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Computers in Human Behavior (CHB) - Volume 80 论文列表

本期论文列表
Editorial Board

Screen overload: Pleasant multitasking with screen devices leads to the choice of healthful over less healthful snacks when compared with unpleasant multitasking

Online social support for “Danqin Mama”: A case study of parenting discussion forum for unwed single mothers in China

Consumers' online information adoption behavior: Motives and antecedents of electronic word of mouth communications

Self-presentation in LinkedIn portraits: Common features, gender, and occupational differences

That tagging was annoying: An extension of expectancy violation theory to impression management on social network sites

Internet gaming disorder in adolescents is linked to delay discounting but not probability discounting

The importance of attitudes toward technology for pre-service teachers' technological, pedagogical, and content knowledge: Comparing structural equation modeling approaches

Being in the Social: A cross-cultural and cross-generational study on identity processes related to Facebook use

Parasocial attributes and YouTube personalities: Exploring content trends across the most subscribed YouTube channels

Zero Likes – Symbolic interactions and need satisfaction online

What motivates people to continuously post selfies? The moderating role of perceived relative advantage

Punctuation in text messages may convey abruptness. Period

What makes information in online consumer reviews diagnostic over time? The role of review relevancy, factuality, currency, source credibility and ranking score

Should we love robots? – The most liked qualities of companion dogs and how they can be implemented in social robots

Information privacy, consumer alienation, and lurking behavior in social networking sites

A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations

Data-centered persuasion: Nudging user's prosocial behavior and designing social innovation

Mining theory-based patterns from Big data: Identifying self-regulated learning strategies in Massive Open Online Courses

Risk, trust, and the interaction of perceived ease of use and behavioral control in predicting consumers’ use of social media for transactions

What it takes to get retweeted: An analysis of software vulnerability messages

The spreading impact of playing violent video games on aggression

Excessive use of online video streaming services: Impact of recommender system use, psychological factors, and motives

The social networks and distinctive experiences of intensively involved online gamers: A novel mixed methods approach

The influence of eWOM communications: An application of online social network framework

Predicting Internet Gaming Disorder symptoms in young adolescents: A one-year follow-up study

Intersections of gender and sexual minority status: Co-occurring bullying victimization among adolescents

Investigating the effects of smart technology on customer dynamics and customer experience

Student attitudes to games-based skills development: Learning from video games in higher education

Third person effects of fake news: Fake news regulation and media literacy interventions

“Technoference” and implications for mothers' and fathers' couple and coparenting relationship quality

Leveraging your knowledge to my performance: The impact of transactive memory capability on job performance in a social media environment

Navigation in virtual environments using head-mounted displays: Allocentric vs. egocentric behaviors

Investigating relationships between video gaming, spectating esports, and gambling

How does adding versus self-generating a hierarchical outline while learning from a multimedia document influence students' performances?

Distortions in time perceptions during task switching

Do covered nude photographs in the internet induce sexual cognition – A study of event-related potential

Self-concepts in cyber censorship awareness and privacy risk perceptions: What do cyber asylum-seekers have?

Psychological issues and problematic use of smartphone: ADHD's moderating role in the associations among loneliness, need for social assurance, need for immediate connection, and problematic use of smartphone

Meeting others virtually in a day-to-day setting: Investigating social avoidance and prosocial behavior towards avatars and agents

Exploring the computational thinking effects in pre-university education

Computational Thinking in pre-university Blended Learning classrooms

Reprint of ‘First exposure to Arduino through peer-coaching: Impact on students' attitudes towards programming’

Phogo: A low cost, free and “maker” revisit to Logo

Extending the nomological network of computational thinking with non-cognitive factors

May I teach you? Students' behavior when lectured by robotic vs. human teachers

Learning Computational Thinking and scratch at distance

Corrigendum to “Problem solving through digital game design: A quantitative content analysis” [Computers in Human Behavior 73 (2017) 28–37]

Corrigendum to “The effect of a persuasive social impact game on affective learning and attitude” [Computers in Human Behavior 45 (2015) 213–221]

Corrigendum to “Big fish: Prestige and admiration in game studies scholarship” [Computers in Human Behavior 56 (2016) 330–336]