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]