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Computers in Human Behavior (CHB) - Volume 99 论文列表

本期论文列表
Editorial Board

Corrigendum to “Open source software: The effects of training on acceptance” [Computers in Human Behavior 49 (2015) 390–399]

Receptive versus interactive video screens: A role for the brain's default mode network in learning from media

Daily technology interruptions and emotional and relational well-being

Data protectors, benefit maximizers, or facts enthusiasts: Identifying user profiles for life-logging technologies

The effect of violence and competition within video games on aggression

Hey Alexa … examine the variables influencing the use of artificial intelligent in-home voice assistants

Smartwatch games: Encouraging privacy-protective behaviour in a longitudinal study

Identifying Indicators of Smartphone Addiction Through User-App Interaction

Conversational engagement and mobile technology use

Use of a non-human robot audience to induce stress reactivity in human participants

Are males more likely to be addicted to the internet than females? A meta-analysis involving 34 global jurisdictions

Commerce and crossover of resources in Facebook Groups – A qualitative study

Habit and addiction in the use of social networking sites: Their nature, antecedents, and consequences

A latent profile analysis of adult students’ online self-regulation in blended learning environments

Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes

Determining the effect of stress on analytical skills performance in digital decision games towards an unobtrusive measure of experienced stress in gameplay scenarios

Comparing and modeling via social media: The social influences of fitspiration on male instagram users’ work out intention

Perceived responsiveness in text messaging: The role of emoji use

The relations between YouTube addiction, social anxiety and parasocial relationships with YouTubers: A moderated-mediation model based on a cognitive-behavioral framework

Advice reification, learning, and emergent collective intelligence in online health support communities

Incivility on Facebook and political polarization: The mediating role of seeking further comments and negative emotion

Psychopathic traits and social anxiety in cyber-space: A context-dependent theoretical framework explaining online disinhibition

Accidentally Attentive:Comparing visual, close-ended, and open-ended measures of attention on social media

The effect of ad integration and interactivity on young teenagers’ memory, brand attitude and personal data sharing

When audiences become advocates: Self-induced behavior change through health message posting in social media

How prior knowledge affects problem-solving performance in a medical simulation game: Using game-logs and eye-tracking

Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials

“THE RUSSIANS ARE HACKING MY BRAIN!” investigating Russia's internet research agency twitter tactics during the 2016 United States presidential campaign

Lessons learned applying learning analytics to assess serious games

Effect of disfluency on learning outcomes, metacognitive judgments and cognitive load in computer assisted learning environments

The prevalence and impact of online trolling of UK members of parliament

Is cyberbullying a group process? Online and offline bystanders of cyberbullying act as defenders, reinforcers and outsiders

A quantitative analysis of factors related to Taiwan teenagers’ smartphone addiction tendency using a random sample of parent-child dyads

Which EEG feedback works better for creativity performance in immersive virtual reality: The reminder or encouraging feedback?

Battling gender stereotypes: A user study of a code-learning game, “Code Combat,” with middle school children

Emerging Technologies for Artifact Construction in Learning

Recognition in makerspaces: Supporting opportunities for women to “make” a STEM career

Developing a videogame for learning signal processing and project management using project-oriented learning in ICT engineering degrees

Virtual worlds: A new environment for constructionist learning

Exploring children's learning experience in constructionism-based coding activities through design-based research