment based on semantic web